Jonathan Dumont: Difference between revisions
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{{Actor Infobox | |||
|image = Jonathan_Dumont.jpg | |||
|acact = *''[[Assassin's Creed: Syndicate]]'' | |||
*''[[Assassin's Creed: Odyssey]]'' | |||
*''[[Assassin's Creed: Shadows]]'' | |||
|other = *{{Wiki|World of Warcraft}}'' | |||
*''{{Wiki|Immortals Fenyx Rising}}'' | |||
}} | |||
'''Jonathan Dumont''' is a director and artist at [[Ubisoft]]. He was the creative director for ''[[Assassin's Creed: Odyssey]]'' and now helms Ubisoft Quebec. | '''Jonathan Dumont''' is a director and artist at [[Ubisoft]]. He was the creative director for ''[[Assassin's Creed: Odyssey]]'' and now helms Ubisoft Quebec. | ||
==Biography== | |||
===Early career=== | |||
Jonathan Dumont had a tenure with Ubisoft, spanning approximately 20 years, during which he initially began as an animator in 1998. Subsequently, he took a hiatus lasting about 8–9 years.<ref name="Odyssey interview"/> Following his time at Ubisoft, Dumont spent nearly seven years at {{Wiki|Blizzard Entertainment}}, where he served as a Senior and Lead Level Designer on ''{{Wiki|World of Warcraft}}''.<ref>{{Cite web| url=https://museum-gestaltung.ch/en/events/insights-assassins-creed-odyssey/| title=Insights: Assassin’s Creed Odyssey| publisher=Museum für Gestaltung Zürich| accessdate=1 June 2024| archiveurl=http://web.archive.org/web/20240601064647/https://museum-gestaltung.ch/en/events/insights-assassins-creed-odyssey/| archivedate=1 June 2024}}</ref> | |||
===''Assassin's Creed''=== | |||
====''Assassin's Creed: Syndicate''==== | |||
In a 2015 interview with ''Game Developer'' regarding his first ''[[Assassin's Creed (series)|Assassin's Creed]]'' game he's worked on, ''[[Assassin's Creed: Syndicate]],'' in the development stage Jonathan Dumont and his team chose [[Victorian era|Victorian]] [[London]] for its unique gameplay possibilities and alignment with the overarching storyline, capitalizing on the industrial revolution's dynamic elements like [[train]]s and carriages. Extensive research using photographs, books, maps, and firsthand exploration informed the recreation of the era, aiming to create an immersive world that balances historical accuracy with gameplay functionality. The design included distinct boroughs and strategically placed landmarks to support navigation and the game's conquest gameplay. Challenges such as managing traffic systems and implementing dynamic weather and time of day were addressed, with gameplay choices often enhancing realism, such as designing real streets with sidewalks for horse-drawn carriages. Prioritizing gameplay elements from the outset ensured cohesive collaboration between teams, resulting in a historically inspired yet gameplay-friendly representation of 1868 London.<ref>{{Cite web| url=https://www.gamedeveloper.com/design/the-world-design-of-assassin-s-creed-syndicate---full-transcript#close-modal| title=The world design of Assassin's Creed: Syndicate - full transcript| author=Kerr, Chris| publisher=Game Developer| date=22 September 2015| accessdate=1 June 2024| archiveurl=http://web.archive.org/web/20210830103628/https://www.gamedeveloper.com/design/the-world-design-of-assassin-s-creed-syndicate---full-transcript#close-modal| archivedate=30 August 2021}}</ref> | |||
====''Assassin's Creed: Odyssey''==== | |||
In a November 2018, Ubisoft podcast interview, Dumont revealed that for ''[[Assassin's Creed: Odyssey]]'', he and his team started conceptualizing the game immediately after completing ''Assassin's Creed: Syndicate'', with an emphasis on enhancing the RPG elements introduced in ''[[Assassin's Creed: Origins]]''. They aimed to create a personal and engaging story inspired by Greek tragedy, incorporating extensive dialogue to offer players over 30 hours of immersive narrative. Dumont prioritized making the game relatable, allowing players to choose between characters [[Kassandra]] and [[Alexios]], thereby personalizing their experience. He ensured historical accuracy with the help of an on-site historian and sought to blend mythology, politics, and history seamlessly into the gameplay.<ref name="Odyssey interview">{{Ubisoft|url=en-us/game/assassins-creed/news/4ONC08UBxHM9MBCCJp9k1h/inside-the-studio-with-creative-director-jonathan-dumont|text=Inside the Studio with Creative Director Jonathan Dumont|archivedate=20240601064045}}</ref> | |||
