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| |-|Colouring the World= | | |-|Colouring the World= |
| | [[File:DTVA - Colouring the World.jpg|thumb|250px]] |
| As it turns out, early medieval times were full of colours, from paintings and clothing to flowers and vegetables! To break the prejudice against the this time period, Artists, Modelers, and Texturers made sure to implement vivid colours where they could. | | As it turns out, early medieval times were full of colours, from paintings and clothing to flowers and vegetables! To break the prejudice against the this time period, Artists, Modelers, and Texturers made sure to implement vivid colours where they could. |
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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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| |-|Mysterious Forests= | | |-|Mysterious Forests= |
| | [[File:DTVA - Mysterious Forests.jpg|thumb|250px]] |
| 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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| Production insights kindly provided by Assistant Artistic Director Vladimir Eskandari, Artistic Director [[Raphael Lacoste]], Art Director [[Eddie Bennun]], Level Artist [[Adrien Paguet-Brunella]] (Ubisoft Montréal). | | Production insights kindly provided by Assistant Artistic Director Vladimir Eskandari, Artistic Director [[Raphael Lacoste]], Art Director [[Eddie Bennun]], Level Artist [[Adrien Paguet-Brunella]] (Ubisoft Montréal). |
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| |-|On Liquid Gold= | | |-|On Liquid Gold= |
| | [[File:DTVA - On Liquid Gold.jpg|thumb|250px]] |
| "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). | | "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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| Production insights kindly provided by Modeler Laurie Durant and Level Artist [[Stéphane Joncas]] (Ubisoft Montréal). | | Production insights kindly provided by Modeler Laurie Durant and Level Artist [[Stéphane Joncas]] (Ubisoft Montréal). |
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| |-|Photogra-wha?= | | |-|Photogra-wha?= |
| | [[File:DTVA - Photogra-wha.jpg|thumb|250px]] |
| {{Wiki|Photogrammetry}} is an innovative technique for in-game textures. | | {{Wiki|Photogrammetry}} is an innovative technique for in-game textures. |
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| Information kindly provided by Graphics Team Lead [[Alfredo Cristinziano]] and Modeler [[Olivier Carignan]] (Ubisoft Montréal). | | Information kindly provided by Graphics Team Lead [[Alfredo Cristinziano]] and Modeler [[Olivier Carignan]] (Ubisoft Montréal). |
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| |-|Safe and Sound?= | | |-|Safe and Sound?= |
| | [[File:DTVA - Safe and Sound.jpg|thumb|250px]] |
| Creating an immersive world also includes the sounds triggered when [[Eivor Varinsdottir|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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| <tabber> | | <tabber> |
| |-|The Assassin's Artillery= | | |-|The Assassin's Artillery= |
| | [[File:DTVA - The Assassin's Armory.jpg|thumb|250px]] |
| 200 unique weapon models were designed for ''AC Valhalla''. | | 200 unique weapon models were designed for ''AC Valhalla''. |
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| Production insights kindly provided by Audio Director [[Aldo Sampaio]], Music Supervisor [[Simon Landry]] and Audio Designer [[Alexandre Poirer]] (Ubisoft Montréal). | | Production insights kindly provided by Audio Director [[Aldo Sampaio]], Music Supervisor [[Simon Landry]] and Audio Designer [[Alexandre Poirer]] (Ubisoft Montréal). |
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| |-|Use Protection= | | |-|Use Protection= |
| | [[File:DTVA - Use Protection.jpg|thumb|250px]] |
| Shields played an important role in the [[Vikings|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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| <tabber> | | <tabber> |
| |-|A Humble Abode= | | |-|A Humble Abode= |
| | [[File:DTVA - A Humble Abode.jpg|thumb|250px]] |
| 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! | | 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! |
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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). |
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| |-|Animus, Translate 'Skål!'= | | |-|Animus, Translate 'Skål!'= |
| | [[File:DTVA - Animus Translate Skal.jpg|thumb|250px]] |
| 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. | | 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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| Production insights kindly provided by Voice Designer [[Nicholas Grimwood]] (Ubisoft Montréal). | | Production insights kindly provided by Voice Designer [[Nicholas Grimwood]] (Ubisoft Montréal). |
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| |-|Checkmate= | | |-|Checkmate= |
| | [[File:DTVA - Checkmate.jpg|thumb|250px]] |
| ''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. | | ''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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| 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). |
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| |-|Long Live the King= | | |-|Long Live the King= |
| | [[File:DTVA - Long Live the King.jpg|thumb|250px]] |
| As King [[Alfred the Great|Alfred]] 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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| <tabber> | | <tabber> |
| |-|Take a Leap of Faith= | | |-|Take a Leap of Faith= |
| | [[File:DTVA - Take a Leap of Faith.jpg|thumb|250px]] |
| 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]]. | | 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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| 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). |
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| |-|The Die is Cast= | | |-|The Die is Cast= |
| | [[File:DTVA - The Die is Cast.jpg|thumb|250px]] |
| Even warriors get some playtime. | | Even warriors get some playtime. |
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| Production 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). |
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| |-|The Longhouse= | | |-|The Longhouse= |
| | [[File:DTVA - The Longhouse.jpg|thumb|250px]] |
| As [[longhouse]]s 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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| 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). | | 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). |
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| |-|The Myth of Horned Helmets= | | |-|The Myth of Horned Helmets= |
| | [[File:DTVA - The Myth of Horned Helmets.jpg|thumb|250px]] |
| 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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| <tabber> | | <tabber> |
| |-|Creating Eivor's Longship= | | |-|Creating Eivor's Longship= |
| | [[File:DTVA - Creating Eivor's Longship.jpg|thumb|250px]] |
| Can't make a Viking game without an awesome longship! | | Can't make a Viking game without an awesome longship! |
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| |-|Designing Stavanger= | | |-|Designing Stavanger= |
| | [[File:DTVA - Designing Stavanger.jpg|thumb|250px]] |
| [[Stavanger]], as with many cities in ''Assassin's Creed: Valhalla'', is based on an existing city. | | [[Stavanger]], as with many cities in ''Assassin's Creed: Valhalla'', is based on an existing city. |
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| Production insights kindly provided by Brand Artistic Director Raphael Lacoste and 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). |
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| |-|New Game, New Crest= | | |-|New Game, New Crest= |
| | [[File:DTVA - New Game, New Crest.jpg|thumb|250px]] |
| 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. | | 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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| <tabber> | | <tabber> |
| |-|The Creation of Eivor= | | |-|The Creation of Eivor= |
| | [[File:DTVA - The Creation of Eivor.jpg|thumb|250px]] |
| 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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| - {{Wiki|Frankenstein (1931 film)|It's alive! Alive!}} | | - {{Wiki|Frankenstein (1931 film)|It's alive! Alive!}} |
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| |-|White Landscapes= | | |-|White Landscapes= |
| | [[File:DTVA - White Landscapes.jpg|thumb|250px]] |
| For player's to recognize their surroundings easily, developers wanted to create a clash between the 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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