Arka Evren
Assassin's Creed

GAME · 2007

Assassin's Creed

Platforms
PlayStation 3, Microsoft Windows

47 archived facts 5 topics 2 sources Last reviewed Sep 2026

  • Assassin's Creed — production image

All facts (47)

  1. #001

    Altair's Arabic given name means "Flying one" or "Bird of Prey", while his surname ibn La-Ahad means "Son of No-one".

    INTERESTING FACTS · SOURCED

  2. #002

    Development of Assassin's Creed began in January 2004, when Patrice Désilets was instructed to start work on the next Prince of Persia game after finishing Prince of Persia: The Sands of Time near the end of 2003.

    PRODUCTION STORY · SOURCED

  3. #003

    As a joke, the game's designers hid an image of Optimus Prime (Transformers) as an easter egg on some buildings. The image appears as two boarded-up windows above a three-shuttered window, and can be seen on many buildings in more than one city.

    EASTER EGGS & REFERENCES · SOURCED

  4. #004

    Assassin's Creed was initially developed as a PlayStation 2 title with the same linear approach as The Sands of Time, because Microsoft and Sony had not yet revealed their next consoles.

    PRODUCTION STORY · SOURCED

  5. #005
    Contains a major spoiler — show

    Contrary to popular belief, Lucy Stillman only bends her ring finger backward to reveal that she is an Assassin; her finger is not missing.

    INTERESTING FACTS · SOURCED

  6. #006

    By September 2004, as more details emerged about the capabilities of the next-generation consoles, Patrice Désilets' team considered expanding the Prince of Persia acrobatic gameplay into an open world suited to the newer systems.

    PRODUCTION STORY · SOURCED

  7. #007

    Assassin's Creed began development under the working title Prince of Persia: Assassin, also referred to as Prince of Persia: Assassins. The project drew inspiration from the life of Hassan-i Sabbah and made heavy use of Vladimir Bartol's novel Alamut.

    PRODUCTION STORY · SOURCED

  8. #008

    At the start of the game Altair is 26 years old, the same age as Desmond Miles.

    INTERESTING FACTS · SOURCED

  9. #009

    The game originally included a crossbow for ranged attacks, but Ubisoft removed it because playtesters preferred ranged attacks over close combat, and to make the game more challenging. It was also removed because it was historically inaccurate. Although the crossbow is no longer in the game, evidence of its presence remains in the opening trailer, where Altair carries it on his back along with a quiver of arrows.

    INTERESTING FACTS · SOURCED

  10. #010

    The Assassin character in Assassin's Creed was developed iteratively across the game's three-year development period.

    PRODUCTION STORY · SOURCED

  11. #011

    For Assassin's Creed, the team had a rough idea from Alamut and other historical works that the character wore all-white robes with a red belt, but still had to work out how to detail this in the game.

    BEHIND THE SCENES · SOURCED

  12. #012

    It was originally conceived as a Prince of Persia spin-off titled Prince of Persia: Assassin, in which you played as the Prince's bodyguard during his childhood. UbiSoft disliked the idea of a Prince of Persia game in which you do not play as the Prince, so the game was turned into a new IP instead.

    INTERESTING FACTS · SOURCED

  13. #013

    An early concept sketch by animator Khai Nguyen proposed a bird-of-prey motif that the Assassin's Creed team embraced, leading to the name Altaïr, Arabic for "bird of prey", and extensive eagle imagery tied to the Assassins.

    PRODUCTION STORY · SOURCED

  14. #014

    Lucy Stillman was designed to resemble Kristen Bell, the actress who voices her.

    INTERESTING FACTS · SOURCED

  15. #015

    Altaïr was conceived as a heroic figure with a rough edge, and the artist drew on the G.I. Joe character Storm Shadow, a similarly skilled hero, for elements of his design.

    CHARACTERS & CAST · SOURCED

  16. #016

    Before composing the music for Assassin's Creed, composer Jesper Kyd worked on Eidos Software's Hitman video game series, which features an assassin as its main character.

    INTERESTING FACTS · SOURCED

  17. #017

    Because rendering long flowing robes was impossible on the newer hardware, the Assassin's Creed team shortened Altaïr's robe and gave it a more feathered look that echoed the bird-of-prey imagery.

    BEHIND THE SCENES · SOURCED

  18. #018

    There is a star named Altair.

    INTERESTING FACTS · SOURCED

  19. #019

    The Assassin's Creed team traded realism for playability, making Altaïr's parkour moves believable while allowing maneuvers that would be impossible in real life; leaps of faith into hay piles and hiding in hay to evade guards were borrowed from Hollywood films, and Désilets noted that Alamut described similar actions by the Assassins.

    BEHIND THE SCENES · SOURCED

  20. #020

    Before he was kidnapped, Desmond's profession was bartending.

    INTERESTING FACTS · SOURCED

  21. #021

    It was originally going to be a Prince of Persia game.

    INTERESTING FACTS · SOURCED

  22. #022

    The Assassin's Creed team initially found it humorous that everyone would fight over an apple, but their research changed that view. They found many medieval paintings in which royalty and other leaders held spherical objects similar to a globus cruciger, representing power and control.

    PRODUCTION STORY · SOURCED

  23. #023

    The Assassin's Creed team recognized that an artifact named the Apple of Eden would fit well into the concept of spherical objects symbolizing power and control.

    PRODUCTION STORY · SOURCED

  24. #024

    The Animus concept in Assassin's Creed emerged after the development team chose to center the game on the Assassins, with the team reasoning that players would move through multiple cities and possibly revisit assassinations spanning a thousand years, including John F. Kennedy's.

