Thierry Dansereau Discusses Dynamic Weather, Expanded Scale, and Destruction Freedom in Assassin’s Creed Shadows

Thierry Dansereau Discusses Dynamic Weather, Expanded Scale, and Destruction Freedom in Assassin’s Creed Shadows

Assassin’s Creed Shadows carries the weight of a storied legacy, tasked with both reaching new heights and sidestepping previous missteps. Yet, one aspect poised for triumph is its artistic direction. Throughout the series, even its less memorable installments have dazzled players with meticulously crafted historical details. As the latest entry, Assassin’s Creed Shadows presents unique challenges as it employs advanced technology alongside its artistic ambitions.

Set against the backdrop of feudal Japan, Assassin’s Creed Shadows introduces an innovative weather system known as Atmos, along with new gameplay mechanics that emphasize stealth and environmental interaction. While the game retains core elements familiar to franchise veterans, it introduces captivating visual experiences. Recently, at a preview event hosted by Ubisoft Quebec, Screen Rant engaged with Thierry Dansereau, the art director for Assassin’s Creed Shadows. They explored the game’s artistic opportunities and challenges, from reconstructing historical landmarks to navigating dynamic weather transitions.

Redefining Weather in Assassin’s Creed Shadows

Innovative Technology & Intriguing Possibilities

Naoe overlooking a snowy landscape in Assassin's Creed Shadows.

Screen Rant: A significant advancement in Assassin’s Creed Shadows is the keen focus on weather dynamics and how fauna responds to these changes. What challenges did you face in creating a visual world that evolves with seasonal shifts?

Thierry Dansereau: Absolutely. The project began nearly four years ago when we learned it would be exclusive to next-gen consoles. Setting it in the highly anticipated feudal Japan was an opportunity we couldn’t overlook. We aimed to elevate the immersive experience, asking ourselves how we could take it even further.

We experimented with elements like Sakura trees, observing their growth cycle and seasonal transformations. This sparked immense enthusiasm within the team, leading us to commit to dynamically changing seasons, which aligns beautifully with Japan’s four distinct seasons. From there, we delved into how the world could enhance both visual engagement and gameplay mechanics.

Furthermore, we wanted to rejuvenate the experiences of stealth and melee combat, leading to the introduction of a protagonist idea. These concepts emerged early in the development process. Our programming team, closely integrated with the core team, received full support for this project. We felt empowered to bring all these ideas to life.

Screen Rant: One detail that stood out was the realistic portrayal of weather transitions, such as water cascading off roofs after rain. Does every weather change feature similar transitions?

Thierry Dansereau: Yes, particularly with rain-related elements. Our tech team developed a system called Atmos that utilizes meteorological maps to simulate weather dynamically.

Initially, this system was fun to experiment with, but we realized the lengthy transition times were impractical for gaming. Consequently, we designed a series of weather states—19 in total—that can be triggered based on various gameplay factors, enhancing realism while still maintaining smooth transitions.

This expansive open world demands that players perceive differences in their environment as they travel. Although shifting seasons is fantastic, they require time to shift naturally during gameplay. Thus, we integrated probability to dictate weather stability across different provinces, aligning forecasts with geographical knowledge of Japan.

Designing the World of Assassin’s Creed Shadows

Where Artistic Vision Meets Level Design

Naoe infiltrating a castle in Assassin's Creed Shadows

Screen Rant: How do you determine what historical landscapes looked like during this era? To what extent do historical texts guide you in placing elements like rice paddies or forests, and when do you make creative decisions?

Thierry Dansereau: It’s all about scale. We’re implementing the largest scale ratio seen in our open-world games. Given Japan’s mountainous terrain, we had to ensure that mountains, when populated with trees, still appeared truly mountainous.

The historical documentation available is surprising; Japan, like many societies, has a rich archival tradition. We clearly map out major cities, temples, and landmarks, utilizing historical designs to reconstruct destroyed castles accurately. We understand where primary agricultural areas existed, such as rice and tea cultivation, but also allow some creative liberties in the spaces between.

In developing the open world, we strategically stage vantage points to enhance player visibility. For example, a road may open up to reveal Osaka in the distance, showcasing our meticulous design process.

Screen Rant: Is there a specific numerical scale ratio for the map?

Thierry Dansereau: I do have a figure floating in my memory; I could provide it to you later. At one point, the map scale ratio was mentioned as approximately 1:16, covering roughly 250-260 km for a 15 km terrain.