Dumont was particularly excited about setting the game in ancient Greece due to its enduring cultural relevance and rich historical context. He chose the Peloponnesian War period for its action-packed potential and the opportunity to integrate famous historical figures and events. Dumont's design featured a variety of playstyles, thanks to a flexible ability system that accommodated different player preferences, from stealth to combat. He highlighted the importance of varying narrative tones, incorporating humor alongside deep, tragic storylines to keep the experience engaging over extended playtime. Dumont and his team aimed to create an immersive, multifaceted experience that explored themes of heroism, mercenary life, and family, hoping to leave players with a fulfilling and memorable experience.<ref name="Odyssey interview"/> | |||
====''Assassin's Creed: Shadows''==== | |||
In September 2022, when Dumont was announced to be working on the then-codenamed ''Assassin's Creed: Codename Red'', many Ubisoft employees refused to work with him and quit due to past allegations regarding abuse and sexual misconduct. Ubisoft responded by stating that it takes allegations seriously and that Dumont has been disciplined and cleared to continue working.<ref>{{Cite web|url=https://www.thegamer.com/report-assassins-creed-red-abuse-allegations-jonathan-dumont/|title=Report: Devs Don’t Want To Work On Assassin’s Creed Red Because Of Project Lead’s Abuse Allegations|author=Bevan, Rhiannon|publisher=The Gamer|date=12 September 2022|accessdate=9 February 2023|archiveurl=https://web.archive.org/web/20221024180110mp_/https://www.thegamer.com/report-assassins-creed-red-abuse-allegations-jonathan-dumont/|archivedate=24 October 2022}}</ref> | |||
In May 2024, following the official reveal of ''Assassin's Creed: Shadows'', Dumont commentated a trailer breakdown alongside the Assistant Director of Cinematic Design, [[Akim Milne]].<ref name="Trailer Breakdown">{{Youtube|HhMOQowMjM8|Assassin's Creed Shadows Explained - Samurai, Shinobi, and Feudal Japan|Ubisoft|Ubisoft}}</ref> | |||
==''Assassin's Creed'' credits== | ==''Assassin's Creed'' credits== | ||
*''[[Assassin's Creed: Syndicate]]'' (2015) – World Design Director | |||
**''[[Jack the Ripper (DLC)|Jack the Ripper]]'' (2015) – World Design Director | |||
*''[[Assassin's Creed: Odyssey]]'' (2018) – Creative Director | *''[[Assassin's Creed: Odyssey]]'' (2018) – Creative Director | ||
*''[[Assassin's Creed: Shadows]]'' ( | *''[[Assassin's Creed: Shadows]]'' (2025) – Creative Director<ref>{{Ubisoft|url=en-us/article/BvgGGDYNnLdApaOgCg5Yz/assassins-creed-mirage-takes-players-to-ninth-century-baghdad|text=Assassin’s Creed Mirage Takes Players to Ninth Century Baghdad|subdomain=news|archivedate=20220911035849}}</ref> | ||
==External links== | ==External links== | ||
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{{DEFAULTSORT:Dumont, Jonathan}} | {{DEFAULTSORT:Dumont, Jonathan}} | ||
[[Category:Development team]] | [[Category:Development team]] | ||
[[Category:Assassin's Creed: Syndicate development team]] | |||
[[Category:Assassin's Creed: Odyssey development team]] | [[Category:Assassin's Creed: Odyssey development team]] | ||
[[fr:Jonathan Dumont] | [[Category:Assassin's Creed: Shadows development team]] | ||
<!--[fr:Jonathan Dumont]--> | |||
Latest revision as of 15:06, 12 May 2026
Jonathan Dumont is a director and artist at Ubisoft. He was the creative director for Assassin's Creed: Odyssey and now helms Ubisoft Quebec.
