The former creative director of one of gaming’s most influential stealth franchises, Splinter Cell, has suggested that advancements in lighting and shadow have made it more difficult than ever for the fans — and creators — of the genre.
In an interview with FRVR, Clint Hocking, who was creative director of 2005’s Tom Clancy’s Splinter Cell: Chaos Theory, talked candidly about how the more sophisticated development methods actually make it harder to create the shadows needed for stealth games.
“I actually think one of the difficulties with modern stealth games is that the sophistication in the rendering has made lighting so much more realistic,” Hocking said.
“When you think about those old school stealth games because of their baked lighting, the lighting is very clean and readable and very understandable for the player,” he added. “But once you get into this diffuse and ambient occlusion and all of the stuff that comes with it, it gets very hard to tell what’s light, what’s shadow, what’s dark, what’s safe, what’s dangerous and all of that stuff.”



