
Part of Assassin’s Creed III’s ample appeal lies in its fastidious recreation of Revolutionary War-era America, a time of great uncertainty and even greater promise. Developer Ubisoft Montreal has gone to considerable lengths to accurately recreate historic locations across the U.S. Eastern Seaboard, referring to era maps and historians in order to bolster the game’s authenticity.
We recently spoke with lead designer Steve Masters and creative director Alex Hutchinson to learn more about the game’s slavish attention to detail in recreating late 18th century colonial America. Enjoy!
“In Boston, you’ll see a lot of places you could see today, from the old statehouse to Fenway Market to a pub called the Green Dragon Tavern. Using maps from the era, we recreated Boston at a 1:3 scale, including a lot of the surrounding countryside with towns like Lexington and Concord.”“One of the most challenging things with a city like Boston is the road layout. There are a couple of big, straight streets that our tech really was not set up for, so we had to create a lot of new tech to populate those big streets with people and make sure that can see them way out into the distance.”
– Steve Masters, Lead Designer, Assassin’s Creed III
“There was also the big question, what’s going to be an interesting landmark to climb? Take the architecture of houses of this era — roofs had a pretty steep pitch, and that’s something we wanted to represent in the game. But changing the architecture meant we had to adjust the way the character plants his foot. Supporting fighting on this steep sloped terrain…it was all stuff that was new for us, and really challenging. It just took a lot of care and time.”

“You’ll go to Valley Forge, you’ll go to Bunker Hill…There are a wide variety of environments you’ll encounter, from pine forests to swamplands to rolling plains and old-growth forests. You’ll see bears fishing the river, wolves howling on a cliff, bobcats sunning themselves…”

