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| </center> | | </center> |
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| ===Behind the Scenes=== | | ===Behind the scenes=== |
| ====England==== | | ====England==== |
| <tabber> | | <tabber> |
| |-|Jorvik's Architecture= | | |-|Jorvik's Architecture= |
| Jorvik - now called York - is a great example of how Anglo-Saxon and Norse civilizations merged over time. Its multiple docks and narrow streets filled with exotic supplies welcomed international traders year-round
| | Jorvik—now called York—is a great example of how Anglo-Saxon and [[Norse people|Norse]] civilizations merged over time. Its multiple docks and narrow streets filled with exotic supplies welcomed international traders year-round |
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| To represent this thriving hub, Level Artists and Level Designers used Coppergate one of the city's most notorious landmarks. | | To represent this thriving hub, Level Artists and Level Designers used [[Coppergate Market|Coppergate]] one of the city's most notorious landmarks. |
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| Known at the time as the "Cup Street" - where merchants sold handmade cups and pots - it was taken as a reference and extended to the rest of the town. With its small wooden houses and stalls built tightly together Jorvik cotrasts with stone-built Anglo-Saxon towns. | | Known at the time as the "Cup Street"—where [[merchant]]s sold handmade cups and pots—it was taken as a reference and extended to the rest of the town. With its small wooden houses and stalls built tightly together Jorvik contrasts with stone-built Anglo-Saxon towns. |
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| Production insights kindly provided by Associate Level Design Director Junjie Lie, Level Artist Danny Hung and Level Designers Israel Chua and Julien Koch (Ubisoft Singapore). | | Production insights kindly provided by Associate Level Design Director [[Junjie Lie]], Level Artist [[Danny Hung]], and Level Designers [[Israel Chua]] and [[Julien Koch]] (Ubisoft Singapore). |
| |-|Landscaping England= | | |-|Landscaping England= |
| To replicate England's diverse flora was no small feat. The developers wanted it to be accurate and help players navigate the map. | | To replicate England's diverse flora was no small feat. The developers wanted it to be accurate and help players navigate the map. |
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| With these in hand the Level Artists and Designers could implement the right type of flora in the world, and created different landscapes using rocks and trees. Therefore, each region has diverse but coherent scenery, engaging players to explore the map meticulously. | | With these in hand the Level Artists and Designers could implement the right type of flora in the world, and created different landscapes using rocks and trees. Therefore, each region has diverse but coherent scenery, engaging players to explore the map meticulously. |
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| Production insights provided by Level Artists Joël Pelletant and Adrien Paguet-Brunella, Technical Artist Pierre-Alexandre and Assistant Artistic Director Vladimir Eskandari (Ubisoft Montréal). | | Production insights provided by Level Artists [[Joël Pelletant]] and [[Adrien Paguet-Brunella]], Technical Artist [[Pierre-Alexandre Côté|Pierre-Alexandre]], and Assistant Artistic Director [[Vladimir Eskandari]] (Ubisoft Montréal). |
| |-|York the Haunted= | | |-|York the Haunted= |
| Rumor has it York is one of England's most haunted cities! | | Rumor has it York is one of England's most haunted cities! |
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| Built by the Romans, it is said that ghosts of fallen soldiers still roam the city, inspiring a locally-brewered beverage - the Centurion's Ghost. | | Built by the [[Roman Empire|Romans]], it is said that ghosts of fallen [[soldier]]s still roam the city, inspiring a locally-brewered beverage—the [https://www.blacksheepbrewery.com/shop/centurions-ghost/ Centurion's Ghost]. |
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| To emulate this mystical atmosphere, Level Designers took the opportunity to place an underground location reusing Roman-era abandoned sewers. It's a way for players to walk around unnoticed... | | To emulate this mystical atmosphere, Level Designers took the opportunity to place an underground location reusing Roman-era abandoned sewers. It's a way for players to walk around unnoticed... |
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| But as always, it's a fine balance to find between gameplay needs and historical accuracy. In some cases, developers chose to stick with one colour despite Historians' complaints. | | But as always, it's a fine balance to find between gameplay needs and historical accuracy. In some cases, developers chose to stick with one colour despite Historians' complaints. |
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| For example, pigs and carrots in AC Valhalla are pinka nd white respectively; although pigs at the time were brown-ish in complexion and carrots had a wide range of colours, from white to purple. | | For example, [[pig]]s and carrots in ''AC Valhalla'' are pink and white respectively; although pigs at the time were brown-ish in complexion and carrots had a wide range of colours, from white to purple. |
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| This choice helps with comprehension of the world, but also for consistency when certain objects are used in gameplay, such as the explosive red oil jars. Hence, one distinct colour makes items easily identifiable. | | This choice helps with comprehension of the world, but also for consistency when certain objects are used in gameplay, such as the explosive red oil jars. Hence, one distinct colour makes items easily identifiable. |
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| Level Artists and Designers used different types of forest to structure England's king: | | Level Artists and Designers used different types of forest to structure England's king: |
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| - oak trees, ivy, and rowan in Wessex<br> | | - oak trees, ivy, and {{Wiki|rowan}} in [[Wessex]]<br> |
