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    What It’s Like to Be an Architectural Consultantfor Assassin’s Creed II

    In the following article, originally publi shed in Spanish on MetaSpace as "  Assass in's Creed 

    2 - Arquitectos que hacen videojuegos"(Architects Who Make Video Games), Spanish

    architect Manuel Saga interviews María Elisa Navarro, a Professor of Architectural History 

    and Theory, who worked with Ubisoft Montreal   as a historical consultant on the design

    team for the video game Assassin's Creed II, from the first rough drafts up to its launch in

    November of 2009.

    While getting her PhD at McGill, María Elisa Navarro was a consultant for the entire

    development  process of the game as part of a research project between the university

    and Ubisoft Montreal. She worked on the project in complete secrecy with "a small team of 

    20 people and then later more than 400 in a huge basement in Montreal." Navarro

    worked on everything from late 15th century wardrobes to the correction of architectural

    errors in the recreated cities, going over the look and ornamental details of the buildings.

    "Sometimes, for gameplay purposes, they needed to have walls with a lot of texture so that

    Ezio could climb them, but when the time came to lay those parts out, there were some

    inaccuracies. For example, I remember a balcony with a wrought iron railing that couldn't

    have existed in that time period. I was responsible for detecting those issues," Navarro

    noted in her conversation with MetaSpace.

    Read the full interview with Navarro after the break.

    María Elisa Navarro is an architect, a graduate of the  Facultad de Arquitectura y Diseño de

    la Universidad de Los Andes class of 1999, where she later returned to work as a

    professor in January of 2014. During those 15 years, she continued her education with a

    Masters and a PhD from McGill University in Montreal, where she was able to personally

    work with the architect Alberto Pérez-Gomez, as well as with other important people in thefield.

    But that's a story for another time, today, María Elisa is going to talk to us about her 

    experience at Ubisoft Montreal, one of the most important developing studios in the world

    of video games. We'll talk more about them later when we discuss their game Child of 

    Concept art from Assassin’s Creed II. Image © Ubisoft Montreal

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    Light and the development of the Ubiart Framework Engine, but today we're going to focus

    on one of their most successful titles: Assassin's Creed II.

    In Assassin's Creed II we assume the role of Ezio Auditore da Firenze, a Florentine

    assassin during the Italian Renaissance, whose story takes place under the reign of Pope

     Alexander V I, and t akes numerous elements that are ty pical of the Renaissance i n order to

    create a storyline where we interact with characters like Machiavelli or Leonardo da Vinci. It

    is a sandbox style game, with an open world environment, where we're able to move around

    as we please through cities like Florence, Venice or San Gimignano.

    Manuel Saga (MS): What was your experience with video games before

    working at Ubisoft?

    María Elisa Navarro (MEN):  I had barely played Atari games, I've never been a video

    game fan. As a matter of fact, I personally have never even played Assassin's Creed, it's

    too difficult for me to get used to the controls. I have seen it being played a lot, since I was

    alongside the designers while they played so that they could explain to me the parts they

    were working on.

    MS: How did you first come into contact with Ubisoft Montreal?

    MEN:  When I was living in Montreal I met, completely by chance, some French friends

    who worked at Ubisoft. They became part of my group of friends, the people who made

    up my social life outside of university. One of them, Vincent Gaigneux, was the Art

    Designer who was in charge of designing the main character ( Editor's note: Gaigneux is

    currently the Senior Art Designer at Ubisoft and has worked on all the important Assassin's

    Creed titles). He asked me how he could familiarize himself with things like weapons,

    costumes, etc so that he could design them. I told him how to access the archives to

    study documents and original paintings from the time period, but the task was so foreign to

    him that they decided to arrange a meeting for me with the project manager. That was in

    February of 2008.

    They offered to collaborate with McGill and begin a research project related to Assassin's

    Creed II, on the condition that I be in charge of it. And that is how I ended up working at the

    company for two years -- first advising a small team of 20 people and then later more

    than 400 in a huge basement in Montreal, collaborating with offices in Shanghai. It was a

    secret project, I couldn't tell anyone what I was working on, and during the final stages the

    meeting was in a big basement with a controlled entrance, security cards, etc.

    Welcome (sic) to Venecia. Image © Ubisoft Montreal

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    07 OCT2015by Manuel Saga

    Translated by Matthew Valletta

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    MS: What exactly did your job consist of?

