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Herman Ahmad

Designer Developer Adventurer

Design generalist trained in game development with a passion for storytelling through design and curiosity for learning new things beyond video games. My skills lie in creative problem solving, interdisciplinary collaboration, and being a self-directed individual. As of late, I have had the opportunity to take on leadership roles. It gives me an opportunity to not only develop myself, but also the people around me.

I have shipped several AAA games and have experience in onboarding and working productively during the pandemic. Outside of video games, I have experience in VR, mobile applications, and web development.

In my free time I keep myself occupied with a variety of activities from volunteering, motorcycling, running, and learning new things that are outside my domain.

Past Works

Assassin’s Creed ValhallaAssassin’s Creed Odyssey: Legacy of the First BladeAssassin’s Creed OdysseyAssassin’s Creed OriginsA Drive Back in Time

Assassin’s Creed Valhalla  • Ubisoft Singapore

Level Designer • Mar 2019 – Aug 2020

Owner of Hadrian’s Wall subregion and Eurvicscire Assault, a siege warfare feature. Co-owner of Eurvicscire region. Responsible for maintaining direction, conducting weekly reviews, planning the region’s ecosystem, collaborating with local and overseas stakeholders in Montreal, Sofia, Chengdu, & the Philippines. Assisting in onboarding and mentoring of new joiners. Level Designer for a variety of locations with unique experiences in Eurvicscire.

Assassin’s Creed Odyssey: Legacy of the First Blade  • Ubisoft Singapore

Quest Designer • Jun 2018 – Feb 2019

Quest Designer for several quests in a 3 part DLC with an expedited ship date. It offered a variety of technical challenges including having to work within the confines of a live game.

Assassin’s Creed Odyssey  • Ubisoft Singapore

Quest Designer • Nov 2016 – Jun 2018

Owner of regional quests, co-owned several locations within the Messara region. Responsible for driving region narrative, establishing unique flavors, syncing narrative with the world through multidisciplinary collaboration, and assisting in onboarding of new joiners. Part of a strike team that worked on a questline based around the Mikkos character on Lemnos. We fleshed out an entire questline from scratch on short notice.

Assassin’s Creed Origins • Ubisoft Singapore

Level Designer • May 2016 – Nov 2016

Experienced Level and Mission Design by creating and polishing a variety of locations and missions in the Faiyum region. This allowed me to quickly learn the proprietary tools and experience developing AAA games from design to scripting to the collaborative workflow.

A Drive Back in Time • Rock Nano Global

Game Design Intern • Jun 2015 – Nov 2015

Game Designer on A Drive Back in Time, a GPS based VR experience that was in collaboration with LG and Audi for SG50. Experience in submitting app to Google Play and The App Store.



Product Vision, Worldbuilding, Rational Level/Game Design, Mission/Quest Design, AI, Narrative & Storytelling, Design Systems, Prototyping, Vertical Slice, 3D Printing


Personas, Player Journeys/Experience, Playtests, Historical Fiction, Documentation and Wiki

Social & Management

Leadership, Interdisciplinary Collaboration, Communication, Presentation, Employee Training, Roadmap Creation, Sprint Planning, Prioritization, Retrospectives, Jira, OKR


Photoshop, Illustrator, Procreate, SketchUp, Figma, Visual Studio, Blender, 3ds Max, WordPress, Git, Visio, Excel, Miro, Unity3D, Unreal Engine, Proprietary/Custom Game Engines


HTML, CSS, JavaScript, Bootstrap, Python, C, C++, C#, Proprietary/Custom Game Scripting Languages