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Far Cry 6

EMPLOYER: Ubisoft Toronto
POSITION: Senior Level Designer

Main Mission: The Battle of Esperanza

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OVERVIEW:

This is the final mission of Far Cry 6. It sees the player leading the charge on the capital city of Yara. The player starts on a newly claimed island and prepares with their companions for war. The player and their allies storm the beach of the city and push through chaos to reach the headquarters of Anton Castillo. This mission is jam packed with action and chaos. It features multiple groups of allies that join the player periodically as they fight through the city. There are many scripted moments amidst combat, mini bosses, and heavy action sequences.
 

RESPONSIBILITIES:

  • Created mission design docs which included writeups and paint-overs to sell the idea of this mission to leads and directors.

  • Created top down pen and paper plans for mission flow, encounter planning and narrative elements.

  • Designed mission specific sections of the city while respecting the open world design.

  • Designed the entirety of Anton's Tower.

  • Worked with narrative on story elements.

  • Integrated all mission scripting (conversations, objectives, companion ai, combat encounters, background characters, spawning, cleanups, music triggers, dialogue triggers, phone calls, animations, SFX, VFX, scripted events)

  • Took the mission from whitebox to shipping quality.

  • Managed mission layers and the loading and unloading of mission specific assets.

  • Scripted mission boundaries in the open world.

  • Setup television screens which broadcast videos throughout the mission. They are also scripted to change scenes at specific moments.

Side Mission: Shock Therapy

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OVERVIEW:

This side mission has the player getting in touch with their inner peace via the instructions from a strange doctor. This is an open world mission and objectives are tracked and can be completed anywhere. The player will fish, feed birds, meditate and murder their way to tranquility.
 

RESPONSIBILITIES:

  • Created mission design docs to sell the idea of this mission to leads and directors.

  • Designed the open world mission spaces by shaping the terrain and placing envionmental assets.

  • Supported in open world terrain design around the eagles nest location.

  • Worked with narrative on story elements.

  • Integrated all mission scripting (conversations, objectives, combat encounters, ai, spawning, cleanups, dialogue triggers, phone calls, animations, full screen visual effects, objective timers)

  • Took the mission from pen and paper to shipping quality.

  • Managed mission layers and the loading and unloading of mission specific assets.

  • Scripted mission boundaries in the open world.

  • Worked with the animals team to paint animal spawning regions around the player.

  • Planned open world locations to visit.

  • Setup mission giver.

Side Mission: Precious Cargo

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OVERVIEW:

I only owned this mission for it's first half of devlopment. I handled it's initial scripting to get the basic flow, encounters, locations and cutscenes set up. This mission has the player rescuing hostages from a village and delivering them in a cargo vehicle to a dock. This missions cutscenes will change depending on if the player goes in loud or quietly.
 

RESPONSIBILITIES:

  • Maintained mission design docs.

  • Helped design the mission spaces by shaping the terrain and placing envionmental assets as well as using modular kits to construct buildings.

  • Worked with narrative on story elements.

  • Integrated the first pass of mission scripting to get the mission playable from start to finish (conversations, objectives, combat encounters, ai, spawning, cleanups, dialogue triggers, phone calls, animations, objective timers)

  • Managed mission layers and the loading and unloading of mission specific assets.

  • Scripted mission boundaries in the open world.

  • Scripted cutscenes that would play based on the players approach to an enemy base (loud vs quiet)

  • Scripted enemy ai behaviours and hostage gameplay.

  • Setup mission giver.

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