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Assassin's Creed: Black Flag Resynced

As Core Game Designer

In ACBFR, as a Core Designer for the AC Team at the Chengdu Studio, I was responsible for aligning the core gameplay and artistic style with the Assassin’s Creed IP DNA to:

  • Establish a combat framework featuring pirate-themed aesthetics and fluid, masterful swordsmanship.

  • Design the AI framework and behavioral performances for NPCs, creating a living open world through realistic daily routines, reactive behaviors, and combat logic.

  • Iterate and enhance original gameplay elements, ensuring the experience meets high-fidelity next-gen standards.

Combat Design

My role as an Game Designer focused on evolving the combat experience for ACBFR. The core challenge lay in adapting NPC behaviors to Edward Kenway’s new "free-flow" combat system, a departure from the original's restricted mechanics. To address this, I looked to AC Origins and Odyssey for inspiration, delivering a full-cycle AI framework that categorizes NPC actions into three distinct stages:

  1. Pre-Combat: Covering stealth, assassination responses, and reactive behaviors.

  2. During Combat: Covering engagement tactics such as offense, defense, parrying, taking cover, and taunting.

  3. Post-Combat: Managing pursuit logic and state transitions after losing the target. This structured approach ensured a significantly richer and more responsive combat loop for the remake.

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Open world NPC AI design

In my role as Core Designer, I was responsible for the AI architecture and ecological behaviors within the Caribbean open world. I utilized the Meta AI framework to enable NPCs to dynamically read world states and execute complex logic. I developed a hybrid system combining Schedules, ReactionTrees, Behavior Trees, and GOAP to move beyond legacy "template-based" NPC designs. This approach delivered a highly intelligent and varied NPC ecosystem, ensuring that every interaction felt reactive, purposeful, and intuitive to the player.

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Boss Fight Design

Served as the Product Owner (PO) for a key boss encounter, leading cross-studio collaboration with Ubisoft Barcelona, Singapore, and Philippines. I synchronized efforts across multiple pipelines—including Level Design, Narrative, Concept Art, and Quest—to deliver a memorable and highly challenging boss fight that received exceptional internal acclaim within Ubisoft.

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