![]() We discussed his and Ubisoft’s process for cultural accuracy and respect of Islam, how that functioned in the game’s sound design as it pertains to the Muslim Call to Prayer, and the scientific breakthroughs made during Islam’s Golden Age. To understand more about the thoughts that went into depicting Islam in Assassin’s Creed: Mirage, we sat down with Mohammed Aleman, Ubisoft’s localization and cultural consultant on the game. The Silk Road spanned all of Asia, North Africa, and beyond, and the religions across the regions. While Islam is the main religion depicted in Mirage, other religious minorities like Christians also appear in the city, as Baghdad was a highly diverse city as well at the center of trade. Islam is gracefully designed into the fabric of Assassin’s Creed: Mirage, from our Muslim protagonist Basim Ibn Ishaq, to various members of his society, to sprawling Masjids, architecture, and art covering 9th Century Abbasid Baghdad. For one of the region’s most prominent religions, Islam, the game offers Muslim and non-Muslim players worldwide not only positive Muslim representation, but the depiction of an entire Islamic civilization. "Authenticity being part of Assassin's Creed DNA, the team really wanted to ensure to the best of their abilities that the game is not just authentic, but also respectful."Īssassin’s Creed: Mirage has offered a luminous example of how Muslim representation can be, along with its Arab, Persian, and broader SWANA representation. This deep dive describes, in thorough technical detail, how they organized and pulled it off, including five key takeaways about the process from author and senior developer Philipp Wittershagen. But the save system they created for the games, one that uniquely allows and even designs for save scumming, will live on. The studio behind Shadow Gambit: The Cursed Crew, Mimimi Games, sadly is no more. What's so special about yours?" Let me give you a short introduction to the stealth-strategy genre and what special demands it places on a save system, after which I'll describe how our system works, how we tackled the requirements, and how we optimized it all for production." ![]() ![]() You might think, "Most games have a save system. Though many things were optimized later on, the architecture of the save system was defined by then and was therefore influenced by the small team size and a requirement to be ultra-efficient. "The groundwork for the later titles was laid by a very small development department of four people at the time of creating Shadow Tactics.
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