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|Session Name:||Scope control on Assassin's Creed 4: Black Flag|
|Company Name(s):||Ubisoft Montreal|
|Track / Format:||Programming|
|Overview:||AAA console game development is a delicate process during which a lot of things can potentially go wrong. One thing teams should carefully manage is their scope: how big is the game. With a release date set in stone and a resource count pretty much fixed, scope is the only variable left to actually play around with. The game needs to be ambitious to create a memorable experience the players will enjoy. But still, the team needs to feel they have a real shot at shipping it on time. This session aims at exposing the audience to how the Assassin's Creed 4: Black Flag team approached this problem, the various phases it went through, the decisions that were made and hopefully share with the audience a few good practices along the way.|