“Argentines have a plus to create video games”

Pablo Toscano’s career does not differ much from the professionals who had to emigrate from the post-2001 country. His path within the fast-paced videogame industry began with his work for Sitio.com within the company’s 3D department. After finishing his studies, in 2003, he bet on his knowledge and traveled to Quebec, the French part of Canada, where he started working in a newly formed company called Frima Studio. He was the first employee of a company that currently has 400 people.

“In Argentina there is a way to access technical knowledge that is very good, added to our ability to solve problems, the typical ‘things have to be fixed as is’. This creates a kind of good resource for a company that wants to develop technology. I mixed a little what I knew technically, with my training as a master of the work and the part of 3D that I learned with architecture and with this first experience on the Site.com. Later, I wanted to know what possibilities I had in Canada, “he clarifies.

“The Frima Estudio allowed me to add the artistic part to all the technical things I had already developed. There I learned a lot of animation. That’s when I say that the stars align. I had the dream of working at Ubisoft. One day, when I left my job, I saw a huge crane that lifted the Ubisoft logo in front of my work. I said to myself ‘I’m going to end up working in this company’. Then I applied and started working as a 3D animator. “

After several years in a small company, in 2006 he got the opportunity to play in the big leagues: he joined the newly formed Ubisoft Quebec in the position of Lead Animatoren where he took part in important games like Rainbow Six: Critical Hour, Splinter Cell Double Agent (PS2 / Xbox) and Prince of Persia: Sand of Time.

“As an Argentine we have a characteristic that when there is a problem we put the shoulder and in that sense we find the solution. In fact, I love solving problems. Being able to coordinate a machinery as big as the one behind Assassin’s Creed Odyssey was a challenge: 800 people worked in the game for three and a half years. In that sense, having many things in your head and solving problems is very typical of us, “he says.

Finally in 2008 he got promoted to the position he currently holds as technical director of animation and where he was involved in the popular titles of the series Assassin’s Creed that produced the study. Among those who found Assassin’s Brotherhood, Assassin’s Creed 3, Assassin’s Creed Black Flag, Assassin’s Creed Syndicate and the recent Assassin’s Creed Odyssey.

This last and most important game of the franchise, is developed in ancient Greece in 431 BC. The heroes are brothers Alexio and Kassandra, who will evolve like a misthios (mercenary) leading a team of soldiers with the mission to conquer Greece.

“When the creative director announced that we were going to do the game in ancient Greece he told us ‘the city that we are going to make legendarily was believed to be made by the gods’. Beyond the challenge, as we usually say, it was the kid’s dream to be able to achieve this universe by the amount of architectural works, monuments and sculptures “.