September 2014 - September 2015
I spent a year with the team on For Honor, taking the game from an unannounced pre-alpha into player hands. I joined the UI team in October 2014 as a Generalist Programmer and developed UI systems for handling popups and our single player and mission UI. I worked with the other developers on our team to help implement game mode UI's and menus while maintaining the systems I developed to enable the development of these features.
On For Honor my development experience was entirely in C++ using in house tools. The UI is authored in Adobe Flash and exported for an in house system not dissimilar to scaleform in purpose.
Among the UI technology we use is a fire-and-forget popup system I had the privilege of developing for our growing team. With this system we could simplify most of our UI into a series of controlled lifetime and pooled widgets with prioritized parameters; prioritized parameters allowed artists, designers and programmers to specify UI data wherever it made sense for that data to be specified.
About For Honor
Carve a path of destruction through an intense, believable battlefield in For Honor, a brand-new, groundbreaking melee action game developed by Ubisoft Montreal in collaboration with other Ubisoft studios. For Honor will be coming out on February 14, 2017 on PS4, Xbox One, and PC.
Enter the chaos of war as a bold Knight, brutal Viking, or deadly Samurai, three of the greatest warrior legacies. Master the sword and fight in brutal, fast-paced melee combat across an engaging story campaign and groundbreaking multiplayer modes.
The Art of Battle, For Honor’s innovative control system, puts you in total control of your Heroes, each with distinct skills and weapons. The combat is designed to deliver the feeling of real dueling without sacrificing accessibility and simplicity. It has been created with motion capture by real martial artists and professional stuntmen to bring the action to life like never before
Launch Date: February 14, 2017
Platform(s): PS4, Xbox One, PC