| - heather fields, scots pine trees, moss and willow trees in East Anglia<br> | | - {{Wiki|Calluna|heather}} fields, {{Wiki|Pinus sylvestris|Scots Pine}} trees, moss and willow trees in [[East Anglia]]<br> |
| - beech trees bluebells, and autumnal birch trees in Mercia <br> | | - beech trees, {{Wiki|Hyacinthoides|bluebells}}, and autumnal birch trees in [[Mercia]]<br> |
| - tundra bushes, western gorse, with dead and frozen trees in Northumbira | | - tundra bushes, {{Wiki|Ulex gallii|Western gorse}}, with dead and frozen trees in [[Northumbria]] |
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| Ubisoft Sofia even recreated Wistman's Wood in Hamtunscire using the pictures the development team took during their scouing trip! | | Ubisoft Sofia even recreated {{Wiki|Wistman's Wood}} in [[Hampshire|Hamtunscire]] using the pictures the development team took during their scouting trip! |
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| To do so, they integrated old medium-sized trees, a smattering of rocks, a soupcon of moss and a bit of fog to complete this ominous atmosphere. | | To do so, they integrated old medium-sized trees, a smattering of rocks, a [[wikt:soupçon|soupcon]] of moss, and a bit of fog to complete this ominous atmosphere. |
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| Production insights kindly provided by Assistant Artistic Director Vladimir Eskandari, Artistic Director Rapahel Lacoste, Art Director Eddie Bennun, Level Artist Adrien Paguet-Brunella (Ubisoft Montréal). | | Production insights kindly provided by Assistant Artistic Director Vladimir Eskandari, Artistic Director [[Rapahel Lacoste]], Art Director [[Eddie Bennun]], Level Artist [[Adrien Paguet-Brunella]] (Ubisoft Montréal). |
| |-|On Liquid Gold= | | |-|On Liquid Gold= |
| Honeymoon' referred to the Scandinavian practice of giving newlyweds a moon cycle's worth of mead (a beverage brewed with honey, water and yeast). | | "Honeymoon" referred to the [[Scandinavia]]n practice of giving newlyweds a moon cycle's worth of [[mead]] (a beverage brewed with [[honey]], water, and yeast). |
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| But honey was valued by Angles and Norsemen alike, it was then vital for the developers to represent the bee-keeping practice as faithfully as possible. | | But honey was valued by Angles and Norsemen alike, it was then vital for the developers to represent the bee-keeping practice as faithfully as possible. |
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| Depending on each region's real flora, fields of flaxseeds, poppies and heather were designed and implemented by Modelers and Level Artists - the flowers used a seamless way to guide players through their environment. | | Depending on each region's real flora, fields of flaxseeds, poppies, and heather were designed and implemented by Modelers and Level Artists—the flowers used a seamless way to guide players through their environment. |
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| The beehives, seem from afar, also act as a natural marker (a beecon?), and are surrounded by NPCs collecting the honey. | | The beehives, seem from afar, also act as a natural marker (a beecon?), and are surrounded by NPCs collecting the honey. |
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| Production insights kindly provided by Modeler Laurie Durant and Level Artist Stephane Joncas (Ubisoft Montréal). | | Production insights kindly provided by Modeler [[Laurie Durant]] and Level Artist [[Stephane Joncas]] (Ubisoft Montréal). |
| |-|Photogra-wha?= | | |-|Photogra-wha?= |
| Photogrammetry is an innovative technique for in-game textures. | | {{Wiki|Photogrammetry}} is an innovative technique for in-game textures. |
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| Determined to illustrate accurate surfaces, the Graphics team travelled to England to capture every inch of stone walls and pavements, sometimes for twleve hours straight! A three-metre wall would take 250 pictures, stiched together by specialized software. | | Determined to illustrate accurate surfaces, the Graphics team travelled to England to capture every inch of stone walls and pavements, sometimes for twelve hours straight! A three-metre wall would take 250 pictures, stitched together by specialized software. |
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| The final result is a 3D file with colours and depths, designed into tileable textures. These textures are then used by Level Artists and Modelers to add onto buildings. | | The final result is a 3D file with colours and depths, designed into tileable textures. These textures are then used by Level Artists and Modelers to add onto buildings. |
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| To push this realism further, the Graphics team also added uneven silhouettes with protruding stones, slate angles, and damaged areas. | | To push this realism further, the Graphics team also added uneven silhouettes with protruding stones, slate angles, and damaged areas. |
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| Information kindly provided by Graphics Team Lead Alfredo Cristinziano and Modeler Oliver Carginan (Ubisoft Montréal). | | Information kindly provided by Graphics Team Lead [[Alfredo Cristinziano]] and Modeler [[Oliver Carginan]] (Ubisoft Montréal). |
| |-|Safe and Sound?= | | |-|Safe and Sound?= |
| Creating an immersive world also includes the sounds triggered when Eivor interacts with her/his surroundings. | | Creating an immersive world also includes the sounds triggered when [[Eivor Varinsdottir|Eivor]] interacts with her/his surroundings. |
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| Shown here are coloured surfaces that play a specific sound when the player walks on them. Yes, every item with sound and animation is labeled in the game's engine! | | Shown here are coloured surfaces that play a specific sound when the player walks on them. Yes, every item with sound and animation is labeled in the game's engine! |
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| A brown square indicates a wooden sound, while yellow squares signal a fabric-like sound. When the player walks on or touches one of thse hidden squares, the noise it's linked to triggers automatically. | | A brown square indicates a wooden sound, while yellow squares signal a fabric-like sound. When the player walks on or touches one of these hidden squares, the noise it's linked to triggers automatically. |