Screen Rant: Earlier, you discussed the attention to detail in construction materials. Is it frustrating at times to see your carefully designed doors get smashed in the game?

Thierry Dansereau: Not at all! It enriches the gameplay experience. We wanted players to feel a sense of immersion, allowing them to interact dynamically with the environment, whether breaking doors or manipulating light sources.

This interaction is further enhanced through the implementation of real-time global illumination (RTGI), which reacts to changes in lighting, creating a living, breathing environment.

Screen Rant: How do you balance lighting design for gameplay while ensuring it’s visually appealing?

Thierry Dansereau: It is a complex interplay between gameplay functionality and artistic integrity. Level designers primarily dictate gameplay areas, while level artists ensure that lighting complements the game’s aesthetic. A collaborative trial-and-error process helps us balance these elements effectively.

A Rich Tapestry of Artistic Elements & Influences

Colors, Culture, & Kurosawa

Assassin's Creed Shadows Showdown with Yasuke standing across a courtyard from another character.

Screen Rant: The game features a strong artistic presence, allowing players to engage with traditional paints like sumi-e. What other forms of historical art can players expect to see in the game?

Thierry Dansereau: In addition to sumi-e, players will encounter Noh theatre, among other art forms. Several Noh performances are staged within the game.

We delve into various artistic representations, particularly since the game’s timeline occurs just before Japan’s Edo period—an era noted for artistic flourishing.

Screen Rant: Does the visual language of jidaigeki films from directors like Kurosawa influence the game’s aesthetics?

Thierry Dansereau: Absolutely! Films like Sekigahara, Kagemusha, and Ran have heavily influenced our artistic direction. They authentically depict the historical setting we aim to replicate.

Researching through museum databases and collaborating with experts, particularly specialists in Japanese castles, has provided us critical insights to ensure a credible portrayal.

Screen Rant: The color palette in this game is striking and vibrant, especially compared to the earlier installments in the series. Were there any unique opportunities for color exploration?

Thierry Dansereau: The vibrant color scheme in Assassin’s Creed Shadows stems from insights gathered during the development of Assassin’s Creed Odyssey. Players responded positively to the color-rich environments.

This engagement influenced our decisions while visiting Japan, where we observed the natural beauty of cherry blossoms and the fiery hues of autumn in Kyoto. We’ve embraced color and enhanced grading based on seasonal characteristics.

Screen Rant: Although the photo mode wasn’t active during the preview, can players expect improvements in this feature?

Thierry Dansereau: Yes, the photo mode has undergone significant enhancements, aligning with features from the most recent games, along with additional refinements planned moving forward.

Screen Rant: Were Yasuke’s armor and weaponry adapted to reflect his unique cultural identity, or do they adhere more to traditional designs?

Thierry Dansereau: We strive to remain true to historical tradition, especially with Naoe’s attire. Future downloadable content may introduce more adventurous designs, but our focus is on authenticity for this period.

An Immersive Experience of Japan in Assassin’s Creed Shadows

Delivering a Rich Cultural Experience

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Screen Rant: The recent delays appear to prioritize overall quality. Have these extra months led to any exciting developments for the game’s artistic direction?

Thierry Dansereau: We view the delay as an opportunity for polishing our work. Our team constantly strives to improve and maximize our output. This period has allowed us to refine the experience we deliver.

Screen Rant: Himeji Castle stands out as an iconic landmark. Were there any other significant structures that required special attention to recreate accurately?

Thierry Dansereau: Many castles were meticulously rebuilt based on historical plans; we endeavored to ensure their dimensions and architectural integrity were respected as closely as possible.

Screen Rant: Are there any particular locations in the game that might surprise players?

Thierry Dansereau: One feature people might find intriguing is the recreation of Azuchi Castle. This castle was pivotal in Japanese history, marking the Azuchi-Momoyama period. We utilized museum resources for our design, allowing players to engage with this historic site.

Screen Rant: Are there any unexplored settings in the Assassin’s Creed universe that you’d feel excited to tackle in terms of art design?

Thierry Dansereau: I can certainly envision exciting possibilities, but my current focus is solely on the success of this game. I’ll leave future considerations for later!

Screen Rant: Are you currently in Japan?

Thierry Dansereau: Yes, I am. I want to fully engage with the release of this game, celebrating the hard work that has brought us here. Video game development can be challenging, but our team has remained focused on providing players with the best experience possible.

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