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Former Splinter Cell Creative Director Says Modern Graphics Tech Is Causing Problems for Stealth Games

by 21 May 2026075
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The previous inventive director of one in all gaming’s most influential stealth franchises, Splinter Cell, has urged that developments in lighting and shadow have made it harder than ever for the followers — and creators — of the style.

In an interview with FRVR, Clint Hocking, who was inventive director of 2005’s Tom Clancy’s Splinter Cell: Chaos Concept, talked candidly about how the extra subtle improvement strategies truly make it more durable to create the shadows wanted for stealth video games.

“I truly assume one of many difficulties with trendy stealth video games is that the sophistication within the rendering has made lighting a lot extra life like,” Hocking stated.

“When you concentrate on these old-fashioned stealth video games due to their baked lighting, the lighting may be very clear and readable and really comprehensible for the participant,” he added. “However when you get into this diffuse and ambient occlusion and all the stuff that comes with it, it will get very exhausting to inform what’s mild, what’s shadow, what’s darkish, what’s secure, what’s harmful and all of that stuff.”

The issue, Hocking stated, is that life like lighting programs, corresponding to course, will be troublesome to handle when a lot of the gameplay requires gamers to huddle in shadowy corners.

“A part of it is usually simply lighting course,” Hocking stated. “If you go and see a play on a stage, the lighting is usually tremendous dramatic. So, you are able to do it with actual lights. It’s simply that, you already know, these locations are sometimes lit to be very life like and never lit to be aesthetic [for the purposes of] stealth gameplay.”

It is a “robust bridge to cross,” Hocking added, particularly as “individuals within the business spent 20 years of their profession serious about methods to make issues look extra life like.”

Ubisoft just lately insisted its long-awaited Splinter Cell remake stays in improvement regardless of layoffs on the studio engaged on the venture. 40 jobs had been lower at Ubisoft Toronto, the corporate introduced in February, as a part of the continuing push to chop prices that has seen hundreds of staff depart over the previous few years. In a press release despatched to IGN, Ubisoft stated that work on Splinter Cell was unaffected by the redundancies.

The sport itself stays firmly below wraps with none form of launch window. Nonetheless, some optimistic information emerged late final yr — when the remake’s unique director David Grivel introduced he had returned to recommence his function after leaving Ubisoft in 2022. Here is hoping extra emerges from the shadows quickly.

As for Clint Hocking, he left Ubisoft in February having led work on Murderer’s Creed Hexe, the upcoming entry in Ubisoft’s flagship sequence that is set to characteristic a witchcraft vibe.

Vikki Blake is a reporter for IGN, in addition to a critic, columnist, and guide with 15+ years expertise working with a few of the world’s greatest gaming websites and publications. She’s additionally a Guardian, Spartan, Silent Hillian, Legend, and perpetually Excessive Chaos. Discover her at BlueSky.

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