Far Cry 6

Engine: Dunia 2.0

I continued my career as a Level Designer on Far Cry 6 – researching and prototyping locations from scratch that were later taken over by other Level Designers when I left Ubisoft in 2019 to focus on creating Burglars vs Brats full-time.

Locations worked on:

Oil Rig Platform:

The Oilrig Platform Location taken over by Monica Roque and Level Art done by Matt Kazan. This location was a lot of fun to plan and block out. I was able to demonstrate my abilities with using stacked verticality in a limited gameplay space. I treated the water as lava, as in the player should never have to / want to touch it. Cranes were strategically placed around the outpost to allow the player to traverse like Spiderman, swinging from platform to platform.

Monica definitely made this location her own and added a lot to it, fleshing out the realism and improving all aspects of the location. Matt demonstrated his great eye and talent for art, check out the screen captures below – I truly think this is one of FC6’s most beautiful Outposts!

Early Progress from blocking to playable:

In-Game Captures courtesy of Matt Kazan (LA):

Check out more of Matt’s screengrabs here! https://www.artstation.com/artwork/xJlE3Y

University Location:

I also worked on The University Location, which was taken over by the very talented Monica Roque. The location itself was based on the Universidad de Oriente, in Santiago de Cuba. For this location, I felt it was important to maintain strong visuals and layout elements that matched the real world location. Exterior supporting elements such as a football pitch, greenhouse and track & field area helped support the educational theme.

Steel Plant Location:

I also worked on The Steel Plant, which was taken over by Rebecca Mitchell when I left. A typical Outpost, the Steel Plant also included a mini-boss VIP target, which allowed me to plan and execute stealth pathing and routes. The location can be approached from various directions, allowing the player to plan their attack before infiltrating.

Resistance Hideouts:

Finally, I did additional work on the safehouse locations / Resistance Hideouts. Although somewhat minor work in comparison to outposts, these locations needed to have strong player pathing while maintaining a sense of realism and discoverability for the player.