Interview: Assassin’s Creed Shadows Level Design Director and Associate Producer on building on legacy and what to expect
Check out our conversation with the developers of Assassin's Creed Shadows!
During our time getting hands on Assassin’s Creed Shadows, we got the opportunity to sit down with the game’s Level Design Director, Luc Plante and Associate Producer, Cassandra Poon for an interview. We got to talk about what it was like to work on such a juggernaut of a franchise with Assassin’s Creed and how do the developers keep building upon each entry over the years.
Assassin’s Creed Shadows is finally bringing players to the much-requested feudal Japanese setting as the 2 main protagonists, Yasuke and Naoe must work together, despite their differences. While the final release is still a couple of ways off, with the game being delayed to March 20, 2025, here are some developer insights that tell you a little bit more about what was the approach in bringing Japan to life within the Assassin’s Creed franchise.
How does the level design build on previous entries in the franchise?
LP: Curiously enough, we didn’t differ that much from previous titles because stealth and combat are always a key part of the franchise. It’s just that this time around, we really want to make sure that we have two protagonists that are the embodiment of stealth and combat, and that their own tools in their pocket to make sure that they develop further in those those play styles. So we always look at our locations from a 360 approach, making sure that we have enough entry points for both protagonists. And then when they the player enters, let’s say for Naoe with their grappling hook, she goes on the rooftop, then she can assess the situation, see which light she could turn off, where she could throw a little bell to attract the enemy. So, it’s giving tools for the player when they assess the situation, to plan on their own tactics. It’s all mostly dependent on the 360 approaches of the levels.
Since you have to cater to 2 very different play styles, can you talk more about the new mechanics or tools and level design that enhance verticality or traversal in the game for both characters?
LP: One big decision was to remove the climb everywhere mechanic to give bigger emphasis on the grappling hook. It’s the first time we have a physics based grappling hook in the series, and to that much extent, we want to make sure that it’s not just a gimmick, but it’s a key element from Naoe’s tool set in a way that she can reach higher grounds that Yasuke cannot. But on the flip side, Yasuke can break some blocked doors that now we could not have. To put it simply, Yasuke is more on horizontal approaches while Naoe is more focused on verticality.
Since Japan is the most anticipated setting for the franchise, can you talk more on what was like designing environments that feel historically authentic, but at the same time, would also cater to more modern gameplay expectations.
LP: Like any other Assassin’s Creed game, we look at actual historical footprints of each of these different locations, but after that, it’s making sure that they are complying with all the gameplay constraints. Because quick example, a door frame in real life is not the same size in any video game. So, it’s always a matter of finding that right balance between, how can we make the architecture and the layout space believable? And if you go to a location and you go to the same location in real life, you kind of feel yourself at home because recognize yourself and oh! I visited that place in AC but at the same time to not take away combat spaces and also the parkour to making sure it’s a fun and enjoyable thing, because it’s a game first.
How do you strike the right balance between meeting expectations from fans and innovating over the years?
CP: I think one key focus is the fact that we want to stay true to the franchise, the style, the combat and over the years, as the team evolves as well. We understand how to build worlds better. We understand the need to really consider history as our playground and then bring that in to really develop all the small elements around it that adds to the immersion of giving a believable world to our players. I think this is, this is where we are at in terms of how much of the little things that we want to add in to bring you more immersion? That’s where we are trying to balance while ensuring that everything else that comes in, be it for the weather, how do we take that into account? Or the infrastructure or the architecture? The way that we are using the shadows and the destructible environments, these are beautiful elements to work with to increase the believability in this era at this time and space so and it’s really what do we choose to push? And those elements really help us to make it more immersive for our players and add a new dimension on top of our Assassin’s Creed staple of stealth and combat.
Speaking of the things you guys would love to add what does the production pipeline look like for integrating historical accuracy, plus additional gameplay design that you guys might want to innovate on?
CP: History as our playground. What this means, really is the fact that we always counter check and really make sure that we understand the history that we’re working with, with different times and spaces. The different structures, themes, and locations that we are working with, and therefore we can inject the correct narrative to fit in with the different quests and activities. With all those elements in mind, there’s a lot of verifications about how believable they are. And along with the experts’ advice for us to say that, yes, this works perfectly. Yes, this is what exactly they’re doing. You could even go further or not. This is where we understand our balance to work with what we intend to introduce on the gameplay side. There is definitely a phase of clarification and verification before we say, okay, let’s put all this in, and then we keep refining. Once it’s in, we keep refining it and we keep polishing it to push it to where you are it is that you see today and beyond.
What lessons from past AC titles have helped you guys shape the development of Assassin’s Creed Shadows?
CP: From the perspective of Ubisoft Singapore, we really accumulated a lot of our experiences with respect to world building. Especially with naval combat, and that’s where along the lines, you know, from Assassin’s Creed 4: Black Flag, and then to the subsequent titles that we have, and to today, the rolling waves that you’re seeing, the river life, big boats and ships, those are where we have accumulated all our experiences to date. To bring you the immersion that we hope you can experience with us. And we want to push this tech further with the generations of consoles that keep evolving to ensure that we can live up to the expectations. All those years of doing world building through naval storytelling it accumulates the work we have presented today.
LP: Since Origins, we are shifting towards open world RPG. You can see that Odyssey is a continuity. Valhalla is a continuity. And so is now with Shadows. So, it’s building up on the legacy and pushing each time from each project a little bit further away in some of the pillars and for Shadows, it’s the dual protagonist, but also all the immersion with the dynamic world that make it for a far more immersive experience this summer.
Is there anything specific you want players to take away from their experience with Shadows?
LP: For me, it’s the dual protagonist, so we keep talking about it for a while. It’s not just a story device, it’s not just gameplay mechanic, it’s really accumulation of all of these. And if you play either as Naoe or Yasuke, you feel that they are both very different. The way they react, the way they want to solve things, like they have their own perspective on things. They have their own point of view, but they put their differences aside because in the end, they’re working for peace. But if you play each one individually, you still feel like you’re playing an Assassin’s Creed game. Either they’re both very different, but at the same time, they are quite familiar at the same time, and finding that right balance, I think we hit the spot with this.
As of the writing of this article, Assassin’s Creed Shadows will be set to release on March 20, 2025 on PlayStation 5, Xbox Series X and Series S, and PC.