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Defining The Assassin: Designing Next-Gen Gameplay in Theory and in Practice
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Defining The Assassin: Designing Next-Gen Gameplay in Theory and in Practice,
1971

Game Design, Lecture

Jade Raymond
Producer, Ubisoft Montreal

Patrice Desilets
Creative Director, Ubisoft Montreal
This session explores the challenges involved in redefining gameplay for the Next Generation of consoles from two different perspectives. Patrice Desilets discusses why as Creative Director he chose to focus on interactivity to create a new kind of game experience on the Next Generation of consoles while Jade Raymond gives examples of the production methods used and challenges faced in making the vision a reality. ^/BR^^/BR^ The following points will be examined in an order that follows Patrice’s creative process- Step 1: defining the Player Fantasy, Step 2: Selecting the setting, Step 3: Thinking about the three-Cs and Step 4: Making sure that the consequences of short and long term player actions are fun and satisfying. ^/BR^^/BR^ As Patrice walks through the design decisions made at each step along the way, Jade will show visual examples of the production processes, tools and technical innovations that are enabling the PROJECT ASSASSINS team to (mostly) deliver on the promise.

Our industry needs to stop aspiring to be where the movies are and acknowledge that we are a new medium with a unique potential to evoke human emotion and entertain people. Games are an interactive medium and finally with this new generation of consoles interactivity can equal more then jumping over a hole or aiming at a particular enemy. This session offers insight on how one team is trying to use the processing power to create new gameplay experiences not just prettier graphics.

This session should help any game designer that is trying to define what next gen is supposed to be and any producer or developer trying to make that vision a reality without blowing development risks through the roof.

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