The veteran developer attributes the project’s struggles to the team’s lack of creative leadership experience.
The “AAAA” title Skull and Bones endured a notoriously long and turbulent development cycle, only to receive a lukewarm reception upon its eventual release. In a recent discussion with PC Gamer, Alex Hutchinson, the creative director of Assassin’s Creed III, shared his perspective on why this ambitious pirate epic failed to live up to its lofty promises.
Hutchinson noted how jarring it was to witness a game launch nearly 14 years later while fundamentally relying on the same naval combat mechanics he helped pioneer for the third mainline Assassin’s Creed.
The developer emphasized that creative concepts often have a finite shelf life and can lose their relevance over time:
Ubisoft Singapore was established in 2008 and had grown to roughly 300 employees by the time Skull and Bones was in full swing. Historically, the branch served as a support studio, assisting with every major Assassin’s Creed project since the second installment.
While Ubisoft occasionally deployed senior developers from its Canadian and French offices to provide guidance, Hutchinson described these internal transfers more as “working holidays” than intensive development pushes:
Despite the heavy criticism Skull and Bones faced upon its 2024 launch, Ubisoft continues to maintain the project, providing regular updates and seasonal content for its remaining player base.
Source: iXBT.games

