Splinter Cell: Conviction - interview
Splinter Cell is only based on light and shadows, say developers
DL: When we released Splinter Cell, it was all about Dynamic Lighting. We developed this technology and it was the next-gen of the days. We have been working on several technologies to once more give a next-gen feel to the lighting in the game, through global illumination and reflective lighting. The main ingredient we are using as a distinctive mark is the intensive use of per pixel Ambient Occlusion (AO). As we are going to deliver a fully interactive environment, AO was the perfect technology to make the large number of objects we showcase on screen look absolutely integrated, and not part of a simulation. Lighting is no longer the source of gameplay, however, it is still a key component to make the environment very credible, and ultimately easily readable for the player.
Sign up to the GamesRadar+ Newsletter
Weekly digests, tales from the communities you love, and more

Ex-Bethesda dev turned indie says "good things often happen by accident," like that time Skyrim players convinced themselves the RPG's foxes were leading them to treasure

Palworld dev says the studio went dark for months because "the team was getting burnt out from all the social media stuff, I was getting burnt out, our CEO was under attack in Japan"

Metaphor: ReFantazio had to dial back an early battle system inspired by a notoriously brutal 2003 JRPG, because 20 years later, players found it "irrational" and "just not fun"