Posts Tagged ‘Ubisoft Toronto’

For Honor’s dedicated servers roll out on February 19th

For Honor

We’d previously reported that among a swathe of improvements coming to Ubisoft’s struggling multiplayer brawler For Honor was support for static, dedicated servers, completely replacing the public hosting system that the game currently uses.

We now know exactly when this game-changing improvement will be landing, and it’s not far off: You’ll be able to butt heads with the Vikings, Knights & Samurai in a much more stable fashion on February 19th.

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For Honor adding dedicated servers this season

For Honor

Rainbow Six Siege might be Ubisoft’s rising star in the multiplayer scene, but they’re not quite ready to let go of For Honor yet, despite technical troubles and dwindling player-counts.

Due to start this February, the Season 5 update for the game (dramatically named ‘Age Of The Wolves’), will bring a lot of tweaks and changes to the game, says Ubi, including some heavily reworked move-sets. Most importantly, though: it’ll be adding dedicated server support.

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Far Cry 2’s Clint Hocking Rejoins Ubisoft

Cursed for some unknown slight, Far Cry 2 and Splinter Cell: Chaos Theory designer Clint Hocking has been doomed to wander the game Earth until the second coming of Ouya. Since leaving Ubisoft Montreal after FC2, he’s joined then left LucasArts, Valve, and Amazon Game Studios. As curses often compel people to, he’s come full circle.

Hocking today announced that he has joined Ubisoft, this time their Toronto studio. What he’s working on is a mystery, but he seems keen to set down roots.

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A Chat About Interior Design In Games, With Ubi’s Dan Cox

You can see the yellow and black markers if you peer closely

For no reason other than “We were at the same conference and his work sounded interesting” I ended up scheduling a meeting with Dan Cox. He focuses on level art at Ubisoft Toronto and his work has most recently appeared in Splinter Cell: Blacklist. He was in Paris to give a talk about interior design in games so it turned out he was more than happy to answer some of my questions about how artists make sense of spaces in video games*.

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