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DEV TALK<br />
“Paris is built out<br />
of what we call<br />
house blocks.<br />
They’re usually<br />
triangular in shape with<br />
three corner buildings and<br />
rows in between them. We<br />
knew that we couldn’t use our<br />
old building method to build a<br />
city like that, so we actually<br />
built new tools for building<br />
Paris. We have basically a<br />
house block generator where<br />
we can draw a triangle in the<br />
world and it will automatically<br />
populate houses. Then we can<br />
go in and we can toggle the<br />
houses on and off, slide them<br />
back and forth, change the<br />
art style, increase and<br />
decrease the floors… It’s an<br />
amazing tool.”<br />
Nitai Bessette,<br />
Level design director,<br />
Ubisoft Toronto<br />
051<br />
Notre Dame is Unity’s<br />
showpiece building, but<br />
all its environments are<br />
worthy of high praise.<br />
NOV<br />
ASSASSIN’S CREED<br />
BROTHERHOOD<br />
The second of Ezio’s adventures,<br />
Brotherhood delivered a full-size<br />
Rome to explore, deepened the 21st<br />
century story and added competitive<br />
multiplayer to the series.<br />
ASSASSIN’S CREED II:<br />
AQUILUS<br />
Branching off from the canon of the<br />
games, this graphic novel followed<br />
Desmond Miles as he explores the life<br />
and times of his Roman Assassin<br />
ancestor, Aquilus.<br />
<br />
ASSASSIN’S CREED:<br />
THE FALL<br />
This was the first of three graphic<br />
novels to star Assassin-cum-Templar<br />
Daniel Cross as he delves into the<br />
genetic memories of his Russian<br />
ancestor, Nikolai Orelov.