Davide Cavuoto joined Ubisoft Milan more than 3 years ago, “because my objective was to work in AAA production since the beginning of my studies to become a game designer. After a period in an indie game company, I took the chance as soon as I saw the opportunity by sending an application for an open position in the Game Design team, and it was one of the best decisions I've ever made”.
He’s currently a Level Designer, but “at the beginning I was in charge of the NPCs behaviors implementation for Mario + Rabbids Sparks of Hope. I was really scared because I was working with a completely new engine, but in the end it clicked and I soon became the product owner of the exploration AI in the game!”.
What’s should an industry newcomer do when looking for an opportunity in gaming? “Keep moving. Even if you land a job, keep learning, reading, scripting, doing. As game developers, we create experiences and to create them we must first get real-life experiences”.
You can find more details on what Davide worked on in the photo gallery!
Hello there, internet people!
Yes, it took some time, but I've finally managed to upload everything related to my Ubisoft Next challenge projects to my website. This includes my award-winning game design project, and my level design project that snagged 3rd place!
You can find all the essential details about these projects, along with the files used for each, on the projects page of my website. But, for those of you who are curious about every single detail of my development process (no questions asked!), there are two new posts in the blog section where I delve deeper into the development process of each project. So, check it out!
I hope you enjoy exploring these projects as much as I enjoyed working on them! As always, if you have any feedback or stumble upon any bugs, just let me know!
#Ubisoft#UbisoftNext#GameDesign#LevelDesign#GameDevelopmenthttps://lnkd.in/gEMmFXBJ
Hello there, internet people!
Yes, it took some time, but I've finally managed to upload everything related to my Ubisoft Next challenge projects to my website. This includes my award-winning game design project, and my level design project that snagged 3rd place!
You can find all the essential details about these projects, along with the files used for each, on the projects page of my website. But, for those of you who are curious about every single detail of my development process (no questions asked!), there are two new posts in the blog section where I delve deeper into the development process of each project. So, check it out!
I hope you enjoy exploring these projects as much as I enjoyed working on them! As always, if you have any feedback or stumble upon any bugs, just let me know!
#Ubisoft#UbisoftNext#GameDesign#LevelDesign#GameDevelopmenthttps://lnkd.in/gEMmFXBJ
Crafting Immersive Game Worlds with Emotional Design
Hello there, internet people!
Yes, it took some time, but I've finally managed to upload everything related to my Ubisoft Next challenge projects to my website. This includes my award-winning game design project, and my level design project that snagged 3rd place!
You can find all the essential details about these projects, along with the files used for each, on the projects page of my website. But, for those of you who are curious about every single detail of my development process (no questions asked!), there are two new posts in the blog section where I delve deeper into the development process of each project. So, check it out!
I hope you enjoy exploring these projects as much as I enjoyed working on them! As always, if you have any feedback or stumble upon any bugs, just let me know!
#Ubisoft#UbisoftNext#GameDesign#LevelDesign#GameDevelopmenthttps://lnkd.in/gEMmFXBJ
Public Affairs Director Germany at Ubisoft | Advocacy & CSR in Digital Media | Tech & Innovation in Interactive Entertainment | #PublicPolicy #MediaLiteracy #Sustainability #EcosystemDevelopment #FutureTalent
“There are so many different places that you can be inspired from - a lot of those shouldn’t exist solely on a screen, they should come from the real world and come from real life craft.”
We immersed ourselves in tactile experiences throughout our recent partnership with Ubisoft to build the new Anno masterbrand.
We delved into Roman history and had so much fun with Gate Foot Forge creating the new symbol from scratch using raw materials.
Meticulous in detail and crafted with care, the new identity reflects the game’s ethos, community and creators, and we couldn’t be more proud of the result.
