When Assassin’s Creed: Shadows launches this fall, players will discover a world teeming with dynamism. Ubisoft’s development teams prioritized creating 3D environments in the Japanese setting that are not just static scenes but dynamic and alive, according to Pierre Fortin, technical architect at Ubisoft. The world in Assassin’s Creed: Shadows is a full simulation, not just a set piece akin to a Hollywood movie.
Assassin’s Creed: Shadows is set to release on November 15 on PC and consoles. In a conversation with Fortin, we delved into the game’s 3D world in ancient Japan and the Anvil game engine used by Ubisoft to craft it. With two decades of experience at Ubisoft and a role as technical architect since 2020, Fortin has worked on titles such as Assassin’s Creed: Origins, Immortals: Fenyx Rising, and Assassin’s Creed: Syndicate.
We discussed the Anvil game engine, computing budgets, and technologies like dynamic resolutions across platforms. The conversation shed light on the advancements in 3D imagery in high-end AAA games and efforts to enhance visual realism, including character integration into the environment.
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Below is an edited transcript of our interview:
GamesBeat: Can you tell me about your background? How long have you worked on Assassin’s Creed?
Pierre Fortin: I’ve been with Ubisoft for nearly 20 years, starting as a programmer in the Quebec studio. My work on Assassin’s Creed began with Syndicate, though I contributed to other titles prior. My focus has been more on technology, working on animation systems and serving as the technology director since 2020.
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