My role
I worked on different aspects of the game from Props, Large Architecture Assets, Weapons, Procedural Objects and made sure that everything is within the technical guidelines of the engine.
I also developed tools and workflows that were used in different aspects of the production. Doing repetitive tasks, creating new data structures, and automating validations. Helped in improving the overall engine (Anvil) with different tools that were later on included in different projects in the company.
Overall technical owner of the Weapons Pipeline of the whole game. Yes, that's right! every weapon you see for the character and NPCs where handled and implemented by me together with the lead studio in Montreal.
Was very fortunate enough to work on real locations for Snotinghamscire which quite did give a lot of challenges in terms of technical fidelity. If you see some of those neat looking rivers, fields, streams, and boulders, yeah I worked mainly on those plus having to do a lot of optimizations along the way.
Lastly, did a lot of optimizations in our locations to make sure that everything is running on smooth framerate on Xbox and PS4 consoles using their own SDKs. Identifying bottlenecks in rendering and performance.
Overall, it was one of the best experiences I had with my career. Having to be in the project since conception down to GOLD. I'd say we made a pretty big impact as a studio in this awesome installment of the Assassin's Creed Franchise.