GDC + [email protected] 2018 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by time, pass type, track, and format. With GDC Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

In order to best utilize Session Scheduler, please use the login credentials you've set up on this page as your login credentials on our GDC Mobile App. Your login credentials are the same as your registration login. You can download the app on iTunes or Google Play.

'Assassin's Creed Origins': Monitoring and Validation of World Design Data


Nicholas Routhier (Design Technical Director, Ubisoft Montreal)

Location: Room 2002, West Hall

Date: Thursday, March 22

Time: 11:30am - 12:30pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Design, Programming

Format: Session

Vault Recording: Video

Audience Level: Intermediate

Given the complexity and sheer size of modern open-world games like 'Assassin's Creed Origins' (ACO), it is practically impossible to validate the integrity and functionality of world data on a timely basis using traditional methods. This problem is compounded by the interdependencies between all the various types of world data (AI, art, design), both hand-placed and procedurally-generated. In this presentation, Ubisoft's Nicholas Routhier will describe how the ACO team successfully tackled this production challenge by using a system of daily automated tests and reports to monitor, validate and visually communicate the state of world game data to the world creation team. He will give concrete examples of how this pipeline helped the ACO team efficiently highlight errors and track regressions, and freed content creators to focus on crafting a stunning Egyptian experience.


Daily automated testing of world design data is a game changer. Attendees will learn how it helps world builders in their daily tasks, allows for more iteration time, provides data for evidence based decision making and makes for a much smoother debug phase.

Intended Audience

The target audience are the various members of world creation teams (level designers, game designers, world artists, and their managers), especially those working on massive open-world games or games that have a huge amount of world design data.