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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.

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. 

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