Biography[edit | edit source]
Early career[edit | edit source]
Jonathan Dumont had a tenure with Ubisoft, spanning approximately 20 years, during which he initially began as an animator in 1998. Subsequently, he took a hiatus lasting about 8–9 years.[1] Following his time at Ubisoft, Dumont spent nearly seven years at Blizzard Entertainment, where he served as a Senior and Lead Level Designer on World of Warcraft.[2]
Assassin's Creed[edit | edit source]
Assassin's Creed: Syndicate[edit | edit source]
In a 2015 interview with Game Developer regarding his first Assassin's Creed game he's worked on, Assassin's Creed: Syndicate, in the development stage Jonathan Dumont and his team chose Victorian London for its unique gameplay possibilities and alignment with the overarching storyline, capitalizing on the industrial revolution's dynamic elements like trains and carriages. Extensive research using photographs, books, maps, and firsthand exploration informed the recreation of the era, aiming to create an immersive world that balances historical accuracy with gameplay functionality. The design included distinct boroughs and strategically placed landmarks to support navigation and the game's conquest gameplay. Challenges such as managing traffic systems and implementing dynamic weather and time of day were addressed, with gameplay choices often enhancing realism, such as designing real streets with sidewalks for horse-drawn carriages. Prioritizing gameplay elements from the outset ensured cohesive collaboration between teams, resulting in a historically inspired yet gameplay-friendly representation of 1868 London.[3]
Assassin's Creed: Odyssey[edit | edit source]
In a November 2018, Ubisoft podcast interview, Dumont revealed that for Assassin's Creed: Odyssey, he and his team started conceptualizing the game immediately after completing Assassin's Creed: Syndicate, with an emphasis on enhancing the RPG elements introduced in Assassin's Creed: Origins. They aimed to create a personal and engaging story inspired by Greek tragedy, incorporating extensive dialogue to offer players over 30 hours of immersive narrative. Dumont prioritized making the game relatable, allowing players to choose between characters Kassandra and Alexios, thereby personalizing their experience. He ensured historical accuracy with the help of an on-site historian and sought to blend mythology, politics, and history seamlessly into the gameplay.[1]
Dumont was particularly excited about setting the game in ancient Greece due to its enduring cultural relevance and rich historical context. He chose the Peloponnesian War period for its action-packed potential and the opportunity to integrate famous historical figures and events. Dumont's design featured a variety of playstyles, thanks to a flexible ability system that accommodated different player preferences, from stealth to combat. He highlighted the importance of varying narrative tones, incorporating humor alongside deep, tragic storylines to keep the experience engaging over extended playtime. Dumont and his team aimed to create an immersive, multifaceted experience that explored themes of heroism, mercenary life, and family, hoping to leave players with a fulfilling and memorable experience.[1]
Assassin's Creed: Shadows[edit | edit source]
In September 2022, when Dumont was announced to be working on the then-codenamed Assassin's Creed: Codename Red, many Ubisoft employees refused to work with him and quit due to past allegations regarding abuse and sexual misconduct. Ubisoft responded by stating that it takes allegations seriously and that Dumont has been disciplined and cleared to continue working.[4]
In May 2024, following the official reveal of Assassin's Creed: Shadows, Dumont commentated a trailer breakdown alongside the Assistant Director of Cinematic Design, Akim Milne.[5]
Assassin's Creed credits[edit | edit source]
- Assassin's Creed: Syndicate (2015) – World Design Director
- Jack the Ripper (2015) – World Design Director
- Assassin's Creed: Odyssey (2018) – Creative Director
- Assassin's Creed: Shadows (2025) – Creative Director[6]
External links[edit | edit source]
References[edit | edit source]
- ↑ 1.0 1.1 1.2
Inside the Studio with Creative Director Jonathan Dumont on Ubisoft's official website (backup link)
- ↑ Insights: Assassin’s Creed Odyssey. Museum für Gestaltung Zürich. Archived from the original on 1 June 2024. Retrieved on 1 June 2024.
- ↑ Kerr, Chris (22 September 2015). The world design of Assassin's Creed: Syndicate - full transcript. Game Developer. Archived from the original on 30 August 2021. Retrieved on 1 June 2024.
- ↑ Bevan, Rhiannon (12 September 2022). Report: Devs Don’t Want To Work On Assassin’s Creed Red Because Of Project Lead’s Abuse Allegations. The Gamer. Archived from the original on 24 October 2022. Retrieved on 9 February 2023.
- ↑
Assassin's Creed Shadows Explained - Samurai, Shinobi, and Feudal Japan on the Ubisoft YouTube channel
- ↑
Assassin’s Creed Mirage Takes Players to Ninth Century Baghdad on Ubisoft's official website (backup link)