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| But there's another side to this coin: with this system, developers were also able to create noise traps that can reveal the player's presence to nearby enemies! | | But there's another side to this coin: with this system, developers were also able to create noise traps that can reveal the player's presence to nearby enemies! |
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| Production insights kindly provided by Modeler Benoit Lebel (Ubisoft Montréal). | | Production insights kindly provided by Modeler [[Benoit Lebel]] (Ubisoft Montréal). |
| </tabber> | | </tabber> |
| <tabber> | | <tabber> |
| |-|The Assassin's Artillery= | | |-|The Assassin's Artillery= |
| 200 unique weapon models were designed for AC Valhalla. | | 200 unique weapon models were designed for ''AC Valhalla''. |
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| After thorough historical research, Modeling Artists had the difficult task of designing realistic but spectacular weapons. Talk about a brain-twister! | | After thorough historical research, Modeling Artists had the difficult task of designing realistic but spectacular weapons. Talk about a brain-twister! |
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| The flail was also added to the arsenal as a unique form of weaponry, een though flails weren't used by soldiers in battle but by peasants during harvest. | | The [[flail]] was also added to the arsenal as a unique form of weaponry, even though flails weren't used by soldiers in battle but by [[Civilian|peasants]] during harvest. |
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| To enjoy these weapons even more, new fighting styles were created. Players can now fight with a weapon in each hand - the dual-wielding - or hit foes with their shield! | | To enjoy these weapons even more, new fighting styles were created. Players can now fight with a weapon in each hand—the [[dual-wielding]]—or hit foes with their [[shield]]! |
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| Production insights kindly provided by Assistant Artistic Director Vladimir Eskandari (Ubisoft Montréal) and Art Director John-Paul Tan (Ubisoft Phillipines). | | Production insights kindly provided by Assistant Artistic Director Vladimir Eskandari (Ubisoft Montréal) and Art Director [[John-Paul Tan]] (Ubisoft Phillipines). |
| |-|The Music of AC Valhalla= | | |-|The Music of AC Valhalla= |
| Music is at the core of AC Valhalla's experience, defining territories and moods. To create an acoustic dichotomy between Norsemen and Angles, Norway's music borrows sounds from rituals and daily life, while England's music revolves more around the Church. | | Music is at the core of ''AC Valhalla''{{'}}s experience, defining territories and moods. To create an acoustic dichotomy between Norsemen and Angles, Norway's music borrows sounds from rituals and daily life, while England's music revolves more around the [[Church]]. |
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| In total, it's 5 hours of music that were composed through the collaboration of Jesper Kyd, Sarah Schachner and Einar Selvik. | | In total, it's 5 hours of music that were [[Assassin's Creed: Valhalla soundtrack|composed]] through the collaboration of [[Jesper Kyd]], [[Sarah Schachner]], and [[Einar Selvik]]. |
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| But the music doesn't stop there! | | But the music doesn't stop there! |
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| To the uncontrollable delight of AC Black Flag fans, sea shanties were also added to AC Valhalla. They are sung as Eivor sails on the longship, by none other than Einar Selvik - Slakd Bragi in the game! | | To the uncontrollable delight of ''[[Assassin's Creed IV: Black Flag|AC Black Flag]]'' fans, [[sea shanties]] were also added to ''AC Valhalla''. They are sung as Eivor sails on the [[longship]], by none other than Einar Selvik—''[[skald]]'' [[Bragi (Viking)|Bragi]] in the game! |
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| Production insights kindly provided by Audio Director Aldo Sampaio, Music Supervisor Simon Landy and Audio Designer Alexandre Poirer (Ubisoft Montréal). | | Production insights kindly provided by Audio Director [[Aldo Sampaio]], Music Supervisor [[Simon Landy]] and Audio Designer [[Alexandre Poirer]] (Ubisoft Montréal). |
| |-|Use Protection= | | |-|Use Protection= |
| Shields played an important role in the Viking and Anglo-Saxon fighting techniques, and in AC Valhalla as well. | | Shields played an important role in the [[Vikings|Viking]] and Anglo-Saxon fighting techniques, and in ''AC Valhalla'' as well. |
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| Used in the game to differentiate clans and factions, each one has its own shape, paint model, colour pattern and emblem. | | Used in the game to differentiate clans and factions, each one has its own shape, paint model, colour pattern and emblem. |
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| Production insights kindly provided by Modeler Benoit Lebel (Ubisoft Montréal). | | Production insights kindly provided by Modeler Benoit Lebel (Ubisoft Montréal). |
| |-|Welcome to Asgard= | | |-|Welcome to Asgard= |
| Being the land of mighty gods, Asgard had to be scaled accordingly. | | Being the [[Norse mythology|land]] of mighty [[Æsir|gods]]], [[Asgard]] had to be scaled accordingly. |
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| To create this sense of magnitude, Level Designers played on heights, with towers that reach up into the sky to meet the immense branches of Yggdrasil, the mythical world-tree. | | To create this sense of magnitude, Level Designers played on heights, with towers that reach up into the sky to meet the immense branches of [[Yggdrasil]], the mythical world-tree. |
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| The wolf Fenrir went through the same fate. Indeed, the infamous beast is ten times the size of a normal wolf, thanks to the Character Modelers. | | The [[wolf]] [[Fenrir]] went through the same fate. Indeed, the infamous beast is ten times the size of a normal wolf, thanks to the Character Modelers. |
