The Making of ‘Splinter Cell: Blacklist’

Published on Sep 15 2013 // Behind The Scenes, Movies

Ubisoft Entertainment is the World’s third largest Video Game Publisher and Developer. Their HQ is in France, but they have a worldwide presence, the largest being Ubisoft Montreal in Canada, which employs roughly 2,100 people. Over a period of 26 years they’ve created unforgettable classics that have immersed players in hours and hours of exciting gameplay thru games like – Assassin’s Creed, Devil May Cry, Mist, Prince of Persia, Far Cry and Resident Evil along with other Tom Clancy’s Titles (Ghost Recon, Rainbow Six).


Tom Clancy’s Splinter Cell: Blacklist is an action-adventure stealth game published by the Toronto Studio of Ubisoft. It is the sixth installment of Tom Clancy’s Splinter Cell series and is the direct sequel to Splinter Cell: Conviction. Besides maintaining the standard set by previous games, Blacklist introduces a new gameplay mechanic called Killing in Motion, allowing the player to highlight targets and take them out in quick succession while on the run. Here’s a two part making-of video brought to us by Autodesk, showcasing the extensive amount of work that went into bringing this Awesome game to players.

Part 1 – User Interface Design – Here the makers of the game talk about using tools like 3DS Max, MotionBuilder and Scaleform, to take the latest generation of Splinter Cell to the next level.

Part 2 – Animating Characters – In this video the designers discuss the process and tools they used to create the most realistic Sam Fisher to date. Combined with full motion and facial capture, Ubisoft used a pipeline including Autodesk 3ds Max and MotionBuilder to ensure that the game’s characters move fluidly no matter how acrobatic the player wants to be.​


Author - Abhijit Roy, India

Source – Autodesk (

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