Assassin's Creed Shadows Creative Director Talks Making the Open-World Setting of Japan
Creative Director Jonathan Dumont discusses the challenges and innovations behind bringing the dynamic world of Japan to life in Assassin's Creed Shadows, including the dual protagonists, immersive se
Assassin's Creed Shadows: Creative Director Talks Bringing Japan’s Open World to Life
Japan’s rich history and culture have long been on the wish lists of Assassin's Creed fans, and with Assassin's Creed Shadows, that dream becomes a reality. But rather than simply stepping into the boots of a typical assassin, players will experience the world through the eyes of two distinct protagonists: the samurai Yasuke and the shinobi Naoe. This dual-perspective approach offers a fresh perspective on Japan’s tumultuous past, bringing the dynamic land to life like never before. We sat down with Jonathan Dumont, creative director at Ubisoft Quebec, to explore the challenges and innovations behind this unique setting.
The Creative Vision Behind Assassin’s Creed Shadows
Q: As the creative director of a game as massive as Assassin's Creed Shadows, how has your day-to-day work been affected by the sheer scale of this project?
A: It’s been intense, for sure. This game pushed us to rethink a lot of our engine tech and gameplay systems. One of the key challenges was balancing the dual protagonists—each with unique skill sets—while also staying true to Japan’s history. There’s a lot of moving parts: maintaining historical accuracy, keeping the dynamic world alive, and guiding the development team through this complexity. Each day is a bit different, but a lot of it involves overseeing the work of the team, solving problems, and, of course, refining the story.
Q: Ubisoft Quebec has a history of featuring multiple protagonists, like in Syndicate and Odyssey. Why did you choose this dual protagonist approach for Shadows?
A: The decision wasn’t a requirement; it just felt right for Shadows. We wanted two characters who could represent different aspects of Japanese society. Yasuke, the samurai, brings that noble side, while Naoe, the shinobi, adds a more stealthy, tactical element. The idea of contrasting these two perspectives allowed us to explore Japan’s social structure and warfare through their eyes. Over time, the project guided us in this direction, and we knew it was the right choice.
Q: Shadows seems to break a lot of new ground for the franchise, with innovations like changing seasons, player choices, and customizable hideouts. Were these ideas intentional from the start?
A: Absolutely. Every new Assassin's Creed is about pushing boundaries. We wanted a world that felt truly alive, and Japan’s distinct four seasons gave us the perfect opportunity to do that. It’s not just about aesthetic; the seasons have gameplay impact. As for the player choices, like whether to kill an antagonist or not, those kinds of decisions are integral to the experience. We wanted players to feel like they’re shaping the world around them, not just following a linear path.
The Immersive World of Japan
Q: How does the open world of Shadows differ from Assassin's Creed Odyssey?
A: Time plays a much bigger role in Shadows. The day-night cycle isn’t just cosmetic; it affects gameplay. Naoe, for example, becomes much more powerful at night, making stealth missions easier. Japan’s setting also feels bigger and more sprawling. The size of the castles we’ve modeled is impressive—when I stood at the base of one, it was almost overwhelming. Japan’s geography, with its steep mountains and dense forests, has been a huge influence on the world design, giving it a truly immersive feel.
Q: What were some surprises you encountered during your trip to Japan that made their way into the game?
A: The mountains were a huge surprise. They were much steeper than we anticipated, which made us rethink how to depict them in the game. We also saw how castles were built on mountainsides, which allowed us to add a sense of scale and history to the game that felt authentic. The harmony between human architecture and nature, especially around temples and shrines, was something we really wanted to capture. It’s a different perspective on how to design a world that feels integrated with its surroundings.
Q: Was there anything particularly strange or surprising about Japanese history that you learned during your research?
A: Oh, absolutely. One of the most fascinating aspects of the Warring States period was the practice of hostage situations. Clans would send children to live in enemy castles as a form of leverage. It was a strange but effective form of diplomacy and warfare. I also recommend reading The History of Japan by Luís Fróis, a missionary who lived in Japan during this period. His observations of Japanese culture are both fascinating and enlightening, offering a unique perspective on the differences between Eastern and Western cultures at the time.
Assassin's Creed Shadows promises to be one of the most unique and dynamic entries in the franchise, offering an immersive, multifaceted look at one of the world’s most iconic settings. With innovative gameplay, a breathtaking open world, and a deep connection to Japan's rich history, it’s clear that Ubisoft Quebec has crafted something special.