STAR WARS OUTLAWS

PITCH


Star Wars Outlaws is an action-adventure open world game, developed and published by Ubisoft. The main developing studio is Massive Entertainment.

The story follows Kay Vess, a young scoundrel who assembles a team for a massive heist in order to pay off a crime syndicate. The game is played from a third-person perspective, with the player traversing an open world environment and engaging in various activities. Gameplay is focused on stealth, combat and exploration.


MY WORK - TECHNICAL DESIGN / AI DESIGN


This is my current position at Ubisoft Annecy. My focus aims towards designing and implementing behaviour for various NPCs.

COMBAT BEHAVIOUR - MELEE NPCs

  • I was responsible for implementing the behaviour of Melee NPCs. Developing this type of behaviour was met with interesting challenges, both in its design and in its implementation.
  • A special attention was given to movement, since it's core to the NPC's ability to attack.
  • We worked closely with the animation team to create variation on the attacks based on direction and distance to the target.

INVESTIGATION BEHAVIOUR

  • One of my main focus was to iterate on NPCs reactions to specific events, and the investigation behaviour that follows.
  • Focus was given on finding relevant search positions during investigation while giving opportunities to the player remain stealthy, as well as making sure several NPCs could investigate together.
  • One of the main challenges was to ensure that investigation was working in a systemic way whatever the world layout.
  • I also worked on NPCs reactions to the player depending on its reputation (specific game system).

DETECTION & COMBAT PROPAGATION

  • I've worked closely with designers on NPCs detection of the player: implementation and balancing.
  • One of my later responsabilities was to iterate on combat propagation. This topic came with interesting design challenges as to which NPCs should enter combat after player detection, as well as the various conditions for combat to trigger in the first place.

DOCUMENTATION & GUIDELINES

  • Creation of a style guide for the Technical Design team regarding node graphs, so we could ensure having readable scripts and being able to work on each other's logic easily.
  • Writing of several tutorials both for the Technical Design team and for other teams.
  • Writing of tech design assesments regarding new functionalities for the GPPs' team.

STUDIOS


Massive Entertainment
Ubisoft Annecy
Ubisoft Bucharest
Ubisoft Chengdu
Ubisoft Milan
Ubisoft Montpelier
Ubisoft Paris
Ubisoft Shanghai
Ubisoft Toronto
Ubisoft Redlynx
Ubisoft Stockholm

Single Project
Role Technical Design
Genre Action-Adventure
Engine Snowdrop

Other Projects

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