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| To set AC Valhalla's Asgard apart, developers focused on depicting the myths of the Viking Sagas, with doors to other realms, well of Norns and so on, combined with glimpses of Eivor's past life and memories. | | To set ''AC Valhalla''{{'}}s Asgard apart, developers focused on depicting the myths of the Viking {{Wiki|saga}}s, with doors to other [[Nine Realms|realms]], [[Urðarbrunnr|well of Norns]], and so on, combined with glimpses of Eivor's [[Sagae|past life]] and [[Genetic memories|memories]]. |
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| A shame it will all be destroyed come Ragnarok! | | A shame it will all be destroyed come [[Ragnarök]]! |
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| Production insights kindly provided by Level Deisng Assistant Director Eric Porowski (Ubisoft Montréal). | | Production insights kindly provided by Level Deisng Assistant Director [[Eric Porowski]] (Ubisoft Montréal). |
| </tabber> | | </tabber> |
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| <tabber> | | <tabber> |
| |-|A Humble Abode= | | |-|A Humble Abode= |
| The castles of England were meant to be seen from afar by anyone seeking refuge. | | The castles of England were meant to be seen from afar by anyone seeking refuge. Except, rulers didn't really account for their castles also attracting Vikings! |
| Except, rulers didn't really account for their castles also attracing Vikings! | |
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| All fortified areas in AC Valhalla were inspired by the castles the development team visited while in England: Portchester Derby, Goodrich, Housesteads the Roman Fort at Hadrian's Wall... The Castle Trefaldwyn in Wales inspired the factional Caustow Castle a fort in the Scriopescire region. | | All fortified areas in ''AC Valhalla'' were inspired by the castles the development team visited while in England: {{Wiki|Portchester Castle|Portchester}}, {{Wiki|Derby}}, {{Wiki|Goodrich Castle|Goodrich}}, {{Wiki|Housesteads Roman Fort}} at [[Hadrian's Wall]]... The {{Wiki|Montgomery Castle|Castle Trefaldwyn}} in [[Wales]] inspired the fictional [[Caustow Castle]], a [[fort]] in the [[Shropshire|Scriopescire]] region. |
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| In AC Valhalla, castles are a telltale sign of great bounty to collect during raids, and lords will often retreat behind a castle's protective wealls when fleeing from Eivor. | | In ''AC Valhalla'', castles are a telltale sign of great bounty to collect during [[raid]]s, and lords will often retreat behind a castle's protective walls when fleeing from Eivor. |
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| They can run but they can't hide! | | They can run but they can't hide! |
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| Production insights kindly provided by Raphaël Lacoste, Vladimir Eskandari and Oliver Carignan (Ubisoft Montrëal). | | Production insights kindly provided by [[Raphaël Lacoste]], Vladimir Eskandari, and Oliver Carignan (Ubisoft Montrëal). |
| |-|Animus, Translate 'Skål!'= | | |-|Animus, Translate 'Skål!'= |
| It seems that Vikings and Ango-Saxons could roughly understand each other at the time, as both of their languages sounded similar and had diverged only a few centures before. | | It seems that Vikings and Ango-Saxons could roughly understand each other at the time, as {{Wiki|Old Norse|both}} of their {{Wiki|Old English|languages}} sounded similar and had {{Wiki|Germanic languages|diverged}} only a few centuries before. |
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| To help actors during records, the Voice Design team relied on linguists, such as Runoloist Maja Bäckvall (Uppsala University). | | To help actors during records, the Voice Design team relied on linguists, such as Runoloist [[Maja Bäckvall]] ({{Wiki|Uppsala University}}). |
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| Lines were then written in three versions: in English or context, in the original language (Latin, Old Norse, Old English), and in phonetics for accurate pronunciation. | | Lines were then written in three versions: in English or context, in the original language (Latin, Old Norse, Old English), and in phonetics for accurate pronunciation. |
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| Interestingly, it felt quite natural for Icelandic actors pronounce Old Norse. They wouldn't need a dictionary if their great-reat-great-great-grandparents were around to translate! | | Interestingly, it felt quite natural for [[Iceland]]ic actors to pronounce Old Norse. They wouldn't need a dictionary if their great-great-great-great-grandparents were around to translate! |
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| Production insights kindly provided by Voice Designer Nicholas rimwood (Ubisoft Montréal). | | Production insights kindly provided by Voice Designer [[Nicholas Rimwood]] (Ubisoft Montréal). |
| |-|Checkmate= | | |-|Checkmate= |
| AC Valhalla is set during a tense political climate. English kingdoms were fighting one another as well as trying to ward off Viking attacks. | | ''AC Valhalla'' is set during a tense political climate. [[Heptarchy|English kingdoms]] were fighting one another as well as trying to ward off Viking attacks. |
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| Hence, maps are displayed in the game as battle plans. To help plapyers visualize friends and foes, chess pieces were designed. | | Hence, maps are displayed in the game as battle plans. To help players visualize friends and foes, chess pieces were designed. |
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| The 3D Modeling team firstd created items inspired by an early Scandinavian chess set, the Hnefatafl, which was combined with the Lewis chess pieces. Found in Scotland, they were crafeted out of walrus tusks and whale teeeth in the 12th century. | | The 3D Modeling team first created items inspired by an early Scandinavian chess set, the ''{{Wiki|Tafl games|Hnefatafl}}'', which was combined with the {{Wiki|Lewis chessmen|Lewis chess pieces}}. Found in [[Scotland]], they were crafted out of walrus [[Ivory|tusks]] and [[whale]] teeth in the 12th century. |
