Behind the Game: Exploring History Through Assassin’s Creed
Matt joined Ubisoft Singapore in January 2016 and has worked on Assassin’s Creed Origins and the recently announced Assassin’s Creed Odyssey, where he led a talented team to deliver a beautiful world packed full of memorable and entertaining experiences.
Matt has lived in multiple countries that include the UK, Singapore, Australia, Indonesia and Thailand and worked in industries that range from publishing, start-ups, gaming and media to banking and strategic philanthropy.
Ubisoft Singapore and the Assassin’s Creed brand provides Matt with an opportunity to combine his passion for history, people, gaming and innovation as well as contributing to world class AAA games development, here in Singapore.
Terry has been with Ubisoft Singapore since 2009 and has worked on Prince of Persia (1 title) and the Assassin’s Creed franchise (11 titles).
On AC 2, he worked on the linear gameplay sequences (LGSs), which continued to be produced up until AC Black Flag. On AC Revelations, he worked on open world building with the city of Cappadocia. On AC 3, he worked on the delivery of the naval combat experience and on AC Syndicate he was responsible for the exotic missions. On AC Origins, Terry led the World Design mandate in SIN where we brought Ancient Egypt to life.
Today, Terry continues to drive content creation on the recently announced Assassin’s Creed Odyssey, focusing on quest building and storytelling. In collaboration with our global studio network, he pushes to deliver high quality content for AAA titles.
Junjie has been with Ubisoft Singapore since 2011 and has worked on five titles in Ubisoft's blockbuster franchise, Assassin's Creed (AC).
On AC Black Flag and AC Rogue, he designed the ships and created naval forts which were key ingredients in the core gameplay. With AC Origins, Junjie was part of the World Design team that imagined and brought to life the lively, memorable, and spellbinding Ancient Egypt experience of the Ptolemaic period (49-47 BC).
Today, Junjie continues to push the boundaries of world building design with Ubisoft's latest Assasins’s Creed title, while simultaneously collaborating with other studios to innovate and produce high quality AAA content.
He also takes the time to share his passion on various platforms and mentors new designers in the domain of world building.
Sam began his career in the unpredictable world of improv theatre and camcorder-shot short films.
He's spent years in the trenches of television, having written and directed over one hundred hours of content for New Zealand audiences.
Sam's worked as the Lead Narrative Designer at mobile game company Gameloft, where he helped create several original IPs, while also writing for established IPs including Ice Age, Cars, My Little Pony, Spiderman and more. These games have been downloaded by more 250 million players worldwide.
Sam currently works at Ubisoft Singapore as a Senior Writer, leading a team of talented writers on the recently announced Assassins Creed Odyssey.
Franco started his career in environment art since 2008 in Manila, and jumping into Ubisoft Singapore in 2011, working on six titles of the Assassin’s Creed franchise.
Since his first AC title: AC Revelations, he has been doing level art for linear game sequences, and evolving into the more organic environments of AC III, AC Black Flag and AC Unity. His first open world environment experience started in AC Syndicate with time anomalies, and grew exponentially larger as his team took on full world region building in AC Origins and the recently announced Assassin’s Creed Odyssey.
Franco sees himself sharing his passion and growing the art team even further in driving strong visual appeal through the evolving processes of world art building.
Associate Lead Level Designer
Rika has been a member of the World Team since 2015 and has contributed to a series of Assassin's Creed (AC) titles, such as AC Syndicate and AC Origins.
In the secret World War 1 sequence of AC Syndicate, she designed and created the gameplay locations and spy hunt missions with the other designers to set the tone and atmosphere of that era.
In AC Origins, most of her works can be seen across Haueris Nome of the Faiyum region Ubisoft Singapore is handling. Her notable works within Haueris Nome are the epic-looking militarized Limestone Quarry and the mysterious Hawara Pyramid Complex.
Rika continues to strive beyond the boundaries of world creation and mentors new designers, focusing on gameplay locations setups and crowd life realization in the AC series, all of which can be seen in the latest installment of the AC Franchise, Assassin’s Creed Odyssey.
Brandon is an Artist, who joined Ubisoft
Singapore more than 3 years ago. He worked on 3 Assassin’s Creed titles:
Syndicate, Origins and, together with this team, the newly revealed AC Odyssey.
He graduated from Nanyang Polytechnic before his National Service, and thereafter, pursue further studies in Nanyang Technological University. Brandon started off his career in Animation as a 3D generalist. Working on various parts of the production such as Modelling, Texturing, Rigging, Lighting and Rendering. In Ubisoft, he was fortunate to find a specialize job in 3D modelling.
On AC Syndicate and Odyssey, Brandon focus mainly on world building, while working closely with Level and Quest designers to deliver a cohesive world through storytelling. In AC Origins, his primary mandate were the small drivable boats you travel on the Nile River, named the Felucca. In AC Origins, there were more intense collaboration with programmers and animators; as the Felucca is treated like an character.
Outside of his office hours, he worked on his personal game projects across multiple 3D software and Unreal Engine. He hopes to continue spreading his love for art through his passion.
- The event description was updated. Diff#354030 2018-07-17 09:08:46
2:00 PM - 4:00 PM SGT
- The Salon, Level 1, National Museum of Singapore
Standard FULL Waitlist Admission FULL
- Venue Address
- 93 Stamford Rd, Singapore 178897 Singapore