    MEN:  Ubisoft needed to become familiar with the time period between 1476 and 1503,

    both for character design, and for the 3D modeling and gameplay design. I prepared a kind

    of master class for them where I presented, for example, the history of the House of Medici

    and of Girolamo Savonarola. I also prepared documents from the archives and databases

    at McGill, responding to the different design needs.

    MS: What are some specific aspects we can see represented in the

    game? What do you think the players feel about it?

    MEN:  For example, one of the first of these kinds of documents was a list of buildings we

    can find in modern day Venice that also existed back then, like churches. This is a piece of 

    interesting information, because they didn't begin constructing the Renaissance

    facades until much later, so I showed them the example of San Lorenzo (that never had

    this type of facade) so they could imagine how the churches would have been at that

    time and create their designs accordingly.

    One special moment was when they needed a city apart from the main ones, to put a

    section of the game that had a large amount of towers and high spaces. I started

    researching and together we came to the conclusion that this part of the story would take

    place in San Gimignano.

     Another as pect we dealt with was t he look of the buildings -- they were modeling, and I

    would meet with them periodically to verify the accuracy of the historical reconstruction.

    Sometimes, for gameplay purposes, they needed to have walls with a lot of texture so that

    Ezio could climb them, but when the time came to lay those parts out, there were some

    inaccuracies. For example, I remember a balcony with a wrought iron railing that couldn't

    have existed in that time period. I was responsible for detecting those issues.

    On the other hand, late 15th century buildings most likely had only one level, two

    maximum, but they decided to ignore that fact for the sake of gameplay.

    MS: That is an interesting point. The urban and architectural space is

    Concept art for the character of Cesare Borgia, made by Vincent Gaigneux. Image ©

    Ubisoft Montreal

    Ezio Auditore da Firenze jumping from four story buildings. Image © Ubisoft Montreal

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    based on reality, but it is a fantasy designed to tell a story and provide an

    experience in the same way a script respects some historical facts and

    modifies others. It works in a similar manner to literature or cinema.

    MEN:  Yes. They tried to make it so that each decision to deviate from historical accuracy

    was always done with some part of the game in mind.

    MS: What other aspects did your work influence, beyond the

    architecture?

    MEN:  One example would be the wardrobe. I would have never imagined that the clothing

    could be so different between Florence and Venice. To document that I had to base a lot

    off of the paintings of that time period, studying them in great detail to detect the particular 

    differences. For example, the cities had different laws about the kind of neckline women

    were allowed to wear. In Venice the laws were more lax, and that's where the courtesan

    character shows up. None the less, the noblewomen weren't allowed to go into the streets

    uncovered in Venice or in Florence. In Florence the men wore a unique hat, while in Venice

    they didn't, etc.

     Another t hing was the hairstyles, that we studied through artists like Botticelli. For 

    example, the ideal beauty in Venice was the blonde woman, so many women dyed their 

    hair. Apart from those more general types of jobs, there was a questionnaire that the artists

    could fill out to ask me more specific things. All of that appeared in the game.

    MS: What was a typical meeting like?

    MEN:  My direct contact was producer Genevieve Dufour -- the woman I met with the

    most.

    MS: Were there a lot of women in Ubisoft?

    MEN:  Not at all, we worked completely surrounded by men. We were very very few women

    at Ubisoft, to the point of it being uncomfortable. Imagine a proportion of a hundred to one.

    MS: Wow!

    MEN:  Yes, apart from meetings with the producer, I had a lot of work sessions

    with Vincent Gaigneux and his teammates. They were in charge of the concept art, both of 

    the characters and their surroundings, that is to say, they made drawings that were

    transformed and served as a base for the 3D modeling. They showed me their work in

    Photoshop and we modified it together. Later, I also met with the 3D artists. They would

    play so that I could verify the design, say if there were any changes that needed to be

    made, etc.

    MS: Your job was always like that for the whole two years?

    MEN:  After the first meetings, I went on to assist the artists and modelers. From there, my

    time increased little by little, from only one weekly meeting to three or four. Later, when the

    project was already very established, we went to the high security basement that I

    Carnival in Venice: wardrobes and masks. Image © Ubisoft Montreal

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    mentioned earlier, and there I worked on the cinematic cutscenes.

    Yves Simoneau, the director, arranged a two hour meeting for me where I responded to a

    barrage of questions. I remember that there were a lot of doubts about the interiors and the

    furniture, about how they imagined the Papal Apartments to be. It was all pre-filming work,

    for drawings and models of the environment.

