Special Sessions

Technical Challenges of Assassin’s Creed III: Real-Time Water Simulation and High-Quality Linear Gameplay Sequences

Friday, 30 November 16:15 - 18:00 | Garnet 217

Two senior profiles from Ubisoft Singapore will share some of Assassin's Creed III’s acclaimed technical features:

Real Time Ocean Simulation for Interactive Applications
“We'll cover wave simulation, real time water rendering and shading, wave and coastal foam generation, water and objects interaction techniques, buoyancy for floating objects and boats, as well as specific platforms optimizations.”
Georges Torres

Linear Gameplay Sequences
“We will give an in depth look at the approach and principles Ubisoft Singapore uses to reach the high level of realization for the LGS of Assassin’s creed III.”
Hugues Ricour

Georges Torres – Senior Technical Director, Ubisoft Singapore
Georges has close to 20 years of experience in video games development, as well as image processing and motion capture R&D. After spending 5 years in Electronic Arts Canada developing advanced animation and physics system for sport titles, he moved to Ubisoft Singapore in 2010. During Assassin's Creed III, he managed the development on the naval battles and ocean simulation and rendering.

Hugues Ricour - Senior Producer for Assassin's Creed , Ubisoft Singapore
Hugues heads up the development of Assassin's Creed for Ubisoft Singapore. He is partnering with Ubisoft Montreal to produce high quality content within our Assassin's Creed games. This push is part of an ambitious plan for Ubisoft to involve several studios in the development of our key franchises in order to continuously innovate and re-invent ourselves.
The last achievements of his teams are the Assassin's Creed III stunning Naval Battles and the highly praised missions to hunt Captain Kidd's treasure.

Hugues joined the Singapore studio in 2009 with the goal to focus on Online, managing the production and operations of Ghost Recon Online.
Prior to joining Ubisoft, Hugues was Senior Producer at Electronic Arts where he worked on the FIFA and Need For Speed franchises in Canada and Asia.