I worked on Ghost Recon: Breakpoint as a Level Designer for 2 years during production, ship and postlaunch. Ghost Recon: Breakpoint is an open world third person shooter made in Anvil and developped by Ubisoft that puts you in the boots of a spec ops behind enemy lines.
I have worked on 2 different features at 2 separate Ubisoft studios during the developement of the game:
At Ubisoft Paris studio I have worked in the world team on the Wild Mysteries feature for more than a year from production to ship. Working with me on this feature was another Level Designer and 3 Environment Artists. The goal of this feature was to fill the open world with strange and unexpected locations, environmental puzzles and treasure hunts to make it more lively and create the impression that it had history.
Over the course of 1 year of development we made a total of 600 locations filled with many things to discover for the players.
At Ubisoft Montpellier I have worked in the Raid team on the Raid feature for 6 months. The Raid is an endgame multiplayer experience where 4 players have to locate and destroy a boss on a volcanic island (Raid trailer). Each week the mission and clues leading to the boss location changes, I worked on creating and implementing these missions.
The game was already launched when I was working on these missions, this allowed me to work on a live game and experience what it was to work in postlaunch.
I’ve learned a lot working on Ghost Recon: Breakpoint, from how a AAA production with over 1000 people works, how to create and implement Level Design in an immense open world, to working with tight delays on an ambitious project since the game took only 2 years to be made.