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| This design merged English and Scandinavian heritage into a unique item. | | This design merged English and Scandinavian heritage into a unique item. |
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| Production insights kindly provied by 3D Modelers Audrey Murray, Katy Bouvier, Gabriel Blanchard and Benoît Lebel (Ubisoft Montreal). | | Production insights kindly provied by 3D Modelers [[Audrey Murray]], [[Katy Bouvier]], [[Gabriel Blanchard]], and Benoît Lebel (Ubisoft Montreal). |
| |-|Long Live the King= | | |-|Long Live the King= |
| As King Aelfred is a historical figure, Artists and Modelers had a lot of documentation to help with his design. | | As King [[Alfred the Great|Alfred]] is a historical figure, Artists and Modelers had a lot of documentation to help with his design. |
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| With pre-established features (age, height, backstory) kept as accurate as possible, his appearance had to represent his royal demeano but also his weakened state - he suffered from Chron's disease. | | With pre-established features (age, height, backstory) kept as accurate as possible, his appearance had to represent his royal demeanor but also his weakened state—he suffered from {{Wiki|Chron's disease}}. |
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| This contrast was made through the design of his clothes,, hair,, and facial features. | | This contrast was made through the design of his clothes, hair, and facial features. |
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| As one of the main characters in AC Valhalla, seen up-close in multiple cinematics, it was imperative to design every detail meticulously. So much so that it took ten days to design his hair! | | As one of the main characters in ''AC Valhalla'', seen up-close in multiple cinematics, it was imperative to design every detail meticulously. So much so that it took ten days to design his hair! |
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| Production insights kindly provided by Artists Jeff Simpson, Yelim Kim, and Pierre Raveneau (Ubisoft Montreal). | | Production insights kindly provided by Artists [[Jeff Simpson]], [[Yelim Kim]], and [[Pierre Raveneau]] (Ubisoft Montreal). |
| </tabber> | | </tabber> |
| <tabber> | | <tabber> |
| |-|Take a Leap of Faith= | | |-|Take a Leap of Faith= |
| As the monastery of Ely has been destroyed. Level Designers and Artists had to draw their inspiration elsewhere. More specifically, from the Saint-Martin-du-Canigou Abbey in France. | | As the [[Isle of Ely Monastery|monastery of Ely]] has been destroyed. Level Designers and Artists had to draw their inspiration elsewhere. More specifically, from the {{Wiki|Abbey of Saint-Martin-du-Canigou|Saint-Martin-du-Canigou Abbey}} in [[France]]. |
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| Despite the construction being two centuries older than AC Valhalla's time period, it offered interesting architecture for the players to enjoy: atop a hill for great scenery, a cloister to clear the perspective, and the bell tower to privde an inconic viewpoint. | | Despite the construction being two centuries older than ''AC Valhalla''{{'}}s time period, it offered interesting architecture for the players to enjoy: atop a hill for great scenery, a cloister to clear the perspective, and the bell tower to provide an iconic [[viewpoint]]. |
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| Finally, an underground tunnel was added, a unique feat perfect for a surprise attack. | | Finally, an underground tunnel was added, a unique feat perfect for a surprise attack. |
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| But some things remain accurate! Several eels were placed in the waters circling the monastery - a nod to the feature that gae tits name. | | But some things remain accurate! Several eels were placed in the waters circling the monastery—a nod to the feature that gave its name. |
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| Production insights kindly provided by Level Artists Sébastien Maingot and Sébastien Genest (Ubisoft Montreal). | | Production insights kindly provided by Level Artists [[Sébastien Maingot]] and [[Sébastien Genest]] (Ubisoft Montreal). |
| |-|The Die is Cast= | | |-|The Die is Cast= |
| Even warriors get some playtime. | | Even warriors get some playtime. |
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| Indeed, it seems that Vikings played board games that involved throwing small objects, such as carved wooden figures. HOwever, the team couldn't find any clear rules for these games. | | Indeed, it seems that Vikings played board games that involved throwing small objects, such as carved wooden figures. However, the team couldn't find any clear rules for these games. |
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| But all hope wasn't lost; the developers at Singapore Vengdu and Montreal studios all came together to invent new rules and mocked-up their prototypes in a tabletop simulator. | | But all hope wasn't lost; the developers at Singapore Vengdu and Montreal studios all came together to invent new rules and mocked-up their prototypes in a tabletop simulator. |
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| Everyone on the team could experience (and enjoy!) the evolving versions of the Orlog 2.0. | | Everyone on the team could experience (and enjoy!) the evolving versions of the [[Orlog]] 2.0. |
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| A first physical prototype was also made, using real dice that were painted over. The game of Orlog was (re)born. | | A first physical prototype was also made, using real dice that were painted over. The game of Orlog was (re)born. |
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| AC Valhalla's version of the Orlog was so loved by fans that Ubisoft partnered with PureArts to produce real life Orlog sets! | | ''AC Valhalla''{{'}}s version of the Orlog was so loved by fans that Ubisoft partnered with PureArts to produce real life Orlog sets! |
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| Prouction insights kindly provided by Game Director Benoit Richer, Technical Design Director Oliver Bodwell, and Game Director Eric Baptizat (Ubisoft Montreal).
