Ubisoft Singapore · Case Study

Charting a region for an open world naval action game

A six-month contract as level design assistant on Skull & Bones, covering E3 demo mission polish, research and world design documentation for an early region, and taking that region from paper layout into the engine.

Level Design World Design Paper Prototyping AAA Production
Official website
Skull & Bones · The Hunting Grounds, E3 2018 gameplay walkthrough
RoleLevel Design Assistant
Contract
PlatformPC and consoles
Anvil Engine
StudioUbisoft Singapore
Duration6 months
Jan 2019 – Jul 2019
Overview

The product

Skull & Bones is a naval action video game developed by Ubisoft Singapore for release on Microsoft Windows, PlayStation 4 and Xbox One. Players take control of a pirate captain, sailing through the Indian Ocean.

01
Level design role

What I worked on

Demo support

Supported the senior level designer in setting up and polishing early missions for the E3 demo build.

Region documentation

Took charge of research and developing a world design documentation for an early region of the game.

Layout and prototyping

Worked on a region's 3D level design, layout and paper prototyping, then handled the data integration for that region prototype into the game engine.

02
Region planning

Ship routes and points of interest

Research and early paper design were done for the region, it firstly covers the history of the region, who are the locals and who are the foreign powers in the area. These lead to covering ship routes, faction routes and the points of interest they connect. In an open world naval game the route network is the level: it determines where players meet each other, where traffic concentrates, and which stretches of water read as risky against safe.

A note on scope

This was a six-month contract assisting an established level design team on a title still in development at the time. Most of the material produced sits under Ubisoft's IP and is not reproduced here. What is shown is the planning work: how a region gets reasoned about on paper before anything is built in engine.

Takeaways

What this project taught

01

Paper before engine, every time

Region layout was resolved on paper first and only then integrated. Iterating a diagram costs minutes; iterating an engine build costs days.

02

Design levels in open waters

Design levels on open was a truly unique experience. On open water there are no corridors to shape a player's path. The route network, and where points of interest sit along it, it is entirely open space and only good level design intention is what brings the level direction together.

03

Demo work is a different discipline

Polishing missions for E3 is not the same as building them. The target is a fixed, legible few minutes, and tested over and over again. Which sharpens every aspect of what actually needs to be readable in a space.