    MS: One question people are sure to ask, were there other architects on

    the team?

    MEN:  Not that I know of. There were conceptual artists and 3D modelers that were

    specialized in architecture. They were professionals with a very specific technical

    education, a special type of degree.

    MS: What would you say is your takeaway from this experience? How has

    your way of seeing video games changed?

    MEN:  For me the most interesting thing about the experience was the historical interest in

    the development of a video game. The genuine concern on their part was a pleasantsurprise. What's more, it seems like an excellent way to spread information that is normally

    quite hidden. In fact, compiling the information was half of my job for two years, so it

    seems to me an excellent way to make sure that knowledge doesn't stay hidden. It

    represents another form of learning.

    Personally, I learned a lot, not only about history but also about how the video game

    industry works. In the specific case of Assassin's Creed II the development was more

    artistically oriented rather than technologically. I remember that each main character could

    easily take up a year's worth of work.

    Truthfully the primary part of my job wasn't anything sexy; looking for documents,

    compiling them, scanning them... They were all sent in really plain Word documents.

    However, for them the documents were a vital resource that allowed them to make a

    very realistic experience, truly beautiful.

    For me it was a pleasure to work on a creation that mixes such a young industry, with the

    oldest in the world, history.

    MS: Have you gone back to work on any of the other Assassin's Creeds?

    MEN:  No. It was a one-time job, the company didn't want to be tied to me nor me to them.

    Later on I worked with Alberto Pérez Gómez on other projects related to video games, with

    a completely different focus, but we'll save that story for another time.

    Scene from Assassin’s Creed II. Image © Ubisoft Montreal

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    Tiles - NouveauLand Porcelanico

    Wall Mounted - TRACELuminaires

    Lamp

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    Pattern Artaic LLC

    Façade Panels - RevealPanelsMetalTech-USA

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    Cite:

    Saga, Manuel. "What It’s Like to Be an Architectural Consultant for Assassin’s Creed II" [María Elisa

    Navarro, la arquitecta que asesoró el desarrollo de Assassin's Creed II ] 07 Oct 2015. ArchDaily. (Trans.

    Matthew Valletta) Accessed 9 Oct 2015.

    BROWSE THECATALOG

    Concept art from Assassin’s

    Creed II. Image © Ubisoft

    Montreal

    Ezio Auditore da Firenze

     jumping f rom four story

    buildings. Image © Ubisoft

    Montreal

    Scene from Assassin’s Creed

    II. Image © Ubisoft Montreal

    Carnival in Venice: wardrobes

    and masks. Image © Ubisoft

    Montreal

    Welcome (sic) to Venecia.

    Image © Ubisoft Montreal

    Concept art for the character 

    of Cesare Borgia, made by

    Vincent Gaigneux. Image ©

    Ubisoft Montreal

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    6 Comments   1

    • •

    Alfred Haus  • 

    It's interesting that it is being talked about at all. There is an open secret

    that a lot of games are based on architecture, but admitting it can be

    tricky. I would love to see a level made by Zaha Hadid, and a buildingdesigned by a great level Editor .

    • •

    andcore  • 

    Interesting that they didn't even bother involving an italian historian /

    architect when the whole game based in Italy.

    • •

    Manuel Saga  • 

    Maria Elisa was living at Montreal at that moment, and her Phd

    Thesis is about italian renaissance architecture, so...

    • •

    andcor e  • 

    She's obviosuly preparered, but in my humble opinion a

    historian Italian that lives there, with access to Italian

    museums whenever he want, with a real direct

    understanding of Leonardo Da Vinci books (if that matters

    for the game) would have been a complete different thing.

    Of course I'd have said the same thing if the game was

    based in Montreal with an Italian architect involved, but for 

    the game fidelity it's a great thing anyways, for sure!

    • •

    Manuel Saga  • 

     Agree. I think that, in the end, logistic and

    networking is what matters. M.E. knew the art

    director, they became friends, the art director 

    asked how to consult and research in academic

    archives about italian renaissance, and ubisoft

    hired M.E. because it is not an easy work.

    Ubisoft didn't have this kind of consulting in

     Assassin's Creed I, at least not from the very

    beginning of the project, so having one in AC2

    was an experiment.

    • •

    AR  • 

    she is a history professor though, and an architect

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