
Assassin's Creed Odyssey
Release Date: 5th October 2018
Studio: Ubisoft Singapore
Engine: Anvil
Assassin's Creed Odyssey is a third person open world action RPG that takes place in Ancient Greece, 431 BC. A mysterious danger looms over Greece, closely entwined with the protagonist's tragic past.
Job Title: QUEST DESIGNER
Responsibilities included:
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Collaborating with writers, level designers, level artists, cinematic designers, audio designers, and QA
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Collaborating with overseas studios
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Ubisoft Quebec, Bucharest, Philippines, and Chengdu
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Quest Design​
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Planning and implementing quest beats
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Co-designing narrative in quests
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Designing and populating the quest space
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Integrating dialogue scenes and gameplay lines
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Level Design
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Creating visually appealing locations while retaining historical credibility
Overview
Working on Pephka in Assassin's Creed Odyssey gave me the opportunity to research its history, and have fun combining it with its theme of a "Minotaur Theme Park" for quest ideas.
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I was involved in the world building process of Pephka from world visuals to its narrative, and the quests I built were crafted to show the region's personality.

Quest: The Grand Minotour
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Quest Design
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Narrative Design
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Purposefully designed and crafted as an introductory quest to the Pephka territory, I worked closely with the writer and level designers to ensure that Arsenios felt like a real, breathing part of the bustling tourist-scamming markets of Pephka to welcome the player. Arsenios the tour guide was an intentional creation to show the player around the streets of Pephka, and its darker underbelly.

Quest: Bravely Ran Away
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Quest Design
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Narrative Design
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Character Design (Morys)
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I designed Morys' character to look comically under-dressed, choosing a plate that offered minimal coverage as his armor after being robbed by "a tiny tour guide" (Arsenios).
The joke of his armor looking like a serving tray came up in one of my discussions with the writer, and the rest was history.


Quest Chain: The Arena
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They Just Want Cruelty
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Heroes of the Arena
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Quest Design
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Narrative Design
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Collaborated with Ubisoft Bucharest for Arena tech
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The Arena was a collaborative effort between Ubisoft Singapore and Bucharest, the former responsible for the narrative components while the latter the combat and Arena itself.
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I worked closely with the Bucharest team to ensure both teams had our intentions and expectations aligned. Skoura, the main character featured in this quest, thus served as both the functional gatekeeper to the Arena fights, and the narrative star.
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Since Skoura did not have much screen time as a gatekeeper, I had regular discussions with the cinematic designer and writer to develop his story and high drama scenes.