Assassin’s Creed Nexus VR

Awards

Best AV/VR Game at 16th Unity Awards

Technical Designer Cinematics Team

  • Collaborate with Narrative to design and implement interactive cinematics and in-game encounters

    • Hand-placed animations with Unity Timeline

    • Create custom timeline nodes and script events (made by me or engineering) for interactive VR cinematics to accommodate:

      • Branching behaviour within timeline

      • Detect player input from timeline to create gameplay loops

      • Freeze/Unfreeze player input

    • Use Unity's visual scripting editor to create gameplay logic for in-game encounters.

  • Work with Engineers to create tools to improve the efficiency of development with Unity Timeline and visual scripting tools.

    • Custom features for player interactions in cinematics and encounters (e.g. detecting player interactions with objects, NPCs, and the scene).

  • Prototype interactive encounters and provide technical support for cross-functional teams.

    • Create Unity gyms for the team to test and play with new features or encounters.

  • Give playtest feedback to yield measurable improvements that maintain design direction.

Cinematics Owned

  • Memory 3: Return to Monteriggioni

    • Story beat: Catch Seraphina (in-game encounters + mini dialogues)

  • Memory 4: Hunting the Bow

    • Story beat: Meet with Kastor - interactive cinematic

      • Player input: picking up the key and Lyre triggers various dialogue options and animation loops with Kastor; player queues on failure

    • Story beat: Return to Odessa (cinematic)

      • Player input: success or failure of giving Odessa the bow dictates various dialogue options and animations; player queues on failure

  • Memory 5: Daring Rescue

    • Story beat: Meet with Achilles (cinematic)

  • Animus Memory: Rebecca and Shaun (After Memory 6 - Hunter Attack)

  • Memory 7: Rizzio’s Humiliations

    • Opening cinematic with Antonio

      • Player input: rowing and pathing of gondola

    • Story beat: Meet Antonio - interactive cinematic

      • Player input: looking directions dictate various dialogue options and waiting animations from Antoni

      • Player input: grabbing the weapon triggers various animation states

      • Weapon swap from prop to real weapon

      • Transition from cinematic to gameplay (target practice)

      • Player’s accuracy of target triggers various animations and dialogue from Antonio

  • Memory 8: The Final Humiliation

    • Opening cinematic with Antonio

    • Story beat: Return to Antonio cinematic

  • Memory 9: The Thirty Tyrants

    • Story beat: Investigate the Commotion

      • Player input: picking up package triggers various dialogue options and waiting animations for handing to Citias; player queues on failure

  • Animus Memory: Dominika (After Memory 10 - Story Beat: Return to Nikomedes

  • Memory 10: The Spymaster

    • Story Beat: Tail Beckworth (in-game cinematic)

    • Story Beat: Report to Scudder (cinematic)

  • Memory 11: Cult of Hermes Reborn

    • Story beat: Return to Leonardo cinematic

  • Memory 12: Batron’s Raid

    • Story beat: Return to Barton cinematic