Watch Dogs: Legion
EMPLOYER: Ubisoft Toronto
POSITION: Senior Level Designer
Main Mission: Espionage 101
​
OVERVIEW:
This mission has the playing infiltrating a government building to steal some documents. They must find a way to a rooftop access point to initiate a hack on foot. This is followed by some spider bot puzzle platforming gameplay to hack their server on site and retrieve these documents.
RESPONSIBILITIES:
-
Created mission design docs which included to sell the idea of this mission to leads and directors.
-
Worked with narrative on story elements.
-
Integrated all mission scripting (phonecalls, objectives, some mission specific ai pathing, spawning, cleanups, dialogue triggers, animations, interacts)
-
Took the mission from pen and paper to shipping quality.
-
Managed mission layers and the loading and unloading of mission specific assets.
-
Setup hacking puzzle nodes, logic, and events (server exposed animations).
Main Mission: Honey Trap
​
OVERVIEW:
This mission has the player stealing information from a liaison's assistant to uncover the liaison's location and steal information from them via a date. The player must sneak into downing street to perform a hack on the Liaison's assistant. Once done, the player visits the liaison and attempts to date them. However the liaison has specific needs in a partner, and thus requires the player to recruit an NPC to their team who meets the Liaison's preferences.
RESPONSIBILITIES:
-
Created mission design docs which included to sell the idea of this mission to leads and directors.
-
Worked with narrative on story elements.
-
Integrated all mission scripting (phonecalls, objectives, ai pathing and behaviours, spawning, cleanups, dialogue triggers, animations, interacts)
-
Took the mission from pen and paper to shipping quality.
-
Managed mission layers and the loading and unloading of mission specific assets.
-
Created a dating gameplay script that could read many characterisitics of an NPC that could be used for date requirements. (This script was used for other dating missions across the game)
Main Mission: Hunting Zero Day
​
OVERVIEW:
This has the player stealing data from within MI6 to uncover the location of a suspected terrorist. The mission features stealth, hacking and wave based combat within MI6, as well as covert parking garage meetup and car hacking gameplay.
RESPONSIBILITIES:
-
Created mission design docs which included to sell the idea of this mission to leads and directors.
-
Worked with narrative on story elements.
-
Integrated all mission scripting (phonecalls, objectives, ai pathing and behaviours, spawning, cleanups, dialogue triggers, animations, interacts, key card placements and locked door setups)
-
Took the mission from pen and paper to shipping quality.
-
Managed mission layers and the loading and unloading of mission specific assets.
-
Scripted wave based survival gameplay.
-
Scripted car trailing gameplay / open world hacks.
-
Built an underground garage space for remote camera gameplay and cinematic.
Side Mission: Parks and Reclamation
​
OVERVIEW:
This mission has the player tracking down a group of heavily funded and militarized racists. The player attends a protest at a local park to gather information. This leads them to a connection with the local police and performing a hack from within the station to uncover who is funding this group.
RESPONSIBILITIES:
-
Created mission design docs which included to sell the idea of this mission to leads and directors.
-
Worked with narrative on story elements.
-
Integrated all mission scripting (phonecalls, objectives, ai pathing and behaviours, spawning, cleanups, dialogue triggers, animations, interacts, key card placements and locked door setups)
-
Took the mission from pen and paper to shipping quality.
-
Managed mission layers and the loading and unloading of mission specific assets.
-
Setup a variety of talkers and character profiles for the protestors.
-
Created ai schedules for characters like the speaker at the protest.
Side Mission: Third Degree Burns
​
OVERVIEW:
This mission has the player investigating the disappearance of a journalist. The player tracks them to a location where they were kidnapped. They investigate the location for clues of their whereabouts. The player tracks them to a nearby prison where they are being held and must rescue them.
RESPONSIBILITIES:
-
Created mission design docs which included to sell the idea of this mission to leads and directors.
-
Worked with narrative on story elements.
-
Integrated all mission scripting (phonecalls, objectives, ai pathing and behaviours, spawning, cleanups, dialogue triggers, animations, interacts, key card placements and locked door setups)
-
Took the mission from pen and paper to shipping quality.
-
Managed mission layers and the loading and unloading of mission specific assets.
-
Spawned vehicles, placed art assets and added hackable cameras to locations.
-
Scripted photography gameplay.
-
Scripted hostage rescue gameplay as well as companion behaviour post rescue.
-
Scripted talkers.