Welcome
I’m Jacob Matikainen, and I’ve been lucky enough to work at Ubisoft for over 8 years. I have worked on 2 shipped titles, several that are still cooking away and multiple live service content updates.
Welcome to my portfolio.
Projects
The last few years I’ve been working on yet-to-be announced titles, so I won’t be spilling the beans here. But my shipped work includes; Far Cry 6: Lost Between Worlds a fun, wacky DLC the team put together as a final hurrah to Far Cry 6 and Watch Dogs Legion where I worked on multiplayer missions and the Legion of the Dead DLC.
Far Cry 6: Lost Between Worlds
I designed and built the Dying Shard Trial, our main philosophy with this project was to build the most interesting fun bite sized missions we could. We were given a theme to jump off from. Charge/Discharge was my theme and so from the beginning I had it in my head that it would essentially be a time trial race. Since it was a sort of race, I wanted the player to have interesting spaces to have to get through. Parkour being a focus along with combat to challenge the player and slow them down.
To this day, this was one of my favourite missions and levels that I’ve built. The development cycle was smooth and I executed my initial vision almost completely. It’s one of those things you got to have fun building and also playing.
Watch Dogs Legion
My first AAA release. I worked as a mission QC for just over a year on this project before becoming a multiplayer mission designer on the project. The multiplayer team was small, with only a handful of us on the mission team. Due to engine limitations we had only a few tools in our proverbial toolbelt to work with. There was very little we could make completely new for multiplayer. This meant we had to remix and refactor as much as we could.
I had so much fun pushing the tools at our disposal to their limits; AI difficulty and numbers, mission beats and complexity, the spaces themselves (we couldn’t change physical spaces at all). All while trying to come up with or do things that weren’t really done in the singleplayer game.
This work culminated in the Legion of the Dead DLC, another highlight for my development. We prototyped it in a matter of weeks with tools that borderline didn’t exist, we broke almost every rule we were told could not be broken in the engine. It was fun and challenging, as a mission designer I had to find pathways that would be interesting for the players to traverse through a zombie infested London.





