After shipping Watch_Dogs I joined the Far Cry team to aid the team in creating level and mission content for Far Cry 4. Being a huge fan of Far Cry 3 and (especially) Blood Dragon, I was delighted to join the team and apply my open world expertise to this rich franchise. This was also my chance to return to my roots in first person level design.
Released in 2014
Far Cry 4
Ubisoft Montreal | Level Designer | ~4 months
As I joined the project during the alpha stage, it was an intense production. Closing the project meant responding fast and intelligently to playtest feedback. This meant ensuring that the content offered the correct amount of challenge and balance for all play styles, as well as supporting the campaign’s difficulty curve.
- Refactoring pre alpha level and mission design content bringing it to shipping quality
- Responding to director feedback and playtest data
- Extensive use of “Dunia” and the “Domino” visual scripting language
I worked on the opening mission for the second act of the game, where the “balance of power” is introduced. Balance of power is where players must decide which mission giver to side with, either Amita or Sabal. The player’s decision influences the following mission and eventually, the narrative of the game. For this mission, both options used the same map locations, but at different camps. Players would complete a task at their chosen starting camp and finish at the opposing camp, dealing with the consequences of their decision.
- “Rebel Yell”
- “Hunt Or Be Hunted”
In the final months of development I took part in the first Far Cry 4 podcast, offering some insights into development.
Images and concept art © Ubisoft Entertainment