circa: 2008
genre: action-adventure
publisher: Ubisoft
developer: Ubisoft Montreal
engine: Scimitar
- atmospheric/environmental effects
- dust: footsteps, impacts, lightbeams
- lightbeams: vents, windows (some)
- shaking: ?
- shards: ceramic, wood
- smoke: burnt rubble, cauldrons, chimneys, fire, incense burners
- steam: animus underfloor machinery, vents
- water: puddles, splash, spray
- weather: fog/haze
- clouds (moving)
- wind: dust, fabric, hay
- other: fire, projectile trails; see particle effects, physics, and sound
- collision detection: see physics
- lighting: dynamic, colored, vertex & lightmap; coronas, flickering; fire, windows
- particle effects: debris, dust, hay, leaves, mist, smoke, splash, steam, swarms (birds, insects)
- physics: Havok
- gravity: player, NPCs
- bouyancy?, friction, inertia, momentum, weight
- weight: see breakable objects
- hay stacks bounce when jumped into and out of
- ragdoll bodies
- swaying fabric
- swinging lights/signs
- reflection: eyes?, floors (marble, metal), glass?, most metallic surfaces, pipes?, walls (marble only?), water (+ puddles), weapons; pixel shaders; see environmental texture mapping
- shadows: vertical angle adjustment, fading; NPCs, moving objects, clouds
- skeletal animation: yes
- texture: 16-?/32-bit depth
- filtering: bi-/trilinear
- mapping: bump, environmental, mip
- decals: blood, impacts?
- transparency: fire, glass, light beams, projectile trails, smoke, steam, water
- other: blurring, depth of field, pixel/vertex shaders (reflections)
player character
- character: Altair, an assassin
- blinking, facial animation, idle animations (stretch)
- footsteps: dirt, gravel, metal, sand, stone, tile, water, wood
- moves: climb, drop, grab, jump, punch, run, sprint (arms in/out), throw, walk
- view: 3rd-person (1st-person in "eagle vision"--blurred, distorted colors)
- pan: keyboard/mouse (+ vehicles)
- zoom: none
- pain: black & white, flickering red
level/world design
- # levels: 7 memory blocks, 5 cities, 1 kingdom
- location: Middle East, 1191 AD during the Crusades, cities (Acre, Damascus, Jerusalem, Masyaf; ~500mē each), coast, Arsuf; 2012 corporate building
- cutscenes: yes
- level editor: no
- environmental interaction
- break: bowls, crates, merchant stands, pots (flower, normal), stools, vases, watermelons (some)
- move: bows (dead enemies only), incense burners, people, swords (dead enemies only); see breakable objects
- ride: horses
- throw: knives, people
- other: activate (computers, keypads); see physics
- puzzles: climb view points, destroy merchant stands, eavesdrop, interrogate, pick pockets, kill people, save citizens
- traps/hazards: drowning, falling, getting cut/hit
weapons: blades, fists, knives, sword
NPCs
- humans, birds (chickens, eagles, pigeons)
- AI: friendly NPCs help character by blocking enemy NPCs, object impact reaction, pigeons fly away when approached, scholars walk with character blend into crowds and get past guards
inventory: weapons/ammo
other
- sound: stereo, reverb?, multi-channel (2, 4, 4.1, 5.1)