Video: The tools used to design Rayman Legends

In this 2014 GDC session Ubisoft Montpellier's Chris McEntee describes the design team's approach to creating the worlds of Rayman Legends.

Rayman Legends owes a lot of its success to the UbiArt Framework, an engine originally developed for the game's predecessor, Rayman Origins. Originally created to bridge the gap between clear artistic vision and gameplay direction, the tool has evolved into a smoother way of working for artists and designers.

In this 2014 GDC session, Ubisoft Montpellier's Chris McEntee describes the design team's approach to creating the worlds of Rayman Legends, and discusses the strengths and weaknesses of the UbiArt Framework.

McEntee also goes into length about the UbiArt engine's role in improving prototyping and level design pre-production processes. Through the aid of case studies and in-engine demonstration videos, he highlights a few of the key features that allowed designers to work at a rapid pace.

Designers who are curious about the development of Rayman Legends can now watch the talk completely free via the official GDC YouTube channel!

About the GDC Vault

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

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