LmCast :: Stay tuned in

Splinter Cell veteran says realistic modern lighting has screwed up stealth game

Recorded: May 27, 2026, 6:01 a.m.

Original Summarized

Splinter Cell veteran says realistic modern lighting has screwed up stealth games: "it gets very hard to tell what’s light, what’s shadow, what’s dark, what’s safe" | Rock Paper Shotgun

Skip to main content

Subnautica 2 Databank entries

Best Minecraft seeds 26.1

Hollow Knight Silksong walkthrough

Elden Ring boss locations

Past Wordle answers

Rock Paper Shotgun

Latest

News

Reviews

Hardware

Features

Videos

Guides

Bestest Bests

Free games

Discord

Deals

Podcasts

RSS

Supporters

Go

Get our newsletter

Support us

Sign in / Create account

If you click on a link and make a purchase we may receive a small commission. Read our editorial policy.

Home

News

Splinter Cell veteran says realistic modern lighting has screwed up stealth games: "it gets very hard to tell what’s light, what’s shadow, what’s dark, what’s safe"

Is this why Sam Fisher's comeback is taking so long?

Image credit: Ubisoft

News

by Edwin Evans-Thirlwell
News Editor

Published on May 21, 2026

40 comments

Follow Assassin's Creed: Codenname Hexe

Finally, a game developer who agrees with my fervently held view that new technology makes everything worse. Celebrated designer Clint Hocking – him wot worked on Far Cry 2, Splinter Cell: Chaos Theory, Watch Dogs Legion, and the forthcoming Assassin's Creed Codename Hexe – has publicly opined that realistic modern lighting has made life trickier for stealth game creators, because realistic lighting conditions are harder to lurk in. Now you tell me!

“I actually think one of the difficulties with modern stealth games is the sophistication in the rendering has made lighting so much more realistic,” Hocking told FRVR in an excerpt from an upcoming podcast episode. The simulation of, say, diffusion - light scattering from different surfaces – makes stealth games “so much harder to read”, he explained.

“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,” Hocking told the site. “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.”

Stealth game developers have always had to think carefully about how to communicate these things, of course. The original Thief introduced the concept of a light gem, providing a more digestible, abstract indication of how hidden you are. Splinter Cell's Sam Fisher wears ludicrous headlamps that somewhat perversely indicate when he's well concealed by making him more visible. Klei's Mark of the Ninja desaturates your character when you're in shadow. Still, I can't deny the point that as a player, I often struggle to know how visible I am in a game with the latest hi-fi lighting tricks.

“Part of it is also just lighting direction,” Hocking told FRVR. “When you go and see a play on a stage, the lighting is often super dramatic. So, you can do it with real lights. It’s just that, you know, these places are often lit to be very realistic and not lit to be aesthetic to purpose for stealth gameplay.”

The games industry has recently fallen in love with ray-tracing, which simulates the bouncing of imaginary beams of light from surfaces (providing your hardware can keep up). “I think there would be some learning if we wanted to really use these modern lighting techniques to have a really pure stealth experience,” Hocking added. “And, you know, people who go ahead and make that game, I think need to do some really deep thinking.”

It feels like you could write a big old essay about how changes in lighting technology have shaped stealth. I wonder if the rise of "social stealth", instigated by Hitman and Assassin's Creed, has anything to do with designers pulling their hair out over the balancing of lighting systems? It'd be good to hear more from Hocking about this and other matters. He's just founded a studio, Build Machine Games, after leaving the Assassin's Creed Codename Hexe team in February. I guess I should do the 'journalist' thing and send him an email.

As for Splinter Cell, there's a remake in the offing, but we've heard little about it for years. Ubisoft recently laid off a number of the project's developers in the course of wider book-slashing.

Read this next

New Assassin’s Creed, Far Cry and Ghost Recon games will release by early 2029 say Ubisoft, who're also dumping cash into a "first playable generative AI experience"

Following about 50 Assassin's Creed Hexe devs reportedly being taken off the game, Ubisoft say team switches are "a standard part of how we operate"

A decade later, they’re still trying to make a Watch Dogs movie - but now it has a director, writer and star


Edwin Evans-Thirlwell: Clapped-out Soul Reaver enthusiast with dubious academic backstory who obsesses over dropped diary pages in horror games. Games journalist since 2008. From Yorkshire originally but sounds like he's from Rivendell.

Mentioned in this article

Assassin's Creed: Codenname Hexe

Game

Follow

See 3 more

Far Cry 2

PC, PS3, Xbox 360

Follow

Get it from

Tom Clancy's Splinter Cell: Chaos Theory

N-Gage, Nintendo DS, Nintendo GameCube, PC, PS2, Xbox

Follow

Get it from

Watch Dogs Legion

PC, PS4, PS5, Stadia, Xbox One, Xbox Series X/S

Follow

Get it from

Also mentioned Action Adventure
Clint Hocking
GameLoft
N-Gage
Nintendo DS
Nintendo GameCube
PC
PS2
PS3
PS4

+ 12 more ›
PS5
RPG
Shooter
Stadia
Ubisoft
Ubisoft Entertainment
Ubisoft Montreal
Ubisoft Toronto
Xbox
Xbox 360
Xbox One
Xbox Series X/S

View comments (40)

Rock Paper Shotgun is better when you sign in

Sign in and join us on our journey to discover strange and compelling PC games.