Take a peek at the behind the scenes process. 👇
Wayne Deakin⚡️Andy KhatouliJoe WaterfieldJamilya KulambayevaHaye Anderson#Ubisoft#Gaming#Design
It's less than 2 weeks till we meet in Vilnius, so we are coming to the end with announcements of our keynote sessions for this awesome summer fest 🔥
🎙️ Isaque Sanches, Senior Game Designer, Ubisoft RedLynx
A game developer and interaction artist. His career is versatile and somewhat unconventional: as a programmer turned designer, he has worked in a multitude of genres, platforms (PC, console, VR, AR) and audiences (AAA, AA, indie, premium mobile, F2P mobile)
💡 The Game Maker’s Zodiac
Take a look at different types of creators in videogames: not only by disciplines (code, art, design, etc) but by grouping them by personality traits, backgrounds and aesthetic preferences. Explore how those groups communicate with one another, what are the strengths and weaknesses of each group, and how they can all work in harmony by co-empowering each other.
#keynote#gamedesign#gamedev#DevGAMM#speaker
Right, here's my second post of the day, this one being my regular news round-up. It would've been earlier had the day not gotten away from me, but c'est la vie. If you missed my post from this morning however, highlighting my time at Ubisoft Toronto last week, make sure to check that out here. https://lnkd.in/giRjtm6g
1. Of course the big news of the week is everything from Gamescom ONL 2024, like a release date and PS5 version confirmed for "Indiana Jones and the Great Circle," the reveal of "Mafia: Old Country," and plenty more. Instead of linking everything, just head here and you'll find those stories and plenty more. https://lnkd.in/gBNt9RDb
2. If you've not yet seen the "Borderlands" movie, don't feel like you need to rush out and see it, because the summer flop is rushing to get to you at home, and will reportedly be on streaming services by the end of the month. https://lnkd.in/gasTdAgS
3. According to a new report the PS5 is selling 2x faster than the PS4 did in China, something that's both a sign of changing times in China's games industry, and a reflection of just how successful "Black Myth: Wukong" already is. https://lnkd.in/gGKYnhKm
4. This is something pulled from my coverage of being at Ubisoft, but we did hear something about the "Splinter Cell Remake" when we were there from the studio's managing director Darryl Long, and what we heard was a whopping 'we don't really have anything to say yet.' https://lnkd.in/gNpZGUPT
5. "Helldivers 2" has been usurped in its position as the top selling game in the United States for 2024, with "EA Sports College Football 25" taking over. https://lnkd.in/gtJiyzEB
6. A lot of PS VR2 games were announced/given release dates recently, but the one that honestly has me the most excited as one of the five people that bought this headset is "Trombone Champ: Unflattened." Can't wait to fall over with the headset on not because I ran into a wall, but because I've keeled over laughing. https://lnkd.in/gvR_M8Yc
7. Quantic Dream's lead writer for "Star Wars: Eclipse" Adam Williams has left the studio to go start a new one. All the best to Williams, but I can't help but wonder how things are going on Eclipse, and when we'll actually see anything more from it. https://lnkd.in/gsXx8VaZ
That's all for now - till next time!
Senior Editor at PlayStation Universe || Freelance Video Game Journalist/Editor
Hello everyone and happy Thursday! Today is another 2-post day, with my regular news round-up coming but first I needed to highlight two huge pieces I got to do.
Last week, myself and a few other lucky members of the press got to visit Ubisoft Toronto, spending the day hearing from members of the development team and cast of "Star Wars: Outlaws" on how the narrative of the game came together. We got to walk around and tour the motion capture studio, and I got to interview some members of the cinematic team, the lead scriptwriter and the game's leading actress to talk even more about Outlaws.
This was the first time I've ever done a studio visit or an event like this, so it was a hugely special day for me and kind of a career highlight. Which is why you'll find that my first article, which essentially takes you along for the ride of what the day was like, is a big and long article about the big and long day I had. https://lnkd.in/g_cGpNCC
Contrarily, we didn't get a lot of time for the individual interviews, so I packaged those together in one article and they amount to a reasonable length. https://lnkd.in/gXSsS-nK
A huge thank you to Ubisoft for inviting me, everyone that made it possible on the back-end organizing it and of course thank you to Bogdan Draghici, Jason Cook, Michael Hollenbeck, Nikki Foy and Humberly Gonzalez for taking the time for interviews.
