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Da Vinci's Workshop


There is no plan for a commercial release, this is a student only project. As part of the learning experience the staff from Ubisoft have given the team valuable feedback from their field of expertise.

About the Project

As part of the educational program, Da Vinci's Workshop is a collaboration project between NHTV University of Applied Sciences and Ubisoft for in-house experimentation with Virtual Reality, in the form of an escape room using the Assassin’s Creed IP. The players are tasked to cooperatively solve numerous puzzles inside Leonardo's workshop to recover a piece of Eden.

User Experience Design / Narrative Design

Within the project it was my responsibility to design the player's experience while playing the game. To accentuate that task I was also in charge of providing the majority of the narrative to go along with it.. To make sure players wouldn't leave the VR headset sick I designed the 30-minute timer that would go off as soon as the player enters the actual level. From there I made sure the game, for the most part, adherred with the lore of the AC universe so that players can properly recognise the IP.

Final Team

  • Tim van Kan (Team Lead / Technical Design)
  • Margit Meesters (Producer)
  • Tom Raudys (Design Lead / Technical Design)
  • Eythor Skulason (Art Lead / Environment Art)
  • Niek Kleverlaan (Environment Art)
  • Sietske Hereijgers (Character Artist)
  • Malou Peeters (Art Lead / Engine Artist / Environment)
  • Robin Vahland (System / Technical Design)
  • Tom Somers (QA)
  • Benjamin Drees (QA Engineer)
  • Lars den Herder (Puzzle / Level Design)
  • Matthew S. Stenquist (UI Design / Art)
  • Steven Lee Dias Morias (UX / Narrative Design)
  • Bart Kort (Sound Design)

Special Thanks

  • Ivar Slotboom (Network Programming)
  • Jelle van der Gulik (Previous Tech Lead / General & Network Programming)
  • Irini Wiersma (Previous Art Lead / Environment / Character Art)
  • Nikiana Sofia (Concept Art)
  • Elke Zoutewell (Environment / Prop Art)
  • Dirk van de Rijt (Puzzle / General Design)
  • Danny de Bruijne (UI Design & Gameplay / UI Programming)

Technical Information

  • Engine: Unreal Engine 4.15, using Forward renderer
  • Code languages: Both C++ and Blueprint
  • Platform: HTC Vive (Windows / SteamVR)
  • Duration: September 2016 - Current