Far Cry 6 – Parque Mesozoico
At Ubisoft Berlin, I had the opportunity to work on Far Cry 6’s Special Operation “Parque Mesozoico” map.
Set in the fictional island nation of Yara, the park was inspired by a real world location in Cuba, populated with a plethora of outdated, “derpy” looking concrete dinosaurs which residents came to love. An army helicopter carrying a highly unstable chemical weapon called the PG240-X has crashed into the visitor centre, and it is the player’s job to retrieve it whilst keeping it cool and in the shade.
My work on this map included:
– Initial research and conception of map idea
– High level meetings and pitches with leads and directors
– Visiting a real life “Dinosaur Park” for reference material
– Working very closely with embedded LD, artists and concept artist
– Creating and maintaining map documentation
– Initial whiteboxing of various map locations
– Spacing of POI locations, vistas, vantage points, shadow routes, and water placement to support “Heat Run” mechanic.
– Supporting production throughout on AI placement, cover, nav mesh, optimisation, and reacting to feedback from other departments.
– Numerous technical passes to update scripts, level logic, new mechanics, ETC.
– Supporting other team members when required.
– Quality assurance and bugfixing.
Credits: Lee Roland, Helene Maas, Marcel Schanz, Marika Schanz, Guido Kuip, Aleksandr Nechtaylo, Robin Thormann, Esther Berges.
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Far Cry 6 – Puerta del Edén
At Ubisoft Berlin, I had the opportunity to work on Far Cry 6’s Special Operation “Puerta del Edén” map.
Set in the fictional island nation of Yara, the map takes place in what used to be a beautiful national park. The valley has now been taken over by hardened army sympathisers after Castillo’s fall, utterly destroyed and deforested, and turned into a private kingdom by their leader. As leverage, they threaten to use the PG240-X chemical weapon to poison Yara’s water supply if they are not left alone. It is up to the player to take the weapon and return it, whist keeping it cool and in the shade.
My work on this map included:
– Initial research and conception of map idea
– Internal pitch meetings with directors, leads and external co-dev partners
– Supporting pre-production of the map by fully implementing fully playable logic from start to finish working alone before remainder of team joined
– Working very closely with embedded LDs, artists and concept artists once production begun
– Creating and maintaining map documentation
– Initial whiteboxing of various map locations
– Spacing of POI locations, vistas, vantage points, shadow routes, and water placement to support “Heat Run” mechanic
– Supporting production throughout on AI placement, cover, nav mesh, optimisation, and reacting to feedback from other departments
– Ensuring level vision and narrative cohesion are maintained at all times
– Numerous technical passes to update scripts, level logic, new mechanics, etc.
– Supporting other team members when required
– Quality assurance and bugfixing.
Credits: Jos Van Laar, Maarten Froodnickx, Helene Maas, Verena Gruse, Timothy Dries, Stephen Sokasaki, Stijn van Graal, Vincent Joyal, Melanie Hofmann, Anna Hrafnhildur Björnsdóttir, Esther Berges.
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Far Cry 6 – Assorted Levels
At Ubisoft Berlin, in addition to fully working on two separate Special Operation maps, I was also able to aid and support other teams and level designers on almost all the other Special Operations maps.
This role included mostly technical tweaks and polish, such as:
– Implementing shadow routes and POI visibility between locations, to support the “Heat Run” mechanic.
– Technical validation of other LD’s AI placement, respawn, player and AI logic volumes, ammo placement, and numerous other technical requirements.
– Hooking up camera systems, validating and tweaking mission logic, updating scripts.
– Ensuring the correct AI archetypes and values were used throughotu the Special Operations maps.
– Providing feedback on cover, navmeshing, occlusion, POI visibility, etc.
– Bugfixing and quality assurance of all gameplay features.
– Helping to bring the maps to L2, L3 and higher quality.
– Working closely with the Technical Level Design team to ensure all of the above met internal deadlines and pipeline processes.
Credits: Ubisoft, Ubisoft Berlin.