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Assassin's Creed: Rogue

Associate lead level design, mission scripting, level design.

North Atlantic Naval Gameplay Locations

Associate Lead Level Design

My time on Rogue was largely characterised by 

training and leading a new group of level designers in creating the locations for the North Atlantic Naval Game play locations.

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Specifically the caves, shipwrecks and villages of the world.

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We approached a lot of them with the idea that we're creating incredible scenic playgrounds to explore, with little secrets tucked away in corners, and paths that felt satisfying to parkour through.

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Below are just a few of my favourite places in the North Atlantic.

Leadership

  • Training & Mentorship on level design principles

  • Regular team meetings to align goals and priorities

  • Gameplay reviews and direction

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Level Design

  • Foundational Layouts of North American Gameplay Locations.

  • Mentorship and Reviews of Teams' level Design Layout

  • Collaboration with EnvArt to create Wilderness adventures.

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Game Design

  • Establish foundational principals of Gameplay Activities.

  • Early Prototypes of levels for gameplay activities

  • Early Prototypes of technical level design process.

Mission Design

The Assassination of Samuel Smith

I scripted this mission to introduce two of Rogue's signature game play innovations for the series.

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The Ice Ram and Reverse Boarding.

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The mission sequence was paced to introduce both these elements, while utilizing the gameplay pillars made famous by the Assassin's series; Parkour, Combat and Ship sailing. 

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