
Assassin’s Creed : Mirage
Quest Design : The Fox And The Hunter
- Arib was a historical figure I researched extensively. Based on my findings, I aimed to highlight the strict control exercised by artistic patrons under the Abbasid Empire.
- The post office section was developed in collaboration with the level design team, with the goal of creating a descending path contrary to the usual climbing upward.
- I sought to break the formula by having the player explore the streets, searching for visual cues to guide them toward the objective instead of markers based.
Quest Design : The Servant And The Imposter
- Due to the sensitive historical context, I was tasked with designing a mission that involved no combat or the possibility of Basim being spotted inside the harem. As a result, I built this mission entirely around the narrative.
- Through my research, I discovered that harems were often centers of conspiracy during this period. This became the central theme of the quest, where the player is deceived into becoming part of one such scheme.
- To improve the pacing, a short stealth sequence was added on the harem’s roof, adhering to the guidelines by keeping it outside the harem’s walls.
Quest Design : Judge And Executioner
- The token system had been used almost exclusively for black box missions up to this point. However, in this quest, a token can be used to skip a stealth section, rewarding players who took the time to gather them.
- To align with Mirage’s theme of returning to the series’ roots, a tailing mission was planned early on. I was responsible for prototyping it with minimal reliance on programmers, and the version currently in the game still uses only the quest tools.
- In keeping with this old-school approach, a forced chase sequence was designed for the finale. Multiple guards spawn along the route and rush toward the player to maintain the intensity.
Quest Design : The Serpent’s Nest
- As a black box mission, this quest has a single objective: « Find Qabiha, » but offers multiple paths and opportunities to achieve it.
- Being the final black box of the game, many of these opportunities utilize the token currency to significantly simplify the infiltration, including one that allows players to unlock any door in the location.
- To change the pace and add variety, a puzzle was designed and implemented. Like the tailing mission, this puzzle was created entirely using dialogue and quest tools, without requiring any work from programmers.