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!!
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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
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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
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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
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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
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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…
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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
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Sound integration, synch maintenance and creation for over 2000 animations.
Parkour
Combat
Assassinations
Navigation
Horse riding
Shields manip
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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
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Horn signals
UI feedback
Church Bell alarm
Door enforcement and chest loot interactions
Burning houses
Destructibles and Interactables
Completion celebrations
That Horn!
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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.
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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
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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
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Foley creation and integration on character animation
Weapon,armor and gear type sounds based on material switches
The Raven Companion
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In collaboration with the UI and the gameplay teams I participated in the developpement and completion of the feature.
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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
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I was in charge of creating and composing the sounds to support the UI visual celebrations
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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
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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.
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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
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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.
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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
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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.
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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