Assassin’s Creed Valhalla

This was the most ambitious project of my career. The ultimate viking exprience. We completed the game in pandemic conditions. I covered so much features in this game it’s hard for me to display everything. I will try to showcase as much as I can within these pages.

My Mandates

Working on such a huge production allowed me to collaborate with various teams and talented designers and programers. I fought on many fronts. Skall!!

    • Created and integrated ambiances for several regions of the map

    • Ambiances geometric shapes and portals implementation plus maintenance in editor

    • Day Cycles Implementation

    • Water map procedural painting for rivers

    • Cities and village ambiances exteriors

    • Castles, Buildings, Ruins, Temples and cavern interiors.

    • Churches, lots of churches Interior ambiances with breakable windows

    • Church Bell system ringing at specific times of day based historical studies

    • Church Bell Alarm and sabotage system during raids.

    • Coordination with Voice Designer for crowd wallas and reactions

    • Foley creation of over 150 NPC crowd stations, artisans, workers and citizens activities

    • Regions Main Quest story Arcs ownership and maintenance

    • Support Quests designer in realisation of Quests audio needs

    • Create and Implement SFX in scripted Event and Cinematics

    • Burning and crumbling churches

    • Assieged Castle

    • Follow up on Lvel design team

    • Debug

  • Complete ownership of all UI, Menus and Skill Tree

    • Sound Design and integration of all different menus ambiances and sound effects

    • Each menu tab has its own ambiance and specific theme

    • Sound Design and integration of all UI feedbacks

    • Loots and Inventory categorization sounds and maintaining its structure.

    • Make sure to maintain an animus legacy IP flavor

    • Collaboration with UI technical artist and lead

  • Foley creation and integration of all in-game citizen activities. Some were civilians doing activities, some were full artisans cycles based on historical context. There was over 150 stations.

    • Animation tracking

    • Gym maintenance

    • Bug fixing

    • Historical reasearch

  • Sound Design and Integration on all player gameplay feedback systems:

    • Combat player feedbacks

    • Raid gameplay loop (blowing the horn, unboarding the ship, animations,etc…)

    • Stealth and detection feedbacks

    • Raven Companion gameplay UI feedbacks

    • Player 6th sense

    • UI and loot system

    • Rewards and celebrations

    • The player’s horn

    • many more…

  • Owernship of over 300 gameplay Ingredients like destructibles, collectibles, interactables, loots, parkour, etc …

    • Sound design and integration

    • collaboration with gameplay designer and programmers.

    • Link to other systems like UI inventory and loot categorization sounds

    • Gym maintenance

    • Optimization

    • debug

  • Sound integration, synch maintenance and creation for over 2000 animations.

    • Parkour

    • Combat

    • Assassinations

    • Navigation

    • Horse riding

    • Shields manip

  • Eivor’s england settlement called Ravensthorpe.

    It was the player main hub and village

    • Shops

    • Artisans

    • Level up Celebrations

    • Level up Scripted Events

    • Longhouse interior ambiance and costum shapes (a geometry challenge!)

    • Progressive ambiance through leveling up

  • Horn signals

    UI feedback

    Church Bell alarm

    Door enforcement and chest loot interactions

    Burning houses

    Destructibles and Interactables

    Completion celebrations

That Horn!

  • The Horn was an important part of Eivor being a strong viking character.

    It had to be strong and resonant. It is one of the most powerfull viking symbol and striked fear in the enemies hearts.

    I also had to make sure it was not repetitive and annoying.

  • I ask for some traditional horn recordings from Einar Selvik

    I designed, mixed and integrated the assets into the various mechanics related to the horn use

Menus

  • I was given complete ownership of all the menus in the game. From sound creation to implementation.

    • Abilities

    • Skill Tree

    • Inventory

    • World Map

    • Quests

    • Order

    • Codec

    • Title Screen

    • Logo

    • Main Menu

    • Store

    • Foley creation and integration on character animation

    • Weapon,armor and gear type sounds based on material switches

The Raven Companion

  • In collaboration with the UI and the gameplay teams I participated in the developpement and completion of the feature.

    • Iterations with UI and game feedback director

    • sound design

    • sound implementation in collaboration with UI programmer and designers

    • Create various variations for DLC skin packs

UI Celebrations

  • I was in charge of creating and composing the sounds to support the UI visual celebrations

    • create video renders of the celebration

    • create and compose sound in synch with the VFX

    • collaborate with the UI artist and UI programmer for implementation

Gameplay Ingredient ex: The Cursed Symbol

  • The cursed symbol was designed in collaboration with a Level Designer, gameplay programmer and music designer..

    When the player entered a specific corrupted area, the whole atmosphere changed sonically and visually until the player destroyed the symbol. It was meant to make the player relieved when stopping the noise. I think it worked great!

    When reaching closer to the symbol, the character becomes tired and advancing becomes tougher.

    What started as a simple collectible ended up in a nice realisation setup.

    • Lead and drive gameplay design and creation

    • collaboration with gameplay team members and music designer

    • sound prototyping and testing the hardcoding of some functionalities

    • Sound implementation in Wwise based on RTPCs and distance

    • final sound assets creation and integration

Ravensthorpe

  • The settlement was the central hub for the player and it’s people. It included multiple houses and stores as well has the Longhouse.

    The settlement evolves through out the game, unlocking new buildings and services to the player with over a dozen different shops.

    • Collaborations with UI team and game feedback director for all shops.

    • General ambiance sound design for the location, with day, night and season cycles

    • Foley for all artisans performing their work

    • Sound design for all UI celebrations and scripted events related to upgrades and new buildings

    • Raven companion UI and gameplay feedback related to the settlement

    • Debug and maintenance

    • support all macro economy sounds needs

Crowdlife & Artisans

  • I was in charge of creating integrating the foley on all civilian crowdlife and activities.

    The vast majorities were based on real historical jobs and artisanery.

    From the blacksmith to the butter churner lady. It also covered all Raids interact like enforcing doors and opening churches chests.

  • Follow up on animation team

    Foley creation of the station based on its historical context

    Implementation and management of the sounds in animations

    sound banks management

    debug and QA test cases

More Crowdlife & Artisans

Synchronization and Leap of Faith

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Assassin's Creed Valhalla DLC - Forgotten Saga