| | Production insights kindly provided by Game Director [[Benoit Richer]], Technical Design Director [[Oliver Bodwell]], and Game Director [[Eric Baptizat]] (Ubisoft Montreal). |
| |-|The Longhouse= | | |-|The Longhouse= |
| As longhouses were at the centre of Norse communities, it was only natural that they'd be at the forefront of AC Valhalla. | | As [[longhouse]]s were at the centre of Norse communities, it was only natural that they'd be at the forefront of ''AC Valhalla''. |
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| Just like any true Viking, Eivor hosts feats, plans battles, and sleeps in her longhouse. But what about its design? | | Just like any true Viking, Eivor hosts feats, plans battles, and sleeps in her/his longhouse. But what about its design? |
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| The ARt Direction team first took a scouting trip to Lofoten, Norway, to immerse themselves in the land and bring back references. From these pictures, Modelers and Artists designed variations of paint patterns, carved animals, frescos etc. for players to enjoy and use to customize their settlement. | | The Art Direction team first took a scouting trip to {{Wiki|Lofoten}}, Norway, to immerse themselves in the land and bring back references. From these pictures, Modelers and Artists designed variations of paint patterns, carved animals, frescos etc. for players to enjoy and use to customize their settlement. |
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| Ango-Saxon longhouses, on the other hand, were designed with different materials, such as hay and lime, and less detailed engravings. Can't have them steal the show!
| | Anglo-Saxon longhouses, on the other hand, were designed with different materials, such as hay and lime, and less detailed engravings. Can't have them steal the show! |
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| Production insights kindly provided by Brand Artistic Director Raphaël Lacoste, Assistant Artistic Director Vladimire Eskandari (Ubisoft Montreal), Level Artist Janice Leng (Ubisoft Singapore), and Environment Artist Martin BOnev (Ubisoft Sofia). | | Production insights kindly provided by Brand Artistic Director Raphaël Lacoste, Assistant Artistic Director Vladimir Eskandari (Ubisoft Montreal), Level Artist [[Janice Leng]] (Ubisoft Singapore), and Environment Artist [[Martin Bonev]] (Ubisoft Sofia). |
| |-|The Myth of Horned Helmets= | | |-|The Myth of Horned Helmets= |
| To make it short: Vikings did not, in fact, wear horned helmets. | | To make it short: Vikings did not, in fact, wear horned helmets. |
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| The misconception came from the Wagnerian opera The Ring of the Nibelung (1876). Horned and winged helemets were then part of the actor's costumes, a way for the warriors to seem more grandiose on stage. | | The misconception came from the {{Wiki|Richard Wagner|Wagnerian}} opera, ''{{Wiki|Der Ring des Nibelungen|The Ring of the Nibelung}}'' (1876). Horned and winged helmets were then part of the actor's costumes, a way for the warriors to seem more grandiose on stage. |
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| Ever since then, depictions of Vikings wearing big horned helmets were in plentiful supply, and this wrongful image has persisted to this day. | | Ever since then, depictions of Vikings wearing big horned helmets were in plentiful supply, and this wrongful image has persisted to this day. |
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| Beside the fact that horned helmets would have been anything but practical on the battlefield, it seems that the very few ones found by archeologists were only used for ritual purposes. | | Beside the fact that horned helmets would have been anything but practical on the battlefield, it seems that the very few ones found by archeologists were only used for ritual purposes. |
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| - Who's ready to be the party pooper come Halloween? | | - Who's ready to be the party pooper come [[Samhain|Halloween]]? |
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| Production insights kindly provided by Historian Patrice Hamel (Ubisoft Montreal). | | Production insights kindly provided by Historian [[Patrice Hamel]] (Ubisoft Montreal). |
| </tabber> | | </tabber> |
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| Can't make a Viking game without an awesome longship! | | Can't make a Viking game without an awesome longship! |
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| After all, Norsemen are renowned for their boat-building craftsmanshipto this day. | | After all, Norsemen are renowned for their [[boat]]-building craftsmanship to this day. |
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| To do it justice, Modelers (Montreal) built the dimensions and shapes, while Artists (Singapore) created 48 different variations of longboats with stunning designs inspired by Norse Mythology. | | To do it justice, Modelers (Montreal) built the dimensions and shapes, while Artists (Singapore) created 48 different variations of longboats with stunning designs inspired by Norse mythology. |
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| The outcome speaks foritself: a slick, clinker-built hull for hydrodynamism,shallow keels to sail in low waters, and even a removable mast to pass under bridges! | | The outcome speaks for itself: a slick, {{Wiki|Clinker (boat building)|clinker-built}} hull for hydro-dynamism, shallow keels to sail in low waters, and even a removable mast to pass under bridges! |
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| May you have fair winds and following seas! | | May you have fair winds and following seas! |
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| Production insightskindly provide by modelerKaty Bouvier (Ubisoft Montréal) Art Director YeauChoong Yap (Ubisoft Singapore). | | Production insights kindly provide by modeler [[Katy Bouvier]] (Ubisoft Montréal), Art Director [[Yeau Choong Yap]] (Ubisoft Singapore). |
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| |-|Designing Stavanger= | | |-|Designing Stavanger= |
| | [[Stavanger]], as with many cities in ''Assassin's Creed: Valhalla'', is based on an existing city. |
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| Stavanger, as with many cities in Assasin's Creed Valhalla, is based on an existing city.
