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Session Name:

Defining The Assassin: Designing Next-Gen Gameplay in Theory and in Practice


This session explores the challenges involved in redefining gameplay for the Next Generation of consoles from two different perspectives. Patrice Desilets discusses why as Creative Director he chose to focus on interactivity to create a new kind of game experience on the Next Generation of consoles while Jade Raymond gives examples of the production methods used and challenges faced in making the vision a reality.

The following points will be examined in an order that follows Patrices creative process- Step 1: defining the Player Fantasy, Step 2: Selecting the setting, Step 3: Thinking about the three-Cs and Step 4: Making sure that the consequences of short and long term player actions are fun and satisfying.

As Patrice walks through the design decisions made at each step along the way, Jade will show visual examples of the production processes, tools and technical innovations that are enabling the PROJECT ASSASSINS team to (mostly) deliver on the promise.

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  • GDC 2006
  • Patrice Desilets
  • Ubisoft Montreal
  • Jade Raymond
  • Ubisoft Montreal
  • free content
  • Game Design
  • Design