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Video: How Assassin's Creed III's many studios collaborated

Five Ubisoft studio leads held a production panel at GDC 2013 to discuss the different models used to overcome the challenge of collaborating on a large scale for Assassin's Creed III.

Game Developer, Staff

April 4, 2013

3 Min Read
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Courtesy of the GDC Vault, this free GDC 2013 production panel features five Ubisoft studio leads who discuss the different models used to encourage three years of positive collaboration on a large scale for Assassin's Creed III. Co-development can bring teams several benefits, game director Marc-Alexis Cote shared. Focusing on a limited amount of features allows for a high level of polish which shines through, working on a popular product can be very motivating, and working with and learning from top talent can be personally and professionally rewarding. One of the improvements that Cote suggested was to have talent embraced by every studio, regardless of hierarchy. When one team offers to help with something the lead studio typically handles or planned on handling, that suggestion should be considered rather than rejected up front. To hear more of Ubisoft's lessons that Cote believes unlock some of the keys to next-gen development, click on the above lecture. Session Name: Three Years of Collaboration on Assassin's Creed III Speaker(s): Marc-Alexis Cote, Alexander Hutchinson, Damien Kieken, Francois Pelland, Hugues Ricour Company Name(s): Ubisoft Quebec, Ubisoft, Ubisoft, Ubisoft Montreal, Ubisoft Singapore Track / Format: Production Overview: Building the Assassin's Creed experience requires the creativity of hundreds of people. Ubisoft has leveraged the power of its studio network in the hopes of improving the quality of its games, and to create new ideas and distribute risk. This session will feature a panel formed by the five studio leads of Assassin's Creed III. The panel will aim to brief the audience on the challenges of distributing the creation of the game, and on the different models that were tried over time. Each panelist will share his experience of working in such a way, as well as the advantages and hardships it can bring.

About the GDC Vault

In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can find out more here. In addition, current subscribers with access issues can contact GDC Vault admins. Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC China and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS. Gamasutra and GDC are sibling organizations under parent UBM Tech.

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