What It's Like To Be An Architectural Consultant For Assassin's Creed II - ArchDaily

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 8

10.10.

2015

WhatItsLiketoBeanArchitecturalConsultantforAssassinsCreedII|ArchDaily

World

About

Contact

Submit

Advertise

ArchDaily | Broadcasting

the world's most visited architecture website

What Its Like to Be an Architectural Consultant


for Assassins Creed II
MORE
ARTICLES

ConceptartfromAssassinsCreedII.ImageUbisoftMontreal

Inthefollowingarticle,originallypublishedinSpanishonMetaSpaceas"Assassin'sCreed
2Arquitectosquehacenvideojuegos"(ArchitectsWhoMakeVideoGames),Spanish
architectManuelSagainterviewsMaraElisaNavarro,aProfessorofArchitecturalHistory
andTheory,whoworkedwithUbisoftMontrealasahistoricalconsultantonthedesign

MORE ARTICLES

teamforthevideogameAssassin'sCreedII,fromthefirstroughdraftsuptoitslaunchin
Novemberof2009.

WhilegettingherPhDatMcGill,MaraElisaNavarrowasaconsultantfortheentire

MOST
VISITED

andUbisoftMontreal.Sheworkedontheprojectincompletesecrecywith"asmallteamof

22 Websites You Didn't


Know Were Useful to
Architects

20peopleandthenlatermorethan400inahugebasementinMontreal."Navarro

ArchitectureNews

developmentprocessofthegameaspartofaresearchprojectbetweentheuniversity

workedoneverythingfromlate15thcenturywardrobestothecorrectionofarchitectural
errorsintherecreatedcities,goingoverthelookandornamentaldetailsofthebuildings.

Eziocouldclimbthem,butwhenthetimecametolaythosepartsout,thereweresome

What Its Like to Be an


Architectural Consultant
for Assassins Creed II

inaccuracies.Forexample,Irememberabalconywithawroughtironrailingthatcouldn't

Articles

"Sometimes,forgameplaypurposes,theyneededtohavewallswithalotoftexturesothat

haveexistedinthattimeperiod.Iwasresponsiblefordetectingthoseissues,"Navarro
notedinherconversationwithMetaSpace.

Is There a European
Identity in Architecture?

Read the full interview with Navarro after the break.

Articles

MOST VISITED
PRODUCTS
laUniversidaddeLosAndesclassof1999,whereshelaterreturnedtoworkasa

Panels - QuadroClad Metal


Facade Panels
Hunter Douglas Contract

professorinJanuaryof2014.Duringthose15years,shecontinuedhereducationwitha

Metallics

MaraElisaNavarroisanarchitect,agraduateoftheFacultaddeArquitecturayDiseode

MastersandaPhDfromMcGillUniversityinMontreal,whereshewasabletopersonally
workwiththearchitectAlbertoPrezGomez,aswellaswithotherimportantpeopleinthe
field.

Handicraft Tradition Artematica Vitrum Arte

Butthat'sastoryforanothertime,today,MaraElisaisgoingtotalktousabouther

Valcucine

experienceatUbisoftMontreal,oneofthemostimportantdevelopingstudiosintheworld

KitchenFurniture/Countertops

ofvideogames.We'lltalkmoreaboutthemlaterwhenwediscusstheirgameChildof

http://www.archdaily.com/774210/mariaelisanavarrothearchitecturalconsultantforassassinscreedii

1/8

10.10.2015

WhatItsLiketoBeanArchitecturalConsultantforAssassinsCreedII|ArchDaily
LightandthedevelopmentoftheUbiartFrameworkEngine,buttodaywe'regoingtofocus
ononeoftheirmostsuccessfultitles:Assassin'sCreedII.

