I've started my career in the game industry back in 2006, I've worked for 2 years and a half as a Lead Level Designer on casual games for kids. In 2010, I stepped into the Assassin's Creed series, working as a Level Designer on the multiplayer that was first introduced with AC Brotherhood. I'm now the Lead Level Designer for the multiplayer mode and have shipped all of its iteration, building and designing the Level Design rules for this very specific concept.
What does it take to design Multiplayer maps for Assassin's Creed franchise ? Using Saba Island map as an example, I'll try to give an insight at the very deep process of mixing History and Gameplay in a unique Multiplayer experience.
[Blog - 07/20/2014 - 07:48]
Very nice article Bobby r ...
Very nice article Bobby r nI really like the presentation effort you have put in here, it really makes the whole thing accessible and pleasant to read. Now I 'll have a close look at Ben 's original article too.
[Blog - 02/04/2014 - 06:07]
You are absolutely right, fairness ...
You are absolutely right, fairness should be the keystone behind a good multiplayer map, however there are some constraints we had to cope with to design maps supporting multiple game modes. From AC Brotherhood to AC Black Flag, new modes appeared and we had to adapt ourselves. But again, I ...