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Assassin's Creed Syndicate

Game7 documents

7 documents in the library are about Assassin's Creed Syndicate, from writers such as Ubisoft and Game Developers Conference, the newest from 2018. Each has a summary and key insights with the page they come from.

Assassin's Creed Syndicate cover

Assassin's Creed Syndicate is a third-person action-adventure stealth game set in London during the Industrial Revolution of 1868. Players control twin Assassins Jacob and Evie Frye, each with distinct abilities: Jacob specializes in brawling and close combat while Evie excels at stealth. Gameplay features open-world exploration of Victorian London using parkour, carriages, a rope launcher, and gang warfare mechanics. The city is divided into boroughs that players liberate from enemy control by completing missions and building their own street gang, the Rooks. Weapons include brass knuckles, revolvers, cane-swords, and kukri knives, all of which can be upgraded.

Released
Oct 23, 2015
Developer
Ubisoft Québec
Genres
Adventure
Platforms
Google Stadia, Xbox Series X|S, PlayStation 4, PC (Microsoft Windows), PlayStation 5, Xbox One

Game data from IGDB.com

Key figures

  • Assassin’s Creed Origins outperformed its predecessor, Assassin’s Creed Syndicate, by achieving a 100% increase in sales during a comparable launch window.

    Ubisoft, 2017 · Ubisoft First-Half 2017-18 Sales and Earnings Figures, p. 2

  • Management projects a 30% increase in sales for the second half of the fiscal year, supported by a pipeline of five major titles including Assassin’s Creed Syndicate and Tom Clancy’s The Division.

    Ubisoft, 2015 · Ubisoft H1 FY16 Earnings Presentation, p. 15

Documents about Assassin's Creed Syndicate

Cover of Waltzing with Blades: The Music of Assassin's Creed Syndicate
64 min
Game Developers Conference64 min

Waltzing with Blades: The Music of Assassin's Creed Syndicate

The musical direction for Assassin’s Creed Syndicate represents a deliberate departure from the franchise’s traditional, brooding orchestral scores in favor of a nimble, character-driven aesthetic.

  • The score utilized a modular, character-driven design featuring solo violin for Jacob and cello for Evie to provide real-time, reactive feedback based on player choices.
  • Production shifted from a traditional orchestral style to a Neo-Mendelssohn, chamber music framework to better reflect the sarcastic and intimate tone of Victorian London.
  • Technical implementation prioritized grid-based transitions to eliminate cross-fades, ensuring seamless audio continuity across gameplay, loading screens, and cinematics.
Game Developers ConferenceSep 2018
Cover of Assassin's Creed Syndicate: London Wasn't Built in a Day
50 min
Game Developers Conference50 min

Assassin's Creed Syndicate: London Wasn't Built in a Day

The development of Victorian London for Assassin’s Creed Syndicate represents a significant evolution in open-world production, shifting from rigid, grid-based design to a flexible, procedural toolset.

  • The development of Victorian London for Assassin’s Creed Syndicate required managing six square kilometers of urban space, featuring 80 kilometers of drivable streets and 8,000 unique structures.
  • The team transitioned from rigid, grid-based design to a modular architecture using standardized 3-meter and 0.5-meter components to enable rapid iteration.
  • To accommodate irregular street geometries, developers implemented adjustable building systems that allowed structures to slide or rotate, supported by a specialized street mesh generation system.
Game Developers ConferenceApr 2018
Cover of What Are You Driving At? Vehicle AI in Assassin's Creed Syndicate
30 min
Game Developers Conference30 min

What Are You Driving At? Vehicle AI in Assassin's Creed Syndicate

The implementation of vehicle artificial intelligence in Assassin’s Creed Syndicate was driven by the need to integrate dynamic, physics-based carriages into a world defined by parkour, stealth, and historical accuracy.

  • To integrate carriages into Assassin's Creed Syndicate, developers implemented 'navmesh patching,' which dynamically alters the navigation mesh by punching holes in it based on the vehicle's rigid body size to allow NPCs to interact with moving vehicles.
  • Due to the high computational cost of navmesh patching, the system was limited to updating only one vehicle per frame and prioritized patching based on the vehicle's proximity to the player.
  • The team utilized 'virtual vehicles'—fake entities existing in virtual space—to group NPCs by faction, allowing multiple NPCs to spawn with a single vehicle request rather than spawning individual vehicles for every enemy.
Game Developers ConferenceNov 2017
Cover of Ubisoft First-Half 2017-18 Sales and Earnings Figures
Financial report13 pages

Ubisoft First-Half 2017-18 Sales and Earnings Figures

Ubisoft’s financial results for the first half of the 2017-18 fiscal year demonstrate a significant period of growth and operational improvement.

  • Ubisoft achieved €466.2 million in sales for the first half of fiscal year 2017-18, representing a 65.7% increase over the previous year.
  • Non-IFRS operating income reached €3.1 million, marking a significant turnaround from the €61.8 million operating loss reported in the first half of 2016-17.
  • Digital revenue grew by 69.1% to €342.6 million, while Player Recurring Investment—covering DLC, season passes, and subscriptions—surged by 82.9%.
UbisoftNov 2017
Cover of Ubisoft Reports Third-Quarter 2015-16 Sales
Financial report5 pages

Ubisoft Reports Third-Quarter 2015-16 Sales

Ubisoft’s third-quarter fiscal 2015-16 results highlight a strategic pivot toward long-term player engagement and digital revenue growth.

  • Ubisoft is pausing the annual release cycle of the Assassin's Creed franchise to focus on creative revitalization.
  • The company revised its full-year 2015-16 sales target to €1,360 million and set a fiscal 2016-17 sales target of €1,700 million.
  • Digital revenue grew to represent 27% of total sales for the first nine months of fiscal 2015-16, while back-catalog sales increased by 42.6%.
UbisoftFeb 2016
Cover of Ubisoft H1 FY16 Earnings Presentation
Financial report27 pages

Ubisoft H1 FY16 Earnings Presentation

The Ubisoft H1 FY16 earnings presentation outlines the company’s strategic shift toward digital expansion, multiplayer engagement, and the dominance of open-world franchises.

  • Ubisoft generated 207 million euros in H1 FY16 sales, with digital revenue accounting for 48% of that total.
  • Back-catalog performance grew by 53% to 184 million euros, serving as a key driver during a period that saw a 108 million euro non-IFRS operating loss.
  • The company’s market share in the open-world genre nearly doubled, rising from 16% in 2008 to 30% in 2014.
UbisoftNov 2015
Cover of Ubisoft Reports First Quarter 2015-16 Sales
Financial report4 pages

Ubisoft Reports First Quarter 2015-16 Sales

Ubisoft’s first-quarter sales for fiscal year 2015-16 reached €96.6 million, exceeding the company’s initial target of €80 million.

  • Ubisoft’s Q1 2015-16 sales reached €96.6 million, exceeding the initial €80 million target despite a 73.2% year-over-year decline caused by the absence of a major launch comparable to the previous year's Watch_Dogs.
  • Digital revenue grew significantly to account for 56% of total sales, up from 23.2% in the same period last year.
  • Back-catalog sales increased by 59.3%, driven by sustained demand for Assassin's Creed Unity, Far Cry 4, The Crew, and Watch_Dogs.
UbisoftJul 2015

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