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Former Assassin’s Creed, Watch Dogs Director Likens Large-Scale Game Development to Working With ‘Flaming Barrels Falling Down From a Construction Site’, Months After Parting Ways With Ubisoft

July 23, 2026
in Xbox
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Watch Canine and Splinter Cell growth veteran Clint Hocking has described the expertise of main a big group inside Ubisoft as like working whereas “flaming barrels [are] falling down from a development website,” akin to a scene from the arcade recreation Donkey Kong.Hocking made the remark as a part of a prolonged dialogue about how his position modified as growth group sizes grew, main him to really feel much less efficient whereas main Ubisoft’s multi-studio effort on Watch Canine Legion. Hocking and Ubisoft parted methods abruptly earlier this 12 months amid a reshuffle on the high of the writer’s prized Murderer’s Creed model, regardless of being in the midst of main growth on Murderer’s Creed Hexe. The franchise’s subsequent blockbuster, Hexe is known to nonetheless be on track to reach in 2027.”On [Splinter Cell] Chaos Principle, I might simply stroll over to the desk of the one who was making a factor, and sit down with them and discuss to them about what they’re doing,” Hocking recalled, talking by way of the FRVR podcast.”We may have a dialog,” he continued, suggesting a situation the place he was in a position to supply granular enter comparable to the position of a particular gentle supply to raised information participant motion.Watch Canine: Legion Official Screenshots”However on an enormous recreation with 1,000 folks, you go into a gathering to evaluation some piece of content material — some quest, say, or some location — and there is 30 folks within the assembly,” Hocking continued. “Administrators and producers and undertaking managers, and fairly often even the extent designer who constructed it is not even within the assembly.”And it is like, ‘the place’s the one who labored on this?’ ‘Ah, they’re engaged on the factor they should do for his or her subsequent assembly. However don’t be concerned we’ll take notes and put it in Jira for them.’ So there’s folks there writing down what you say, making duties of it. “Then you definately end the evaluation, you say, ‘OK, when are we going to see the iterations and the enhancements we talked about?’ And so they’re like, ‘Properly… so it may be six weeks earlier than we see an iteration on this as a result of the one who must do the iteration is engaged on this [other thing].’ Then, by the point you get again there six weeks later, perhaps the entire context is totally different. It fairly often looks like… you recognize these flaming barrels that Donkey Kong throws down at you? Fairly often recreation growth looks like this stream of burning barrels falling down from a development website.”Hocking initially joined Ubisoft to work on the legendary 2002 stealth motion journey Tom Clancy’s Splinter Cell, which he contributed to as a designer and scriptwriter. Hocking then served as inventive director on its follow-up, Splinter Cell: Chaos Principle, earlier than holding the identical position on Far Cry 2.Throughout a interval away from Ubisoft, Hocking served years at LucasArts, Valve, and Amazon. Hocking then returned to Ubisoft to serve as soon as once more as a inventive director, this time on Watch Canine: Legion, which launched in 2020 to a combined response. Following that, Hocking moved over to Murderer’s Creed, and had been main work on Hexe out of the corporate’s Montreal studio. Legion stays Hocking’s solely shipped title since Far Cry 2 again in 2008.Hocking’s position main Murderer’s Creed Hexe has now been taken up by Jean Guesdon, the Murderer’s Creed franchise’s Head of Content material, who’s seen as a gentle and expertise hand with a prolonged monitor file engaged on quite a few titles within the sequence. Picture by ROBYN BECK/AFP by way of Getty Pictures.Tom Phillips is IGN’s Information Editor. You may attain Tom at tom_phillips@ign.com or discover him on Bluesky @tomphillipseg.bsky.social



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