InAssassin'sCreedIIweassumetheroleofEzioAuditoredaFirenze,aFlorentine
assassinduringtheItalianRenaissance,whosestorytakesplaceunderthereignofPope
AlexanderVI,andtakesnumerouselementsthataretypicaloftheRenaissanceinorderto

Paper Composite Siding Richlite Rainshadow


Intectural

createastorylinewhereweinteractwithcharacterslikeMachiavelliorLeonardodaVinci.It
isasandboxstylegame,withanopenworldenvironment,wherewe'reabletomovearound
aswepleasethroughcitieslikeFlorence,VeniceorSanGimignano.

07

Wood/Bamboo

OCT

2015

by Manuel Saga
Translated by Matthew Valletta
News Articles Video Games
Mara Elisa Navarro 3D Modeling
New York Skyscrapers

Receive the best architecture, every


day, via email.
DailyNewsletter

Bookmark

FortnightlyMaterialsNewsletter

YOUREMAIL

12k

SUBSCRIBE

Like

207
Welcome(sic)toVenecia.ImageUbisoftMontreal

Tweet

16

Manuel Saga (MS): What was your experience with video games before
working at Ubisoft?
Mara Elisa Navarro (MEN):IhadbarelyplayedAtarigames,I'veneverbeenavideo
gamefan.Asamatteroffact,IpersonallyhaveneverevenplayedAssassin'sCreed,it's
toodifficultformetogetusedtothecontrols.Ihaveseenitbeingplayedalot,sinceIwas
alongsidethedesignerswhiletheyplayedsothattheycouldexplaintomethepartsthey
wereworkingon.

MS:How did you first come into contact withUbisoft Montreal?


MEN:WhenIwaslivinginMontrealImet,completelybychance,someFrenchfriends
whoworkedatUbisoft.Theybecamepartofmygroupoffriends,thepeoplewhomade
upmysociallifeoutsideofuniversity.Oneofthem,VincentGaigneux,wastheArt
Designerwhowasinchargeofdesigningthemaincharacter(Editor'snote:Gaigneuxis
currentlytheSeniorArtDesigneratUbisoftandhasworkedonalltheimportantAssassin's
Creedtitles).Heaskedmehowhecouldfamiliarizehimselfwiththingslikeweapons,
Video: Walking with

CVDB
costumes,etcsothathecoulddesignthem.Itoldhimhowtoaccessthearchivesto

studydocumentsandoriginalpaintingsfromthetimeperiod,butthetaskwassoforeignto
himthattheydecidedtoarrangeameetingformewiththeprojectmanager.Thatwasin
Videos
Februaryof2008.

TheyofferedtocollaboratewithMcGillandbeginaresearchprojectrelatedtoAssassin's
About

Contact

Submit

CreedII,ontheconditionthatIbeinchargeofit.AndthatishowIendedupworkingatthe

Advertise

companyfortwoyearsfirstadvisingasmallteamof20peopleandthenlatermore

Subscribetoournewsletter

than400inahugebasementinMontreal,collaboratingwithofficesinShanghai.Itwasa
secretproject,Icouldn'ttellanyonewhatIwasworkingon,andduringthefinalstagesthe
meetingwasinabigbasementwithacontrolledentrance,securitycards,etc.

http://www.archdaily.com/774210/mariaelisanavarrothearchitecturalconsultantforassassinscreedii

2/8

10.10.2015

WhatItsLiketoBeanArchitecturalConsultantforAssassinsCreedII|ArchDaily

ConceptartforthecharacterofCesareBorgia,madebyVincentGaigneux.Image
UbisoftMontreal

MS:What exactly did your job consist of?


MEN:Ubisoftneededtobecomefamiliarwiththetimeperiodbetween1476and1503,
bothforcharacterdesign,andforthe3Dmodelingandgameplaydesign.Ipreparedakind
ofmasterclassforthemwhereIpresented,forexample,thehistoryoftheHouseofMedici
andofGirolamoSavonarola.Ialsoprepareddocumentsfromthearchivesanddatabases
atMcGill,respondingtothedifferentdesignneeds.

