Four Years at Ubisoft: Anvil Pipeline, Pressure Plates, and What Came After
Four years of my career were at Ubisoft, on Assassin’s Creed, on the Anvil Pipeline team — the part of the studio that builds the tools and infrastructure the rest of the development teams use, not the gameplay players see directly. My biggest project there was the RankInfo migration: a legacy system rewritten into a modular, data-driven architecture, with its own descriptor tags and an adapter pattern for backward compatibility. I also built a migration driver that mapped the old code to the new one, plus internal ImGui tooling for the teams using the system daily. The kind of work that never shows up in a trailer, but without which the rest of the game doesn’t get built. ...