Texturing the World of “Assassin’s Creed Odyssey”

Ubisoft’s Vincent Dérozier and Pierre Fleau take us through the workflow and technical approaches they took to texturing the latest game in the “Assassin’s Creed” franchise.

This year’s GDC was packed to the brim with expert knowledge and talks concerning everything from board games to fully immersive virtual reality. For those interested in the dark arts of texturing for video games, Ubisoft’s Vincent Dérozier and Pierre Fleau took attendees through the complete production of the materials of Assassin’s Creed Odyssey.

Now Substance has graciously uploaded that talk to YouTube, and you can see for yourself: from conception to pre-production and production, learn what defines the artistic direction of such textures, and how technical elements of the pipeline and workflow were built using the Substance suite.

About the speakers:

Vincent Dérozier: Vincent began his career at Eden Games, later becoming a Level Artist at Ubisoft Annecy. In 2015 he moved to Canada, working on Assassin’s Creed Syndicate, For Honor, and subsequently on Assassin’s Creed Odyssey as manager for architectural materials – building the pipeline, creating benchmarks, giving artistic presentations, and training external contractors.

Pierre Fleau: Initially a QA Tester on the MMORPG The Saga of Ryzom, Pierre ultimately joined Ubisoft as a level artist, working on Assassin’s Creed Black Flag and Assassin’s Creed Unity. He then joined Ubisoft Quebec as Senior Level Artist; recently, as Technical Artist, he completed the production of Assassin’s Creed Odyssey.