MS:What are some specific aspects we can see represented in the


game? What do you think the players feel about it?
MEN:Forexample,oneofthefirstofthesekindsofdocumentswasalistofbuildingswe
canfindinmoderndayVenicethatalsoexistedbackthen,likechurches.Thisisapieceof
interestinginformation,becausetheydidn'tbeginconstructingtheRenaissance
facadesuntilmuchlater,soIshowedthemtheexampleofSanLorenzo(thatneverhad
thistypeoffacade)sotheycouldimaginehowthechurcheswouldhavebeenatthat
timeandcreatetheirdesignsaccordingly.

Onespecialmomentwaswhentheyneededacityapartfromthemainones,toputa
sectionofthegamethathadalargeamountoftowersandhighspaces.Istarted
researchingandtogetherwecametotheconclusionthatthispartofthestorywouldtake
placeinSanGimignano.

Anotheraspectwedealtwithwasthelookofthebuildingstheyweremodeling,andI
wouldmeetwiththemperiodicallytoverifytheaccuracyofthehistoricalreconstruction.
Sometimes,forgameplaypurposes,theyneededtohavewallswithalotoftexturesothat
Eziocouldclimbthem,butwhenthetimecametolaythosepartsout,thereweresome
inaccuracies.Forexample,Irememberabalconywithawroughtironrailingthatcouldn't
haveexistedinthattimeperiod.Iwasresponsiblefordetectingthoseissues.

Ontheotherhand,late15thcenturybuildingsmostlikelyhadonlyonelevel,two
maximum,buttheydecidedtoignorethatfactforthesakeofgameplay.

EzioAuditoredaFirenzejumpingfromfourstorybuildings.ImageUbisoftMontreal

MS: That is an interesting point. The urban and architectural space is

http://www.archdaily.com/774210/mariaelisanavarrothearchitecturalconsultantforassassinscreedii

3/8

10.10.2015

WhatItsLiketoBeanArchitecturalConsultantforAssassinsCreedII|ArchDaily
based on reality, but it is a fantasy designed to tell a story andprovidean
experience in the same way ascriptrespects some historical factsand
modifies others. It works in a similar manner to literature or cinema.
MEN:Yes.Theytriedtomakeitsothateachdecisiontodeviatefromhistoricalaccuracy
wasalwaysdonewithsomepartofthegameinmind.

MS: What other aspects did your work influence, beyond the
architecture?
MEN:Oneexamplewouldbethewardrobe.Iwouldhaveneverimaginedthattheclothing
couldbesodifferentbetweenFlorenceandVenice.TodocumentthatIhadtobasealot
offofthepaintingsofthattimeperiod,studyingthemingreatdetailtodetecttheparticular
differences.Forexample,thecitieshaddifferentlawsaboutthekindofnecklinewomen
wereallowedtowear.InVenicethelawsweremorelax,andthat'swherethecourtesan
charactershowsup.Nonetheless,thenoblewomenweren'tallowedtogointothestreets
uncoveredinVeniceorinFlorence.InFlorencethemenworeauniquehat,whileinVenice
theydidn't,etc.

Anotherthingwasthehairstyles,thatwestudiedthroughartistslikeBotticelli.For
example,theidealbeautyinVenicewastheblondewoman,somanywomendyedtheir
hair.Apartfromthosemoregeneraltypesofjobs,therewasaquestionnairethattheartists
couldfillouttoaskmemorespecificthings.Allofthatappearedinthegame.

CarnivalinVenice:wardrobesandmasks.ImageUbisoftMontreal

MS: What was a typical meeting like?


MEN:MydirectcontactwasproducerGenevieveDufourthewomanImetwiththe
most.

MS: Were there a lot of women in Ubisoft?


MEN:Notatall,weworkedcompletelysurroundedbymen.Wewereveryveryfewwomen
atUbisoft,tothepointofitbeinguncomfortable.Imagineaproportionofahundredtoone.

