Hyperscape (2020) Battle Royal

A Ubisoft Montreal Production - PC, PS4, PS5, XBONE, X-Series X/S

The absolute best project!

I’m very biased, but Hyperscape was a cult classic, simply the best Battle Royal for a very small segment of gamers. I was a Senior Level Designer on this project. On Hyperscape my focus moved away from scripting (which I did on Far Cry) to focusing much more on world building and navigation. I’m proud of 3 things on this project: Building the world, S01 End of Season Event, S03 Arcadium, TDM and a whole new world.

My work
I’m very proud of the world building we did in Hyperscape. We learned and iterated with many of Assassin Creed’s city building tools (By hand at first, Paris Paté and the Road Network tool at the end). I also worked in 3ds max for the first time when I was iterating on some of the landmarks.

My highlights:

  • Navigation - It was smooth, and easy for people to navigate without getting frustrated. There was always a way up for the player that had no navigation hacks. Seeing the best players navigate in a complex environment with ease was a pure joy!

  • Districts/Landmarks I mainly worked on were Line Light, Unity Hill, M.O.N.A, Archives and Helios.

  • Season 01’s End of season event was an event myself and a project manager had ownership on. We took the challenge of shipping the event while a lot of the team was busy securing our launch build.

  • For Season 2 and 3 our focus was on increasing player retention. We did this with 3 initiatives I helped lead:

    • Arcadium - a solo experience in the hyperscape world with moving targets.

    • The game modes team which helped create Team Death Match.

    • New world for S03 which improved the visual recognition of areas, the player’s ability to track enemies and to have better loot distribution in the map.