I have worked on Assassin's Creed Black Flag - Resynced as a Senior Game Designer, on Anvil Engine at Ubisoft Bordeaux. I was in charge of several systems and combat topics, mostly related to naval gameplay and weather systems.
• Senior Game Designer on systems and combat
• Worked on the weather system, doing weather playlists, working on the systemic states of weather and their impact on gameplay
• In charge of new naval Gameplay Weather Ingredient: Lightning Strike & Thunder storms. In the original game, they weren't gameplay, so I designed & implemented something new for players to enjoy
• Worked on several weather related game systems
• Designed, Balanced & Integrated difficulty settings for every naval battles, and tweaked every player ships, enemy ships & legendary ships
• Worked on the naval events & weather event systems
• Helped with some naval battle sequences
• Helped with some naval boss fights
I started to work on Assassin's Creed Black Flag - Resynced in 2025.
I joined the production after the pre-production. There was things left to design and so I joined them to help, taking ownership on a lot of naval and weather related systems.
I've worked directly with GPPs and VFX artists to first create the new weather GPI, the Lightning Strike. I quickly made a strike team with the few people available on the project, and we shipped it in a record time, to improve the overall quality of the game. This GPI asked us to work on a lot of stuff, including 3Cs and camera controls, for a better view of what is happening.
I've worked on the weather system to implement the working playlist and weather state, working directly with GPPs from Bordeaux and Singapore so we could achieve working states quickly, and be able to iterate on it. I was working with artists to make sure visibility during naval gameplay was on par with weather.
I've designed every naval related difficulty settings, and implemented with the help of a programmer all parameters in every archetypes and damage types.
I then helped on naval boss fights and battle sequences, to balance them, to make them more fun and engaging, and to debug them.