| | To reconstruct it, Level Designers and Artists used maps, pictures and drawings by Archaeologist [[Jean-Claude Golvin]] as references, adding alterations for gameplay purposes. |
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| To reconstruct it, Level Designers and Artists used maps, pictures and drawings by Archaelogist Jean-Claude Golvin as references, adding alterationsfor gameplay purposes. | |
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| While not all towns resembled Golvin's drawings, some iconicdetails helped give a"scandinavian signature" to the towns and settlements ofthe game, easily recognizable by plaers. | | While not all towns resembled Golvin's drawings, some iconic details helped give a "Scandinavian signature" to the towns and settlements of the game, easily recognizable by players. |
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| Narrow streets,docks, and a salient longhouse in the distance... They all incite exploration and the need for adventure. | | Narrow streets, docks, and a salient longhouse in the distance... They all incite exploration and the need for adventure. |
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| Production insights kindly provided by Brand Artistic Director Raphael Lacosteand Assistant Artistic Director Vladimir Eskandari (Ubisoft Montréal). | | Production insights kindly provided by Brand Artistic Director Raphael Lacoste and Assistant Artistic Director Vladimir Eskandari (Ubisoft Montréal). |
| |-|New Game, New Crest= | | |-|New Game, New Crest= |
| It's difficult to set oneself apart in a sea of Viking-themed media. But it was the challenge Marketing and Art teams faced when creating AC Valhalla's visual identity. Together, they designed logos and creasts, and selected fonts, colours, and interfaces. | | It's difficult to set oneself apart in a sea of Viking-themed media. But it was the challenge Marketing and Art teams faced when creating ''AC Valhalla''{{'}}s visual identity. Together, they designed logos and crests, and selected fonts, colours, and interfaces. |
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| As a result,fifty different logos were created for the brand to find the right fit: the two-axes logo on the bottom right of this picture. | | As a result, fifty different logos were created for the brand to find the right fit: the two-axes logo on the bottom right of this picture. |
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| The turquoise colour was added early-on, as a nod to the aurorra borealis that illuminate the Norwegian skies. | | The turquoise colour was added early-on, as a nod to the aurora borealis that illuminate the Norwegian skies. |
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| Two axes (for dual-wielding)) form the the A of Assasin's Creed. | | Two axes (for dual-wielding)) form the the A of Assassin's Creed. |
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| At their end, the outline of a longhouse rooftop, with delicate engravings to underline Norse crafting skills. | | At their end, the outline of a longhouse rooftop, with delicate engravings to underline Norse crafting skills. |
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| Finally, the faded grid in the background serves as a reminder of the Animus simulation. | | Finally, the faded grid in the background serves as a reminder of the Animus simulation. |
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| Production insights kindly provided by Artistic Director - Visual Conception Nicolas Riward (Ubisoft <ontréal). | | Production insights kindly provided by Artistic Director - Visual Conception [[Nicolas Riward]] (Ubisoft Montréal). |
| </tabber> | | </tabber> |
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| Every detail matters when designing a main character. Personality, backstory, mannerisms... Eivor the "Wolf-Kissed" must have a noticeable scar and tattoos to represent past events, beliefs, and clan affiliation. | | Every detail matters when designing a main character. Personality, backstory, mannerisms... Eivor the "Wolf-Kissed" must have a noticeable scar and tattoos to represent past events, beliefs, and clan affiliation. |
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| A mood board was made with various references,from Mad Max's Furiosa to Major Motoko Kusanagai in Ghost in the Sheell, which allowed Concept Artists to create composition (silhouttes, shapes) and concepts. | | A mood board was made with various references, from ''{{Wiki|Mad Max}}''{{'}}s {{Wiki|Imperator Furiosa|Furiosa}} to Major {{Wiki|Motoko Kusanagai}} in ''{{Wiki|Ghost in the Shell}}'', which allowed Concept Artists to create composition (silhouettes, shapes) and concepts. |
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| Then, the Character Modelers designed the details (hair styles, tattoos, outfits, an even leather stiching), while Animators focused on body movemenet and facial expressions. | | Then, the Character Modelers designed the details (hair styles, tattoos, outfits, an even leather stitching), while Animators focused on body movement and facial expressions. |
