Inside Ubisoft: Unveiling the Craft Behind Skull and Bones
Skull and Bones was initially revealed at E3 2017. The game, spearheaded by Ubisoft Singapore, promised a thrilling dive into piracy and naval warfare, sparking interest and curiosity among gaming enthusiasts worldwide. It is said that development on the game started as a sequel to Assassin’s Creed Blackflag. But we all know that in the bustling world of video game development, the journey from concept to console is a tale of creativity, collaboration, countless hours of hard work and recalibration. Over the 7-8 years that Skull and Bones spent in development, there was quite a bit of ‘recalibration’. Nevertheless, the efforts that go into producing a AAA, nay, AAAA game is one for the record books. This was vividly brought to life during our visit to Ubisoft’s Pune studio, a pivotal contributor in creating their latest title – Skull and Bones.
Despite its surface-level resemblance to Sea of Thieves, Skull and Bones sets itself apart with unique gameplay elements and an ambitious vision, culminating in its 2024 release after a series of delays and developmental hurdles. Our journey to the Pune studio offered a glimpse into the hearts and minds of those who breathed life into this virtual world of high seas and pirate legends.
The Essence of Skull and Bones
At the core of Skull and Bones lies the player’s transformative journey from an obscure upstart to a formidable pirate overlord, navigating a vast, dynamic world where reputation is the keystone to power. Players command their own ship with a motley crew to run it. But unlike “Sea of Thieves”, the player doesn’t spend time micromanaging the different aspects of sailing in real-time. The ship becomes the player character.
That being said, you aren’t relegated to a single ship from start to end. That would be quite outrageous since you start off with a lowly dhow made of a few twigs and logs that barely stay intact. And one wouldn’t even dare go up against even the lowliest of ships from any of the megacorporations that control major chunks of the ocean. Imagine threatening a fully decked-out galley from your dhow. You’d probably be thrown to the sharks by your own crew before you could even dream of such silliness.
Coming back to the ship i.e. the player character, there are several to choose from, each with distinct attributes that cater to various playstyles, set in an expansive realm ripe for exploration and potential future expansions. If you’ve played Black Flag or even Assassin’s Creed Origins, you’ll get a good idea of how the ship controls could pan out. But it’s not that simple. You’ve got different types of weapons with varying ranges, ammo that shreds sails, sets the deck on fire or even heals your allies. There’s quite a bit to look forward to in Skull and Bones. You can read about the rest in our review soon.
The Role of Ubisoft Pune and Ubisoft Mumbai
With a massive global presence, Ubisoft games are often built out of collaborations between multiple studios. In the case of Skull and Bones, Ubisoft Pune and Ubisoft Mumbai played critical roles in bringing the game to life. While Ubisoft Singapore led the charge, the collective effort of over 11 Ubisoft studios worldwide, including the two Indian studios, underscored the game’s global development ethos.
Production
Ubisoft Pune, one of the game’s key contributors, showcased its versatility and expertise across various development facets. The studio’s production team was instrumental in enriching the game’s world, ensuring players remained engaged through a myriad of activities and challenges. This involved the creation of world events that players could encounter, job boards that offered new quests, and side contracts that added depth to the gameplay experience.
The Pune studio also helped with the development of the Photo mode. Lots of games have a photo mode feature built into the game that allows players to capture memories with the added capability of playing around with the camera angles and there’s the usual feature of overlaying filters. Ubisoft goes the extra mile and even has a global contest called Photo Mode Contest wherein they invite players to share their captures online. Winners get a studio tour of Ubisoft’s Montreal studio. You can find more details of the contest here – https://www.ubisoft.com/en-us/events/photomode.
Another aspect wherein the production team had a sizeable contribution is with regard to NPC animation. Lifelike movements of NPCs when in a crowd like when they’re on a ship hoisting the sails is one of the many instances where these efforts were focused. Then there is the range of expressive player emotes which is also part of the live-service aspect of the game. Moreover, the studio’s 3D Art team played a pivotal role in diversifying the game’s visual appeal. Pirate coves in different regions have different architectural styles. And then there’s an array of weapon and armour variations that players can forge and equip on their ships. This added to the game’s aesthetic diversity and takes away monotony.
Quality Control
While the creative helm resided with Ubisoft Singapore, the game’s development was a symphony of collaboration involving over 11 Ubisoft studios, including significant contributions from Ubisoft Pune and Ubisoft Mumbai. We were told that the Quality Control team in Pune took on a leadership role, orchestrating a comprehensive testing strategy that spanned five studios globally. The team was involved in running quality checks on a wide variety of aspects including but not limited to level progression, end-game dynamics, PvP and Co-op modes, and the intricacies of naval combat, supported by dedicated tech teams. The comprehensive testing phase included six insider programs, four technical tests, two closed betas, and an open beta, along with over 40 user tests conducted in Singapore to gather diverse gamer perspectives. Their work extended beyond the game’s launch, with ongoing tests and feedback implementations to enhance player experience continuously. Over 350 professionals, played integral roles in both the pre-launch content and the envisioned post-launch expansions, reflecting Ubisoft’s robust presence in India, with a workforce exceeding 1200 employees.
While the spotlight has been on Pune’s contributions, Ubisoft Mumbai also played a significant role in the game’s development. The Mumbai studio supported various development aspects, lending its expertise to ensure the game’s vision was fully realised. The collaborative nature of Ubisoft’s network of studios meant that Mumbai’s input was integral to the game’s holistic development, underscoring the collective effort that defines Ubisoft’s development philosophy.
Our visit to Ubisoft’s Pune studio allowed us to have a closer look at the intricate tapestry of creativity, expertise, and dedication that underpins a game’s development cycle. As players embark on their journeys across the treacherous waters of Skull and Bones, they are not just navigating a game but exploring a world shaped by the passion and ingenuity of an extraordinary team, some of which, we had the privilege to meet. As for how Skull and Bones turned out, you can read all about it in our review when that goes up.
Mithun Mohandas
Mithun Mohandas is an Indian technology journalist with 10 years of experience covering consumer technology. He is currently employed at Digit in the capacity of a Managing Editor. Mithun has a background in Computer Engineering and was an active member of the IEEE during his college days. He has a penchant for digging deep into unravelling what makes a device tick. If there's a transistor in it, Mithun's probably going to rip it apart till he finds it. At Digit, he covers processors, graphics cards, storage media, displays and networking devices aside from anything developer related. As an avid PC gamer, he prefers RTS and FPS titles, and can be quite competitive in a race to the finish line. He only gets consoles for the exclusives. He can be seen playing Valorant, World of Tanks, HITMAN and the occasional Age of Empires or being the voice behind hundreds of Digit videos. View Full Profile