P11

Eidos Montréal

P11 was an AAA game developed by Eidos Montréal. It was meant to be a single-player, story-driven experience. Development started on Unreal Engine 4 before the project was migrated to Unreal Engine 5, a transition I lived through firsthand, with all the technical challenges that come with it.

I spent four and a half years on P11 as a Tools Developer. It was my introduction to the professional AAA industry, and the project on which I grew from intern, to junior, and finally to intermediate developer.

My role

My work on P11 was very versatile, but mostly centered on in-engine tools for Unreal. My goal was simple: make the lives of the content creators easier, whether they were level designers, environment artists, tech artists or FX artists, so they could spend less time fighting the editor and more time building the game.

Tools I owned

Beyond Unreal

I was also part of the team that developed a web-based tool, a kind of "Google Maps" for the game's world. It displayed a wide range of information on top of the map, such as activity heatmaps, points of interest (POI) and player movements, giving the team a clear, data-driven overview of the world and how it was being played. Building it with web technologies made it easily accessible to anyone: it could be used straight from a browser, without needing a development environment set up and running.

What I take away from it

Even though P11 never saw the light of day, it remains the project that shaped me as a game developer and tools developer. It taught me how to work within a large AAA team, how to build tools that real users depend on every day, and how to handle the complexity of a major engine upgrade in the middle of production. I am proud of the work we accomplished, even if the world will never get to see it.