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I worked on Assassin's Creed Mirage as narrative designer. My main missions were to developp the world narration, the narration of the secondary activities and the easter eggs.

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World narration

The world narration was mainly about create a cohesive universe which can fit with both the scenario and the historical context. I worked with historians, level designers, level artists and concept artist to ensure a good world logic.

Communication was the most important tool here to keep the ideas clean during the whole creation process.

Secondary activities

Secondary activities were the opportunity to developp the narration with different narrative means. By notes, level storytelling and rewards, we can lead the player toward little stories in order to make the world a little bit more vivid.
I worked in collaboration with level and game designer for those tasks.

Easter eggs

Easter eggs were an important feature since it was the 15th anniversary of the franchise. I needed to find easter eggs which could be an allusion to older game and worked in the world settings.

What I learned

Adapting a story

Narrative design

World narration

Arriving in the middle of the production, I learned to bump into the project. After catching the story, I worked on creating narrative means to trancribe it trough the existing game mechanics.

I developped my narration for a AAA project and all the differents ways it takes. From the main storyline to the little details in a flavor text, I adapted my guidelines to have a global way to set up the narration of the game.

Working on the Assassin's Creed world with the LD team let me improve my world logic capacities and develop my adaptation skill.

Localization

Working on the localization with co-dev studios let me develop my communication skills and work more efficiently on Oasis.

Working in a big company

I learned to work with a very different batch of professions. I developped my communication to deliver my ideas and manage different people to create narration.

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