Ubisoft – Overview


I joined Ubisoft Leamington in 2017, working as a level designer on Tom Clancy’s The Division 2, working on the open world in the base game and then mission content for the Year 1 Pass. After a few months prototyping on an unannounced project in 2020, I started working remotely for Ubisoft Toronto, inheriting mission content as the project approached its final deadlines.


Tom Clancy's The Division 2
The Division 2 Year 1 Pass
Far Cry 6

Tom Clancy’s The Division 2

  • Released: March 2019
  • Engine: Snowdrop
  • Contributions:
    • Open world (the East half of Downtown East)
    • Side missions

Unannounced Project

  • Engine: Anvil
  • Rapidly prototyping gameplay spaces

Far Cry 6

  • Engine: Dunia
  • Missions


For each area/mission in my remit, I was responsible for:

  • Researching the location/setting
  • Planning and prototyping
  • Pitching these plans, presenting to directors alongside design documentation
  • Designing the spaces
    • Blocking out areas for activities, mission beats, combat and navigation
    • Focus on smooth gameplay and clear readability
    • Working with art and narrative to ensure world logic is adhered to
    • Working with tech to ensure no budgets are breached
  • Logic setup
    • Scripting missions
    • Scripting puzzles
    • Setting up open world spawners/activities/etc
  • Iteration
    • Ensuring smoothness/readability are retained as art is taken to final quality
    • Presenting to directors and responding to feedback
    • Working with other disciplines (often across studios internationally) to bring all required content to final quality
  • Polish and bugfixing