Watch Dogs 2

I began work on the Bloodline expansion for Watch Dogs: Legion shortly after shipping the main game.  This project was produced in a streamlined manner, with a much smaller team than Legion. This was an opportunity for the team to collaborate closer than before, building on the collective knowledge built from shipping Legion. 

My mandate was to create a mission where Jackson Pearce — the nephew of protagonist Aiden Pearce — would delve into the mind of a comatose Aiden in an attempt to revive him.  Based on the events of the first Watch Dogs along with the subsequent discourse around Aiden as the protagonist, my pitch was that we would be diving into the mind of a deeply troubled, damaged man.  Experiencing his subconscious as a 3rd party would be akin to psychological horror.  

Early on I worked in close collaboration with writer Ashley Park and Level Artist Amanda Mundt to figure out how we would represent the mind of Aiden Pearce.  We landed on exploring the guilt and trauma he was still grappling with originating from the death of his neice Lena Pearce. This moment was the inciting incident of the original game and tied into the relationships Aiden had formed since, specifically that of his nephew Jackson.

As the team was considerably smaller than a full scale production, I had the opportunity to wear a few additional hats during development.  Along with blocking out the mission space and scripting the gameplay, I was the main point of contact when collaborating with various departments.  I had to direct the following elements narrative realization, player leading lighting, scripted audio/VFX events.

Finally, as a huge mark for classic survival horror, I couldn’t help but push for the inclusion of an easter egg referencing one of the best horror experiences in recent years. 

Developed By

Ubisoft Toronto, Ubisoft Kyiv

Platforms

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

Role

Senior Level Designer

Duration

November 2020 – June 2021

Responsibilities

BURY YOUR DEAD

  • Mission design & scripting
  • Narrative Design
  • Puzzle design & scripting
  • Scripted event implementation including VFX, audio and animation implementation
  • Layout design, blockout & optimization
  • Coordinating directly with key stakeholders to ensure the mission met vision goals

Bury Your Dead Screenshots

Some of my favourite shots from the mission.  These were made possible via awesome collaboration with Level Artist Amanda Mundt, Lighting Artist Karla Martinez and VFX Lead Artist Trish Penmam.  Not represented in these shots is the amazing contributions from Sound Designer Michelle Hwu and Audio Director Adam Axbey.

Evolution of Aiden’s Mind Screenshots

Throughout the mission, Jackson’s goal is to retrieve memento’s of Aiden’s past in the hope that Aiden may finally bury his Vigilante persona and begin the path of redemption. 

Each of these objects were located in a different part of Aiden’s mind, locked away behind different types of trauma.   As the player moves through these parts of Aiden’s mind we dressed the hub space differently to represent said trauma.

Bury Your Dead Gameplay Video