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AI GAME DESIGNER

Compagny: Ubisoft Montpellier

Role: game designer

Duration: octobre 2018 - present

GAME

Title: Beyond good and evil 2

Genre: A-RPG, openworld

Specs: SinglePlayer/coop

Game Description

Beyond Good and Evil 2 is an action-adventure RPG that you can play alone or with your friends in coop. Take on enemies on planets or in space, at massively different scales: from the close-quarters inside a hidden temple to the uncharted edges of the system!

Tasks & Responsabilities

  • In charge of the overall design of NPC enemies.

  • Collaborate with other designers & directors to determine & shape the on foot combat experience.​​

  • Collaborate with producers & leads to plan & execute milestones & sprints.

  • Design & Intergrate enemy archetypes, AI behaviours & AI systems

  • Collaborate closely with a multidisciplinary team to Implement & Iterate on AI features.

  • Design AI systems shared accross NPCs, AI Space Ships & gameplay elements.

  • Design & Intergrate enemy encounter formats.

  • Prototype & implement AI behaviours.

  • Iterate & Maintain features through data setup, tweak, test, debug & technical problem solving.

What I have learned

  • Positive mindset & Team spirit
    It is no secret that BGE2 has a complicated developement history, going through many set backs and departures. Throughout my years on the project I have learned that having a positive outlook on events is essential to moving foward and keeping moral within the team. Therefore I allways try to keep a positive attitude not just for myself but also to spread it to those I work with closely.

  • Close colaboiration with Gameplay programmers
    I had allready learned on my previous project the importance of a good working relationship with programmers but my time on BGE2 has only reinforced this.
    Personally I believe there is no work relationship more important to a designer than the ones they have with the programmers with whom they work with regurlarly. This phylosophie has translated into sevral principals that I allways try to apply. the most important being that their time is precious therefore I allways try to help them as much as I can. For example I will only re-assign a bug to them only if I exausted all posibilities to fix it myself (within a limit of time that defies overall efficiency). I will aslo learn as much as possible about what they do so that it makes our interactions fluid and my designs but also so that if possible I can assist them or do tasks assigned to them in times of need.  
    Additionaly it is also very important for them to understand how my design process work to fluidify our interactions and easily communicate a common goal. In many cases this has also eleminated the need for imput since programmers had accuratly anticpated the design needs.

  • A-RPG combat design
    Through extensive benchmark and iterations I have aquired a good understanding of how diffrerent A-rpg core combat systems work and what intentions they fullfill. This knoledge now allows me to devise rational and iterative steps to quickly achieve results.

  • 3C and AI close collaboration
    Since the role of NPCs in combat is to challenge the player's abilities and desired skills, I have learned how essential it is to interact as often with the 3C side of combat. It is Important for me to allways know the current and future evolution of 3c features so that we may synchronize our respective iterations to quickly achieve results. I have been very fortunate to be working with the same designer since my arrival on the project, this has allowed us to allign our design phylosophies and work methods over time to the point where we can often anticipate the iterative steps of one another.
    ​​

  • Enemy design
    By combining a rational approche to macro & micro challenges that fits the game's world logic I have been able to design and implemnent various archetypes and behaviours that provide a fitting challenge in combat.
    This approach additionaly enables us to reduce the number of iterations needed to achieve results. For example Attack animations have been categorized not based on a rough feeling of what feels easy or hard but by precisely quantifying what actions the player can do during that duration. 

  • AI Systems technical knoledge
    Having been on the project since the early pre-production I have been involved very closely in the elaboration of core systems & tools used. It has enabled me to aquire extensive knoledge on behaviour tree structure, AI utility systems, NPC Managers, Navigation (nav mehs, volumetric, multi-modal techniques). Additionaly the game beeing a multiplayer game I Now have a good undertstanding of Server problematics and how the design needs to embrace & iterate within those constraints.

Game Trailers & Gameplay

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