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