Shortly after shipping Far Cry 4, I began working on the next title in the Far Cry series; Far Cry Primal. This was my final release at Ubisoft Montreal.
Released in 2016
Far Cry Primal
Ubisoft Montreal | Level Designer | ~9 months
My work was focused on a side character, Jayma the Hunter, and her associated missions; “On the Hunt”, “The Great Beast” and “The Tall Elk”. Additionally, I contributed to the animal taming tutorial in the mission, “Beast Master”. I was also responsible for the much reported Assassin’s Creed easter egg mission, “Fly Like Bird”.
I designed these levels using a white box/blockout approach, complimented by a base art kit to provide visual identity and intent. As with Far Cry 4, I was responsible for scripting the mission logic, which was done using Ubisoft’s extensive in-house scripting tools.
- Design and implementation of both main and side mission content from concept until Alpha
- Feature prototyping with the Domino visual scripting language
- Amending tutorial content to respond to playtest data
- Brainstorming and pre production team discussions
On top of my campaign work, I had the opportunity to design an outpost for the game. The “Tushwarha Outpost”, allowed me a chance to build a Far Cry encounter away from typical narrative constraints and focus on systemic gameplay. This is what I believe to be the core of the Far Cry experience; encounters that allow for an open approach to combat and scenarios that provide narrative through the environment.
- “Beast Master”
- “On The Hunt”
- “The Great Beast”
- “The Tall Elk”
- “Fly Like A Bird”
- The “Tushwarha” Outpost
I worked on my assigned content from pre production until alpha.
Images and concept art © Ubisoft Entertainment