You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close
Get the Flash Player to view this session.

Session Name:

Scope control on Assassin's Creed 4: Black Flag

Overview:

AAA console game development is a delicate process during which a lot of things can potentially go wrong. One thing teams should carefully manage is their scope: how big is the game. With a release date set in stone and a resource count pretty much fixed, scope is the only variable left to actually play around with. The game needs to be ambitious to create a memorable experience the players will enjoy. But still, the team needs to feel they have a real shot at shipping it on time. This session aims at exposing the audience to how the Assassin's Creed 4: Black Flag team approached this problem, the various phases it went through, the decisions that were made and hopefully share with the audience a few good practices along the way.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • GDC China 2014
  • Julien Desaulniers
  • Ubisoft Montreal
  • free content
  • Programming
  • Programming