As Lead Artist for Assassin's Creed Valhalla at Ubisoft Barcelona, I supervised the art team's contribution to the project from concept through level art, lighting, and VFX — ensuring everything produced in Barcelona met the high visual standards expected of the AC franchise. Ubisoft Barcelona developed two full mandates on the game: the Daughters of Lerion encounters and the Animus Anomalies feature.
You can view extended breakdowns of this project on my ArtStation.
The Daughters of Lerion encounters were a full team effort from Ubisoft Barcelona. The art team developed the look and mood of the DoL arenas as well as the visual direction for all in-combat VFX and lighting. It was a highly iterative process involving both narrative and visual development — the three sisters needed visual coherence while each retaining their own identity, and the environments needed to reflect their backstory through environmental storytelling.
Animus Anomalies was the biggest visual challenge Ubisoft Barcelona faced on Valhalla. The feature required defining a distinctive visual language that had to integrate seamlessly with the main game across every time of day, weather condition, region, and location — the Anomalies couldn't feel like inserts, they had to feel like they belonged in any context.
Under the supervision of Raphael Lacoste (AC Brand Art Director), I oversaw the team's work from concept through level art, lighting, and FX. The process was highly research-driven, pushing the team to explore new pipelines and techniques while coordinating with multiple other studios and disciplines involved in the feature's realisation.
Ubisoft Barcelona also developed the boss fight environments for the two dreamworld sequences in Valhalla's main game — including full arena design, mood development, VFX visual direction, and lighting.