
It’s an ice-cold late winter’s morning in Canada, but the offices of Ubisoft Quebec are ablaze with excitement.
The Ubisoft team is preparing the release of Assassin’s Creed Shadows, the 14th main entry in the series and an evolution for the franchise in nearly every detail. It’s set in feudal 16th-century Japan, a rich and elegant period that’s been long sought-after by fans and Ubisoft team members alike. It introduces a pair of fierce protagonists: Yasuke, a powerful warrior of African origin, and Naoe, an agile Shinobi assassin, both brought to life with attention to historical accuracy. Its world feels alive with an ever-changing dynamism that’s apparent in everything from the shifting weather to the rotating seasons to the magical interplay of light and shadow.
And what’s more, it’s set to release on Mac the same day it arrives on PCs and consoles.
“It’s been a longtime dream to bring the game to Mac,” says Ubisoft executive producer Marc-Alexis Côté, who debuted the game on Mac during the WWDC24 Keynote. “It’s incredible that I can now open a MacBook Pro and get this level of immersion.” Shadows will also be coming later to iPad with M-series chips.

Naoe, one of the game’s two protagonists, is an agile assassin who’s at her best when striking from the shadows.
Today marks one of the first times that the gaming community will get its hands on Shadows, and to celebrate the occasion, the Ubisoft offices — a mix of cozy chalet-worthy reclaimed wood and wide-open windows that afford a view of snowy Quebec City rooftops — have been reskinned with an Assassin’s Creed theme, including a display that emphasizes the heft of Yasuke’s weapons, especially an imposing-looking 13-pound model of the character’s sword. (On this day, the display is hosted by associate game director Simon Lemay-Comtois, who appears quite capable of wielding it.)
Download Assassin's Creed Shadows from the Mac App Store
Côté calls Shadows his team’s “most ambitious” game. In crafting the game’s expansive world, Ubisoft’s development team took advantage of an array of advanced Mac technologies: Metal 3 (working in concert with Ubisoft’s next-generation Anvil engine), Apple silicon, and a mix of HDR support and real-time ray tracing on Macs with M3 and M4 that Côté says was “transformative” in creating the game’s immersion.
It’s been a longtime dream to bring the game to Mac.
Marc-Alexis Côté, Ubisoft executive producer
“Seeing those millions of lines of code work natively on a Mac was a feeling that’s hard to describe,” Côté says. “When you look at the game’s performance, the curve Apple is on with successive improvements to the M-series chips year after year, and the way the game looks on an HDR screen, you’re like, ‘Is this real?’”
Assassin’s Creed Shadows is a balance of the technical and creative. For the former, associate technical director Mathieu Belanger says the capabilities of Mac laid the groundwork for technical success. “The architecture of the hardware is so well done, thanks in part to the unified memory between the GPU and CPU. That made us think the future is bright for gaming on the platform. So many things about doing this on Mac were great right out of the box.”

Naoe’s counterpart, Yasuke, prefers the use of brute force.
On the creative side, Ubisoft creative director Jonathan Dumont focused on a different opportunity. “The important thing was: Does this feel right? Is it what we want to send to players? And the answer was yes.”
The creative team’s goal was nothing short of “making this world feel alive,