Hope you enjoy a little more Star Wars content ahead of even more when my review hits next week. News round-up: https://lnkd.in/gTuKCYbs
[💡Color #accessibility quick tips]
Everyone has a different perception of colors. Age, tobacco, medication, certain conditions like Color Vision Deficiency (CVD) are only a few of the factors that make colors a very personal matter. So, how do you take this into consideration when designing your video game? Here are 7 quick tips.
1️⃣ Don’t rely on color alone
If color is used to convey information (like who are the allies and who are the enemies), use other signs too, like shapes, symbols, or texts.
2️⃣ Avoid reference to colors only
Instructions like “push the red button” are pretty useless if you can’t tell what is actually red. Prefer “push the red square button” for instance.
3️⃣ Avoid color pairings that can be easily confused
The most common CVD form makes red and green hard to distinguish. Use less problematic pairs, like blue and orange.
4️⃣ “Color blindness filters” are not solutions
Design tools like Photoshop and Figma have filters to help persons without CVD understand what a visual looks like when you have it. But they don’t actually “fix” your design for CVD.
5️⃣ Color Blindness corrections
A first step (like in Assassin’s Creed: Valhalla, by Ubisoft) is to propose different color schemes based on different archetypes. Going further (like in Far Cry 6, also by Ubisoft) is to allow players to select the colors that suit them best.
6️⃣ Show effects of customization
Without having already played the game, it’s difficult to know what is the appropriate setting. Show previews of the corrections in representative screenshots of in-game situations.
7️⃣ Test with a variety of players
No matter how careful your design is, only people with color perception differences can tell you if it works for them. Ensure that your playtests include as diverse players as possible!
UbisoftGame Accessibility NexusEdd Coates#a11y#GameDev#GamesAccessibility
Hello :) I wanted to #share some thoughts again
Recently, Ubisoft came under fire regarding a new #starwars video game. They invited #contentcreators out to Disney land, gave them food, hotels, etc. People were quick to point out that the #press has integrity rules for a reason.. They don't accept gifts or other things when reporting on a company or product because then they will be viewed as "being payed for". People are debating that
I think it is fair to compare the rules of the press to content creators because most reviews that people read these days are from content creators. Gamers Nexus for example is the go to review source for PC related products
By this logic, I would go as far as saying that any Creator who accepted Ubisoft's "gift" has made their review of this new game invalid
If people debate that then I would respond with Ubisoft's history. Ubisoft like EA Games does not have a great reputation overall. I am honestly surprised that when Disney pulled EA's star wars license and gave it to others, that they would pick Ubisoft as one of them
To be clear.. I am only speaking of history and not blaming anyone. I understand that at any company, it is usually the higher ups that are the problem. Not the workers. The workers pour their heart and soul in these projects only for the higher ups to ruin it (sometimes)
That is just my take as always
🎮✨ Ever wondered who brings your favorite games to life behind the scenes? Ask no more!
There are many different roles one can undertake in the gaming industry, and each one requires a different set of skills and strengths. Today, let's spotlight the Gameplay Programmer!
💡 Their primary role is transforming abstract game design ideas into tangible interactive experiences.
👥 Gameplay Programmers work closely with designers, artists, and fellow programmers.
🏗️ They are the architects of code, creating frameworks that breathe life into the game and ensure a responsive and intelligent environment.
📜 Another essential task involves maintaining comprehensive documentation, providing everyone involved with a clear roadmap of the process.
🤔 Have Questions? Whether you're contemplating a career in gaming or simply curious about the inner workings of the industry, we're here to answer your questions. Leave them in the comments below!
#GameDevelopment#CareerInGaming#MightyKoi#GameplayProgrammer#GamingInsights