Tag Archives: Parkour

Notes to self: Parkour History and Assassin’s Creed

Notes to self on the above game.

How can the parkour mechanic of Assassins Creeed be better utilised?

  • The game does not have an editor
  • You cannot export assets
  • Can you game play with an avatar
  • Can you have reflection in the game
  • Can you explore interpretation
  • Can you understand East West transfers of knowledge and culture

References
http://www.gamasutra.com/view/news/253678/The_world_design_of_Assassins_Creed_Syndicate.php

Chris Kerr (2015, September 18). The world design of Assassin’s Creed: Syndicate. Gamasutra, http://www.gdcvault.com/play/1012306/Designing-Assassin-s-Creed. During the production of Assassin’s Creed 2, the design team faced the challenges of an enormous scope, one of the biggest development teams ever assembled and a limited time frame. This session is about sharing our best practices to ship high quality games through a focused and rigorous Design Process while maximizing the output of production.
Patrick, Ploude. This talk demonstrates why identifying core game mechanics is critical to improving the quality of your title. It also shows how a solid Documentation process can made sure that your team follows a clear path throughout production. GDC 2010. URL: http://www.gdcvault.com/play/1012895/Designing-Assassin-s-Creed