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When a designer pushes the Build button on the Anvil editor, everything (including all the in-game objects, all graphical scripts, etc.) are serialized into an image which is then run by Scimitar. The designers create scripts using the Anvil editor. The game engine supports a graphical scripting language used by the game designers to script out each in-game sequence. This game editor is a graphical UI for the game designers to design each level by dragging and dropping in game elements (like the towers that fire at your ship, or platform for the assassin to climb onto, etc.). The main game editor, internally also called Anvil (confusing, I know), is coded in C#. At the time I was at Ubisoft (which is 2013), they were developing a programming language with syntax similar to C# with many more extensions useful for game development (built-in support for writing state machines, partial class definition in multiple files) but with semantics from C++ (zero cost abstractions, etc.) and they were looking into integrating that language with Anvil. The game engine, which is externally marketed as Anvil(next) but is called Scimitar internally, for Assassin's Creed is coded mainly in C++.
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