Assassin’s Creed Nexus VR


Experience iconic Assassin’s Creed gameplay in a AAA VR adventure featuring stealth, parkour and combat.

Type :Professional GameGenre:Action, Adventure
My role:Game DesignerTeam size:400+
Game Engine:UnityLink:Meta Quest Store
Worked on it for:2+ yearsRelease date:2023
Platform:Meta Quest 2, 3, 3S, proCompany:Ubisoft Düsseldorf

Summary:

The first AAA Assassin’s Creed built from the ground up for VR. Nexus delivers iconic parkour, stealth, and combat in immersive open maps. I joined Ubisoft Düsseldorf midway through development and contributed until launch, focusing on Comfort & Accessibility to ensure a highly comfortable and innovative VR experience.

Key contributions to the game :

Teleport locomotion

  • Extended and improved design
  • Designed new sub-features
  • Tweaked and balanced the feature over time
  • Efficiently reported various bugs.

Comfort Presets

  • Defined and iterated on feature combinations
  • Validated presets through playtesting
  • Edited lightweight preview videos
  • Worked on naming conventions and verified French translations.
  • Wrote descriptions for presets and all features.

Vignettes

• Adjusted shader parameters for intensity levels

• Handled edge cases

• Improved design through iteration

• Verified impact through testing in various presets

Parkour Visualizer (and Auto-Parkour)

  • Tweaked the arc and icons sizes. 
  • Reported and helped resolve false positives.
  • Contributed to control scheme and overall UX.
  • Thoroughly tested for bugs.

Fear Of heights & Animus Grid

  • Edited the 3D model size and placement. 
  • Adjusted shader parameters. 
  • Reduced visual bugs introduced by AppSW.

Holster Assist

  • Adjusted placement, distance, and shaders for best comfort.
  • Minimized visual bugs with AppSW integration.
  • Added design for various edge cases. 
  • Tested it in all kinds of situations (climbing, combat, stealth…) to ensure usability.

Hand Stabilization

• Refined and extended the design

• Customized parameters for different object types

• Ensured compatibility with teleport system.

Retrospective Insight :

This was one of the most complex and rewarding projects I’ve worked on.

  • Gained expertise in VR Comfort and Accessibility
  • Iterated on complex features like Teleport
  • Collaborated with 13 studios across 7 countries
  • Learned Meta Quest hardware (2, 3, 3S, Pro)
  • Explored cutting-edge AppSW optimization techniques
  • Honed teamwork across time zones and cultures
  • Learned how to work on any large-scale AAA game.