Assassin’s Creed Nexus
Lead Game Designer
Ubisoft
Overview
Assassin’s Creed Nexus brought the franchise’s physical fantasy into VR, where comfort, clarity, and embodiment are critical.
As Lead Game Designer, I owned core gameplay systems including Parkour, Climbing, Player Combat, Assassination systems (Hidden Blade, Air Assassination), and Interaction Systems, while leading a multi-disciplinary team of over 20 designers, engineers, and animators.

The Challenge
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Translate Assassin’s Creed movement and player abilities to VR
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Maximize immersion and verisimilitude
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Balance agency with comfort
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Maintain clear, deliberate moment-to-moment play
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Ship within VR production constraints

3Cs & Game Feel
Movement and traversal needed to feel fast and expressive without causing discomfort.
Design priorities:
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Assisted traversal that preserved player intent
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Consistent input logic across actions
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Immediate, readable feedback
The result was a movement model that supported flow while remaining comfortable and predictable in VR.

Assassination Systems
Assassination is the emotional core of Assassin’s Creed. In VR, it needed to feel intentional, readable, and earned rather than reactive or chaotic.
Design goals:
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Preserve the fantasy of striking from advantage
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Make player intent explicit before commitment
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Ensure assassinations feel decisive and satisfying

Hidden Blade
The Hidden Blade was designed as a precision tool, not a default attack.
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Reliable and realistic IK behaviors while embedded
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Contextual activation based on position and awareness
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Clear affordances signaling a valid assassination
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Instant, unambiguous outcomes
This ensured that successful assassinations felt realistic and deliberate.

Leadership & Production
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Led daily design efforts for a 20+ person team
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Set design priorities and iteration goals
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Partnered closely with creative and game directors
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Delivered 7+ milestones on or ahead of schedule
Outcome
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Cohesive player feel across systems
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Franchise fantasy successfully adapted to VR
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Met comfort and accessibility targets
Reflection
This project reinforced that strong systems design is built on clarity, intention, and respect for player attention.