MS: Wow!
MEN:Yes,apartfrommeetingswiththeproducer,Ihadalotofworksessions
withVincentGaigneuxandhisteammates.Theywereinchargeoftheconceptart,bothof
thecharactersandtheirsurroundings,thatistosay,theymadedrawingsthatwere
transformedandservedasabaseforthe3Dmodeling.Theyshowedmetheirworkin
Photoshopandwemodifiedittogether.Later,Ialsometwiththe3Dartists.Theywould
playsothatIcouldverifythedesign,sayiftherewereanychangesthatneededtobe
made,etc.

MS: Your job was always like that for the whole two years?
MEN:Afterthefirstmeetings,Iwentontoassisttheartistsandmodelers.Fromthere,my
timeincreasedlittlebylittle,fromonlyoneweeklymeetingtothreeorfour.Later,whenthe
projectwasalreadyveryestablished,wewenttothehighsecuritybasementthatI

http://www.archdaily.com/774210/mariaelisanavarrothearchitecturalconsultantforassassinscreedii

4/8

10.10.2015

WhatItsLiketoBeanArchitecturalConsultantforAssassinsCreedII|ArchDaily
mentionedearlier,andthereIworkedonthecinematiccutscenes.

YvesSimoneau,thedirector,arrangedatwohourmeetingformewhereIrespondedtoa
barrageofquestions.Irememberthattherewerealotofdoubtsabouttheinteriorsandthe
furniture,abouthowtheyimaginedthePapalApartmentstobe.Itwasallprefilmingwork,
fordrawingsandmodelsoftheenvironment.

ScenefromAssassinsCreedII.ImageUbisoftMontreal

MS: One question people are sure to ask, were there other architects on
the team?
MEN:NotthatIknowof.Therewereconceptualartistsand3Dmodelersthatwere
specializedinarchitecture.Theywereprofessionalswithaveryspecifictechnical
education,aspecialtypeofdegree.

MS: What would you say is your takeaway from this experience? How has
your way of seeing video games changed?
MEN:Formethemostinterestingthingabouttheexperiencewasthehistoricalinterestin
thedevelopmentofavideogame.Thegenuineconcernontheirpartwasapleasant
surprise.What'smore,itseemslikeanexcellentwaytospreadinformationthatisnormally
quitehidden.Infact,compilingtheinformationwashalfofmyjobfortwoyears,soit
seemstomeanexcellentwaytomakesurethatknowledgedoesn'tstayhidden.It
representsanotherformoflearning.

Personally,Ilearnedalot,notonlyabouthistorybutalsoabouthowthevideogame
industryworks.InthespecificcaseofAssassin'sCreedIIthedevelopmentwasmore
artisticallyorientedratherthantechnologically.Irememberthateachmaincharactercould
easilytakeupayear'sworthofwork.

Truthfullytheprimarypartofmyjobwasn'tanythingsexylookingfordocuments,
compilingthem,scanningthem...TheywereallsentinreallyplainWorddocuments.
However,forthemthedocumentswereavitalresourcethatallowedthemtomakea
veryrealisticexperience,trulybeautiful.

Formeitwasapleasuretoworkonacreationthatmixessuchayoungindustry,withthe
oldestintheworld,history.

MS: Have you gone back to work on any of the other Assassin's Creeds?
MEN:No.Itwasaonetimejob,thecompanydidn'twanttobetiedtomenormetothem.
LateronIworkedwithAlbertoPrezGmezonotherprojectsrelatedtovideogames,with
acompletelydifferentfocus,butwe'llsavethatstoryforanothertime.

http://www.archdaily.com/774210/mariaelisanavarrothearchitecturalconsultantforassassinscreedii

5/8

10.10.2015

WhatItsLiketoBeanArchitecturalConsultantforAssassinsCreedII|ArchDaily

ConceptartfromAssassins

EzioAuditoredaFirenze

ScenefromAssassinsCreed

CreedII.ImageUbisoft

jumpingfromfourstory

II.ImageUbisoftMontreal

Montreal

buildings.ImageUbisoft
Montreal

CarnivalinVenice:wardrobes Welcome(sic)toVenecia.
andmasks.ImageUbisoft

ImageUbisoftMontreal

Montreal

Conceptartforthecharacter
ofCesareBorgia,madeby
VincentGaigneux.Image
UbisoftMontreal

