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Watch Dogs: Legion was my second project with Ubisoft Toronto.  I began work on the project from pre-production through to ship.  Early in development I worked with the world team to create locations, along with developing a modular building kit to be used for the games many interiors.  The Thorne’s Felts Key Location was the outcome of this combined effort and I’m glad to see that much of the work I did early on remained throughout production and shipped.

Following my time with the world team I moved onto the main missions team.  I was tasked with developing the ‘DedSec’ series of main story operations.  I had the pleasure of starting form the ground floor, collaborating closely with my writing partner to develop the character of Sabine Brandt, enmeshing her deeply into the very being of DedSec London.  Over the course of the project this mission took on many different forms (that I will elaborate on in a post at a later date).  Eventually the mission settled into the form in which it shipped, as the culminating chapter of the games main story campaign, Hard Reset.

The bulk of my final work was the gameplay and mission design for Hard Reset.  I worked in collaboration with narrative, art and programming departments to guide the mission through to completion.  Notable highlights for me were:

  • The frantic drive through a London under attack from Zero Day’s ultimate hack
  • Creating a visually interesting and engaging VR Puzzle atop Blume Tower
  • Subsequently killing (?) the main antagonist Zero Day also atop Blume Tower
  • Creating the sequence that builds up to the player pulling the plug on their worst best robot friend, Bagley

Developed By

Ubisoft Toronto (lead), Ubisoft Montreal

Platforms

Playstation 4, Playstation 5, Xbox One, Xbox Series S/X, PC, Stadia

Role

Senior Level Designer

Duration

November 2016 – September 2020

Responsibilities

HARD RESET

  • Mission design & Scripting
  • Combat design, scripting & balancing
  • ‘Hacked’ world state scripting
  • Blume Tower VR puzzle logic and environment scripting
  • Narrative & Character development
  • Layout design, blockout & optimization (Broca Tech Labs, Blume Tower top)
  • VFX placement (City destruction)

THE FACE OF THE ENEMY – Hacker’s van chase sequence

  • Mission scripting & fall-back vehicle spawn placement
  • combat scripting & balance

 

The guiding ethos I applied to each beat of Hard Reset was to create an open ended, natural culmination to DedSec’s London story.  To this end I tried to ensure that the player was always given options to approach their final objectives.  I wanted to embrace the open world nature of Watch Dogs: Legion and let the player express themselves via all of the tools at their disposal. 

This description barely scratches the surface of the contribution I had the honour to make to this huge game.  In the coming months I will elaborate in further detail the work I contributed. 

 

Hard Reset Gameplay Video

The Face of the Enemy (Van Chase) Gameplay Video

Hard Reset Screenshots