    PRODUCTION STORY · SOURCED

  25. #025

    Désilets compared the Animus to the storytelling device established in The Sands of Time, where the game is framed as a story told by the Prince and a player-character death is treated as a mistelling that lets the player back up and retry a segment.

    PRODUCTION STORY · SOURCED

  26. #026

    Ubisoft's marketing was not keen on the Animus idea for Assassin's Creed, believing players would be confused and disappointed that the game was not a truly medieval experience; the first trailer at the 2006 Electronic Entertainment Expo therefore focused heavily on medieval elements, while later marketing closer to release hinted more directly at the science fiction elements.

    BEHIND THE SCENES · SOURCED

  27. #027

    Assassin's Creed had a marketing budget of $10 million, equivalent to $16 million in 2025.

    PRODUCTION STORY · SOURCED

  28. #028

    Assassin's Creed began as an effort to expand several systems from Prince of Persia into an open world concept, developed by a team of 20 at Ubisoft Montreal.

    PRODUCTION STORY · SOURCED

  29. #029

    A new next-generation engine called Scimitar was built to support the open world of Assassin's Creed, taking about two years to complete; the team used the Sands of Time engine during development. Scimitar was eventually renamed AnvilNext and was used for most later Assassin's Creed games and other Ubisoft titles.

    PRODUCTION STORY · SOURCED

  30. #030

    Programmer Richard Dumas and animator Alex Drouin, who had previously worked together on the same elements in Sands of Time, were largely responsible for making wall-climbing more fluid and smoothing other animation sequences in Assassin's Creed.

    BEHIND THE SCENES · SOURCED

  31. #031

    For Assassin's Creed, level designers and artists recreating historical structures collaborated so that nearly every building could be climbed while retaining its historical appearance, helping give players a sense of freedom that originated from the success of the Grand Theft Auto series.

    PRODUCTION STORY · SOURCED

  32. #032

    For Assassin's Creed, the developers built cities that felt realistic and accurate to historical information while still giving the player full freedom to climb and explore, in contrast to the predefined level paths of Prince of Persia.

    PRODUCTION STORY · SOURCED

  33. #033

    Outside of special buildings, the Assassin's Creed team crafted its cities like Lego bricks, then made a second pass to smooth out their shapes to aid pathfinding and other facets of the enemy artificial intelligence.

    PRODUCTION STORY · SOURCED

  34. #034

    To encourage exploration in Assassin's Creed, the developers added viewpoint towers that reveal parts of the map, drawing on the landmark towers such cities historically had and turning them into points of interest and challenges that drive players to climb them.

    PRODUCTION STORY · SOURCED

  35. #035

    For Assassin's Creed, the developers used simple animations made in Adobe Flash to lay out the fundamentals of the actions they wanted, then crafted levels and missions around those, balancing player freedom with specific moments they wanted players to experience.

    PRODUCTION STORY · SOURCED

  36. #036

    The presence of crowds in Assassin's Creed led to the concept of social stealth, in which the main character could hide in plain sight as well as stay out of view on rooftops.

    PRODUCTION STORY · SOURCED

  37. #037

    This puppet-like control concept in Assassin's Creed resulted in high- and low-profile actions in gameplay, which partly conveyed the character's emotions and let the player keep controlling the character during cutscenes.

    PRODUCTION STORY · SOURCED

  38. #038

    Jade Raymond joined Assassin's Creed in late 2004 as its producer, contributing to the growth of the team and the direction of the game.

    PRODUCTION STORY · SOURCED

  39. #039

    Assassin's Creed's core gameplay was finished in nine to twelve months, and roughly another year was spent refining it before the game was shown to Ubisoft executives in Paris.

    PRODUCTION STORY · SOURCED

  40. #040

    Ubisoft's management wanted another Prince of Persia title and objected to a game bearing that name without the Prince as lead, while the development team argued that new-generation consoles allowed them to create a new intellectual property; around the 2006 Game Developers Conference, Ubisoft's marketing team proposed the name Assassin's Creed, which Désilets felt matched the themes they had been developing, including the Assassin creed that "nothing is true; everything is permitted".

    PRODUCTION STORY · SOURCED

  41. #041

    After the 2006 E3 presentation and the game's name change to Assassin's Creed, the Ubisoft Montreal team expanded to support the final year of development, reaching up to 150 people by the end of the process.

    PRODUCTION STORY · SOURCED

  42. #042

    Assassin's Creed's development team gained members who had just completed work on Prince of Persia: The Two Thrones.

    PRODUCTION STORY · SOURCED

  43. #043

    Former staff recently let go from Gameloft, another publisher owned by Ubisoft co-founder Michel Guillemot, also joined the Assassin's Creed team.

    PRODUCTION STORY · SOURCED

  44. #044

    According to Charles Randall, the lead AI developer for Assassin's Creed's combat systems, the game was initially built only around the main missions of assassinating the main targets and contained no side quests.

    PRODUCTION STORY · SOURCED

  45. #045

    Roughly five days before the final software version of Assassin's Creed was due to be sent for mass production, the team was contacted by their CEO, who said his son had played the game and found it boring and instructed them to add side quests.

    PRODUCTION STORY · SOURCED

  46. #046

    The Assassin's Creed team spent the following five days hastily adding the collecting side quests to give the game more depth and working to ensure they were bug-free in time for the mass production deadline.

    PRODUCTION STORY · SOURCED

  47. #047

    Although a few noted bugs remained in Assassin's Creed, the team otherwise met its mass production target.

    PRODUCTION STORY · SOURCED

Sources & editorial notes

Sources for the entries on this page

  1. IMDb IMDb kaydıDatabase
  2. Wikipedia Assassin's Creed (video game) — WikipediaEncyclopedia · accessed 17 Sep 2026

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