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| Finally, acotrs Magnus Bruun Nielessen and Cecile Stenspil were cast to give Eivor a voice, tailored to her or his personality. | | Finally, actors [[Magnus Brunn|Magnus Bruun Nielssen]] and [[Cecile Stenspil]] were cast to give Eivor a voice, tailored to her or his personality. |
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| - It's alive! Alive! | | - {{Wiki|Frankenstein (1931 film)|It's alive! Alive!}} |
| |-|White Landscapes= | | |-|White Landscapes= |
| For player's to recognize their surroundings easily, developers wanted to create a clash betweenthe English and Norwegian maps. | | For player's to recognize their surroundings easily, developers wanted to create a clash between the English and Norwegian maps. |
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| Thus, Norwegian landcapes are covered with ice andsnow, with little road to travel by land. While ancient Scandinavia wasn't as barren as we're made to believe, the harsh and uninviting land depicted in AC Valhalla means to push the players towards England and continue Eivor's journey. | | Thus, Norwegian landscapes are covered with ice and snow, with little road to travel by land. While ancient Scandinavia wasn't as barren as we're made to believe, the harsh and uninviting land depicted in ''AC Valhalla'' means to push the players towards England and continue Eivor's journey. |
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| To do so, Level Artists, Tech Artists, and Level Designers used the Lofoten Islands as a visual reference to emulate its rough landscapes. Through shapes and outlines, the designers made the world feel treacherous, while England's flora is lush and lively. | | To do so, Level Artists, Tech Artists, and Level Designers used the Lofoten Islands as a visual reference to emulate its rough landscapes. Through shapes and outlines, the designers made the world feel treacherous, while England's flora is lush and lively. |
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| The grass is always greener on the other side of the sea! | | The grass is always greener on the other side of [[North Sea|the sea]]! |
| </tabber> | | </tabber> |
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| |[[File:ACV DB Aelfred.png|thumb|100px|center]] | | |[[File:ACV DB Aelfred.png|thumb|100px|center]] |
| !King [[Alfred the Great|Aelfred]] | | !King [[Alfred the Great|Alfred]] |
| |Protected [[Wessex]] against [[Vikings]] and promoted literacy amongst his people. | | |Protected Wessex against Vikings and promoted literacy amongst his people. |
| |Visit 70 Discovery Sites | | |Visit 70 Discovery Sites |
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| |[[File:Wiki noimage.jpg|thumb|100px|center]] | | |[[File:Wiki noimage.jpg|thumb|100px|center]] |
| ![[Eivor Varinsdottir|Eivor]] (Female) | | ![[Eivor Varinsdottir|Eivor]] (Female) |
| |Protagonist of AC Valhalla, Eivor is a skilled fighter and strategist. | | |Protagonist of ''AC Valhalla'', Eivor is a skilled fighter and strategist. |
| |Unlocked by default | | |Unlocked by default |
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| |[[File:Wiki noimage.jpg|thumb|100px|center]] | | |[[File:Wiki noimage.jpg|thumb|100px|center]] |
| !Eivor (Male) | | !Eivor (Male) |
| |Protagonist of AC Valhalla, Eivor is a skilled fighter and strategist. | | |Protagonist of ''AC Valhalla'', Eivor is a skilled fighter and strategist. |
| |Unlocked by default | | |Unlocked by default |
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| |[[File:ACV DB Freyja.png|thumb|100px|center]] | | |[[File:ACV DB Freyja.png|thumb|100px|center]] |
| ![[Freyja]] | | ![[Freyja]] |
| |[[Norse mythology|Goddess]] of fertility and magic, she rules over [[Fólkvangr]].
| | |Goddess of fertility and magic, she rules over [[Fólkvangr]]. |
| |Visit 90 Discovery Sites | | |Visit 90 Discovery Sites |
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| |[[File:Wiki noimage.jpg|thumb|100px|center]] | | |[[File:Wiki noimage.jpg|thumb|100px|center]] |
| ![[Ivarr the Boneless]] | | ![[Ivarr the Boneless]] |
| |An historic Viking conqueror and the inspiration for many a {{Wiki|saga}}. | | |An historic Viking conqueror and the inspiration for many a saga. |
| |Visit 15 Behind the Scenes stations | | |Visit 15 Behind the Scenes stations |
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| |[[File:ACV Odin Database Fullbody Render New.png|thumb|100px|center]] | | |[[File:ACV Odin Database Fullbody Render New.png|thumb|100px|center]] |
| ![[Odin]] | | ![[Odin]] |
| |As the mightiest god of all, Odin seeks exemption from any [[Ragnarök|binding fate]]. | | |As the mightiest god of all, Odin seeks exemption from any binding fate. |
| |Visit 50 Discovery Sites | | |Visit 50 Discovery Sites |
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