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.
​
Specifically the caves, shipwrecks and villages of the world.
​
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.
​
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
​
Level Design
-
Foundational Layouts of North American Gameplay Locations.
-
Mentorship and Reviews of Teams' level Design Layout
-
Collaboration with EnvArt to create Wilderness adventures.
​
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.
​
The Ice Ram and Reverse Boarding.
​
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.