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|Session Name:||Fighting with Data: Learnings from Building the Combat System in 'Assassin's Creed: Valhalla'|
|Company Name(s):||Ubisoft Montreal|
|Track / Format:||Design|
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|Overview:||On Assassin's Creed Valhalla the fight team had an ambitious mandate, as one of the core pillars of the game, we aimed to build not only hugely more enemies but also more unique and complex ones in addition to all of the player abilities needed for the dual wield system. In order to achieve this objective, we had to take the data driven fight system created for Assassin's Creed Origins and used by Assassin's Creed Odyssey and push it to it beyond it's original limits.nnThis talk shares both an overview of the systems and tools we used to create fight on Assassin's Creed in addition to a technical post mortem for the fight team on Valhalla. In doing so, it covers best practices for data driven systems that are maintainable, efficient, and scalable and why we approach data-driven systems with the same mindset as maintaining a code base.|