Cite:
Saga, Manuel. "What Its Like to Be an Architectural Consultant for Assassins Creed II" [Mara Elisa
Navarro, la arquitecta que asesor el desarrollo de Assassin's Creed II ] 07 Oct 2015. ArchDaily. (Trans.
Matthew Valletta) Accessed 9 Oct 2015. <http://www.archdaily.com/774210/maria-elisa-navarro-thearchitectural-consultant-for-assassins-creed-ii/>

BROWSE THE
CATALOG

Tiles - Nouveau
Land Porcelanico

Wall Mounted - TRACE


Luminaires
Lamp

Glass Tiles - ReSalvage


Collection Timber Tile
Pattern
Artaic LLC

Faade Panels - Reveal


Panels
MetalTech-USA

TerraClad Ceramic Rain


Screen System
Boston Valley Terra Cotta

Decorative Metals - PixArt


MetalTech-USA

http://www.archdaily.com/774210/mariaelisanavarrothearchitecturalconsultantforassassinscreedii

6/8

10.10.2015

WhatItsLiketoBeanArchitecturalConsultantforAssassinsCreedII|ArchDaily
6Comments

ArchDaily

Recommend 2

Share

Login

SortbyNewest

Jointhediscussion
AlfredHaus 2daysago

It'sinterestingthatitisbeingtalkedaboutatall.Thereisanopensecret
thatalotofgamesarebasedonarchitecture,butadmittingitcanbe
tricky.IwouldlovetoseealevelmadebyZahaHadid,andabuilding
designedbyagreatlevelEditor.

Reply Share

andcore 2daysago

Interestingthattheydidn'tevenbotherinvolvinganitalianhistorian/
architectwhenthewholegamebasedinItaly.

Reply Share

ManuelSaga>andcore 2daysago

MariaElisawaslivingatMontrealatthatmoment,andherPhd
Thesisisaboutitalianrenaissancearchitecture,so...

Reply Share

andcore>ManuelSaga 2daysago

She'sobviosulypreparered,butinmyhumbleopiniona
historianItalianthatlivesthere,withaccesstoItalian
museumswheneverhewant,witharealdirect
understandingofLeonardoDaVincibooks(ifthatmatters
forthegame)wouldhavebeenacompletedifferentthing.
OfcourseI'dhavesaidthesamethingifthegamewas
basedinMontrealwithanItalianarchitectinvolved,butfor
thegamefidelityit'sagreatthinganyways,forsure!

Reply Share

ManuelSaga>andcore adayago

Agree.Ithinkthat,intheend,logisticand
networkingiswhatmatters.M.E.knewtheart
director,theybecamefriends,theartdirector
askedhowtoconsultandresearchinacademic
archivesaboutitalianrenaissance,andubisoft
hiredM.E.becauseitisnotaneasywork.
Ubisoftdidn'thavethiskindofconsultingin
Assassin'sCreedI,atleastnotfromthevery
beginningoftheproject,sohavingoneinAC2
wasanexperiment.

Reply Share

AR>andcore 2daysago

sheisahistoryprofessorthough,andanarchitect

Subscribe

Reply Share

AddDisqustoyoursite

Privacy

OUR PARTNERS

CATALOG MARKETS

INFORMATION

http://www.archdaily.com/774210/mariaelisanavarrothearchitecturalconsultantforassassinscreedii

FOLLOW US IN

7/8

10.10.2015

WhatItsLiketoBeanArchitecturalConsultantforAssassinsCreedII|ArchDaily

Brasil

Terms of Use

Chile

Privacy Policy

Colombia

RSS

Mxico
Per
US

THANKS FOR VISITING


All rights reserved. ArchDaily 2008-2015 | All images are each office/photographer mentioned.

http://www.archdaily.com/774210/mariaelisanavarrothearchitecturalconsultantforassassinscreedii

8/8

You might also like