Sign in with Google

Sign in with Facebook

Sign in with Twitter

Sign in with Reddit

Sign in with email

Latest News

The first, cinematic look at Marathon season 2 paints it as the horror game it always should have been

Yerba Buena, out today, is a Portal-esque puzzle platformer where your weapon of choice is copying and pasting physics

Unsanctioned GTA Online modding platform Rage:MP is shutting down thanks to a cease and desist from Take-Two

At long last, Dead by Daylight welcomes Friday the 13th's Jason Voorhees, and he's now available for some beta slashing

Skyblivion's gorgeously revamped Ayleid ruins are all done and dusted, the folks behind the Oblivion Remake mod have announced

"It felt like we had needed couples therapy": Dishonored devs Arkane making Thief or Blade Runner games sounds ace, but might have sparked a creative director scrap

Hop aboard Running Train, a lush Japanese train sim that's out in early access now

Latest Guides

NYT Connections hint (Wed, 27 May)

Wordle hint and answer today #1803 (May 27 2026)

How to replay missions in Lego Batman: Legacy of the Dark Knight

How to unlock all SubWayne fast travel locations in Lego Batman

NYT Connections hint (Tue, 26 May)

Wordle hint and answer #1802 (May 26 2026)

NYT Connections hint (Mon, 25 May)

Top Discussions

After seven years of development, Paralives is out in early access

20

Your first look at Unreal Engine 6 comes courtesy of a much shinier looking Rocket League teaser

20

My memories of classic GTA have been gloriously smothered by this reasonably SFW giantess erotica game

18

The opening mission of 007 First Light leaked online, so IO have fought fire with fire by offering up the game's first 13 minutes

18

Most of Bungie's staff were reportedly unaware of the decision to end active development on Destiny 2 until it went public

16

Remedy's new CEO doesn't want to "change the DNA" of the Control studio, but he does still think their games "could give a lot more"

15

Life Below sees you restoring a dying sea floor, yet it makes for a surprisingly cosy city builder filled with touches of vibrant life

7

© 2026 Rock Paper Shotgun, an IGN Entertainment, Inc. brand. 18 Mansell Street Level 3, London, E1 8AA, United Kingdom. All rights reserved. No part of this website or its content may be reproduced without the copyright owner's permission. Rock Paper Shotgun is a registered trademark of Gamer Network Limited, an affiliate of IGN Entertainment, Inc.

Theme

Auto

Light

Dark

Helpful links

About Us

Advertise with us

Archive

Authors

Contact Us

Corporate Site

Interactive Maps

Newsletters

RSS Feeds

Policies

Accessibility Policy

Code of Conduct

Cookie Policy

Do Not Sell My Personal Information

Editorial Policy

Privacy Policy

Review Policy

Terms & Conditions

Withdraw consent & manage privacy preferences

IGN Entertainment

Dicebreaker

Eurogamer

GamesIndustry.biz

HowLongToBeat

Humble Bundle

IGN

Maxroll

Nintendo Life

Planet Pokémon

Pure Xbox

Push Square

Time Extension

VG247

Find us on social media

BlueSky

Discord

Facebook

Instagram

LinkedIn

TikTok

Twitch

X (Twitter)

YouTube

A veteran of the Splinter Cell franchise, Clint Hocking, a celebrated designer who has worked on numerous major titles including Far Cry 2, Splinter Cell: Chaos Theory, Watch Dogs Legion, and Assassin's Creed Codename Hexe, suggests that the implementation of realistic modern lighting has complicated the creation of effective stealth games. Hocking posits that the increased sophistication in rendering, particularly the simulation of diffusion—light scattering across different surfaces—makes the environment significantly harder for players to interpret regarding visibility, shadow, and safe or dangerous areas. He contrasts this with older stealth games that utilized baked lighting, which offered lighting that was clean, readable, and easily understandable to the player.

The difficulty arises because modern lighting techniques, including diffuse and ambient occlusion, make it challenging to discern crucial information necessary for stealth gameplay. While earlier titles utilized specific visual cues, such as the light gems in Thief or Sam Fisher's headlamps in Splinter Cell, to indicate concealment, the current high-fidelity lighting tricks often prioritize aesthetic realism over functional stealth gameplay elements. Hocking further notes the problem of lighting direction, observing that environments are frequently lit dramatically for aesthetic purposes rather than serving the functional requirements of stealth mechanics.

The broader industry adoption of ray-tracing technology, which simulates the physical bouncing of light beams, is highlighted as a relevant development in this discussion. Hocking implies that there is a need for developers to engage in deeper thought regarding how to utilize these advanced lighting techniques to achieve a truly pure stealth experience. He suggests that developers creating modern stealth games need to conduct thorough analysis when balancing lighting systems. This challenge is contextualized by the rise of concepts like social stealth, introduced in games such as Hitman and Assassin's Creed, leading to further complexities in managing lighting as a core gameplay balancing factor.