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Junior AI Game Designer

Compagny: Ubisoft paris

Role: Junior game designer

Team size: 300+

Duration: 1 year

Game

Ghost Recon: breakpoint

Platform: PC, PS4 & Xbox one

Genre: FP/Third-Person shooter, Action stealth, RPG, Openworld

Specs: 1 - 4 players

Game Description

Ghost Recon Breakpoint is a military shooter set in a diverse, hostile, and mysterious open world that you can play entirely solo or in four-player co-op.

Tasks & Responsabilities

I was in charge of the design, implementation and data maintenance of the human archetypes, as well as Combat related systems common to all enemies.

Notable accomplishements:
- Designed and implemented 3 new archetypes (Rocket Gunner, Breacher, Heavy) that ended in the final verssion ( more details in the video below)
- Designed and implemented a new Health system that includes localised armor bodyparts and weakpoints, which was used for most of the drone type enemies of the game.

  • AAA Production
    Working on the game has exposed me to countless aspects of working on a AAA game with hundreds of employes.​ Most Importantly it has taugh me that having a proactive mindset was key to good and fast iterations.

  • AI design
    even though my end of studies project had enabled me to aquire extensive knoledge on AI systems and design, I was initially intimidated by the field of AI in general. However working on AI for the game cemented my apeal to it and made me want to deepen my knoledge and experience in AI as much as possible>

  • Multi-Studio colaboration
    I was fortunate to work directly with colleges who were both on site or in an other studio. Such was the case of the programmers with whom I worked on the new archetype who were in Montpellier while I was in Paris. It tough me that colaborations such as these can be fruitfuill and efficient if there is constant communication but also clear shared goals.

  • Enemy and combat Design.
    Early on in my time on the project I was made responsable for the Human NPCs combat behaviour as well as introducing new archetypes.
    This exposed me to enemy/Archetype design and gave me insights on rational design and where to draw the line between realism and credibility in a game. 

What I learned

Trailers

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