Engine: Anvil Next



Parkour, Facade and Navigation:
– Implemented rooftop navigation using ropes and facade elements to help lead the player through the world towards objectives.
– Designed “parkour highways and paths” – hand-crafted gameplay routes using facade elements that lead the player along the sides of buildings or rooftops to a specific location, or along main roads towards major intersections. These highways prevented the player from ever having to touch the ground while traversing through Paris, while also providing interesting navigational gameplay.

Crowd Life Stations:
– Handplaced more than 6000 NPC Crowd Life Stations (phew!)
– Depicted various moods and tones specific to Paris during the French Revolution with NPCs (i.e. rioting, protesting, bustling markets, street entertainers, science and technology presentations, depictions of poverty and suffering, etc.)


Crowd Flow:
– Logically placed Crowd Flow paths for NPC navigation through Paris – selling the feel of an active, bustling city during the French Revolution.
– Implemented appropriate NPC archetypes in the streets of Paris according to wealth, class and location within the city.


Bug fixes and gameplay optimizations:
– Actively identified and corrected manually, areas in-which automated processes did not execute as intended due to unique setups or non-applicable structure.
– Tested navigation and adjusted props, facade elements and gameplay setups as needed to improve gameplay and player navigation.

Assassin’s Creed: Syndicate

I also worked on AC: Syndicate for a short time(<6 months) during Pre-Production as an Associate Lead Dev Tester, while waiting for a full-time Level Design position to open on Far Cry 5. During this period I was the Assoc. Lead on the “Object Bank” Team, working hand-in-hand with Artists, ensuring their submitted assets (meshes, art) complied with quality, optimization and metric requirements.
