Title: Splinter Cell: Blacklist
Platform: XBOX 360, PS3, WiiU, PC
Genre: Stealth/Action
Engine: LEAD (Unreal 2.5)
Role: Graphic Designer
Genre: Stealth/Action
Engine: LEAD (Unreal 2.5)
Role: Graphic Designer
I was the sole dedicated presentation developer for the multiplayer portion of Splinter Cell: Blacklist. I worked for the entire production period of the project.
My responsibilities ranged in designing the entire multiplayer HUD, which included a separate Spy HUD and three different Merc HUDs; the menu design of the multiplayer specific load screens, scoreboard, killcam, after action report and spawn screen; I helped design key gameplay elements, like the killcam, and merc vision modes - working closely with game design and code for prototyping, implementation and optimization; and I contributed to the branding and marketing visuals of the game.
I was responsible in keeping the vision and direction of the presentation in-line with the single-player and co-op versions of the game which was being developed in a separate studio in Toronto.
I'm very proud of the work I've done in Splinter Cell: Blacklist, and of the work my colleagues have done in the Ubisoft Montreal, Toronto and Shanghai studios.
<end>