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Assassin's Creed Valhalla

Product Designer (Level Designer)

I returned to Level Design after two projects as a Quest Designer, bringing together my expertise in both disciplines to craft engaging content for Assassin's Creed Valhalla. My primary work focused on the Eurvicscire region, where I designed memorable gameplay experiences, compelling environments, and rich narrative-driven spaces.

Here are some key highlights:

In Summary

Key Contributions:

  • Led the development of the Assault gameplay for Eurvicscire, leveraging expertise in level and quest design while coordinating with cross-disciplinary teams globally.
  • Co-authored world locations and environmental puzzles to enrich player discovery in the vast open world.
  • Worked closely with the narrative team to ensure seamless integration of historical themes and lore into quests.
  • Utilized player behavior analysis to fine-tune mission objectives and environmental layouts for better engagement
  • Enhanced AI combat encounters through strategic ingredient placements and pacing adjustments.

Assault Gameplay • Sub-region Ownership • Location Design Highlights • Additional Contributions

Assault Gameplay - Eurvicscire

I led the Assault gameplay, one of the game's signature features, for Eurvicscire. It required coordination across multiple teams, including Quest Designers, Level Artists, and Programmers from around the world.
Magnis Fortress and Eurvicscire Assault Gameplay

Key Contributions:

  • Designed Magnis Fortress and its surrounding areas for the Honor's Hubris quest, balancing military location requirements with unique Assault gameplay mechanics.
  • Created non-traditional gameplay elements such as ladder-lowering sequences and a dynamic defense phase with a dramatic twist: the emergence of a hidden Pict ambush forcing the player into a high-stakes decision.

This was a complex and rewarding challenge, blending combat, narrative tension, and creative problem-solving while transitioning from an on-site to a fully remote setup halfway through due to the pandemic.

Sub-region Ownership - Hadrian's Wall, Eurvicscire

I co-owned the Eurvicscire region and took ownership of the Hadrian's Wall sub-region, shaping the area's layout, ecosystem, and gameplay features.
Hadrian's Wall and Is There Anybody Out There? Achievement

Key Contributions:

  • Directed Level Designers and coordinated with international stakeholders to align creative goals.
  • Designed a unique mini-game where players earned the Is There Anybody Out There? Achievement by lighting braziers along the Wall, inspired by Pink Floyd's The Wall album and the Illuminating Hadrian's Wall event which took place on 13 March 2010.
  • Ensured environmental storytelling and thoughtful design choices kept the player's experience fresh and engaging.

Location Design Highlights

Creating immersive locations is the core of Level Design. I worked on diverse spaces, from complex military zones with multi-state gameplay to simple exploratory areas featuring environmental puzzles.
Stenwege Camp – Largest Pict-flavored location in Eurvicscire

Key Contributions:

  • Supported dynamic quest states throughout the Eurvicscire storyline.
  • Designed a layered fortification with multiple environmental puzzles and security gaps for keen players to exploit.
  • Collaborated with the ObjectBank team to develop authentic Pict architectural assets, including crannogs and brochs - this was also used by other developers throughout the Eurvicscire region.
Petuaria Ruins – Roman Bathhouse-inspired puzzle and investigation

Key Contributions:

  • Created a four-layer gameplay experience (above ground, ground level, underground, and underwater).
  • Integrated narrative elements for the Road to Hamartia quest through environmental storytelling and Halfdan’s investigation sequence.
Temple of Brigantia – Sunken Roman Temple by the river

Key Contributions:

  • Designed a water-based puzzle where players navigate dark, submerged tunnels to claim valuable loot at the risk of drowning.
  • Crafted tension by balancing the challenge so players feel a near-drowning sensation without actual harm.
Cnuic Fhada Ruins – Small, environmental narrative-driven location

Key Contributions:

  • Created a tragic environmental story of a family fleeing a Pict raid, culminating in a puzzle challenge to uncover hidden loot.
  • Leveraged simple but poignant storytelling through notes and environmental cues.

Additional Contributions:

  • Conducted weekly reviews with the Level Design team to align creative and technical goals.
  • Assisted in onboarding and mentoring new joiners, fostering a collaborative and supportive environment.

This experience allowed me to grow as a creative problem-solver, storyteller, and cross-disciplinary collaborator, crafting memorable player experiences and contributing to the rich world of Assassin’s Creed Valhalla.


Assassin's Creed Valhalla is an action role-playing video game developed by Ubisoft Montreal and published by Ubisoft. It is the 12th major installment and the twenty-second release in the Assassin's Creed series, and a successor to the 2018 game Assassin's Creed Odyssey. Set in 873 AD, the game recounts a fictional story of the Viking invasion of Britain. The player controls Eivor, a Viking raider who becomes embroiled in the conflict between the Brotherhood of Assassins and the Templar Order.

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