You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

Session Name:

Level Design Workshop: 360 Approach for Open World Mission Design

Overview:

The purpose of this talk is to expose the concepts behind the 360 approach for objective design in open world games. This method was first developed and used at Ubisoft during Assassin's Creed 1 then refined over the years and is still in use in games like Far Cry. The talk will begin with a brief history of the method, how they used traditional progression curve techniques and tried to apply them to a non-linear approach. The talk will cover how they came to formalize this approach and various techniques you can use to complement it: gameplay focus, difficulty progression, emotional themes, etc. The talk will use examples from when they developed this technique on Assassin's Creed as well as how colleagues from Far cry have adapted it.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • GDC 2016
  • Philippe Bergeron
  • Ubisoft Montreal
  • free content
  • Design
  • Design