Splinter Cell Double Agent

Back in 2005, i got the oportunity to join "Ubisoft Annecy" via "Artefact Studio". I worked inside the "Ubisoft Annecy Team" as a 3D Modeler/Tech Artist. [Modeling/Texturing/Shaders/Tools testing] on the Multi-Player asymetric mode [Spy Versus mercs].

Worked closely with Stephane Huguet [Level artist] and Olivier Azemar [Level designer/Architect].

Main challenges :

-Making a BSP based environement credible.
-Be hable to deal with 3rd person gameplay [Spy] and 1st person gameplay [Mercs]. [Complex collisions system.]
-Respect Streaming and Occlusion for XBox360 Technical constraints.
-Model 3D Assets.
-Optimize 3D assets with Baking. [Thanks @Maxime Deleris].
-Start to learn Normals maps and Shaders. [Thanks @Tariq Bellaoui]
-Test a tool called "Involution" that allowed us to create convex collisions for physic.
-Learned Unreal Engine 2.5 [Thanks @Marc Bouchard].
-Deal with the 3 vision system. [ Normal, Thermal, Night]. Some additional meshes were done for that.

The crew was so powerfull !!! All veterans from Cryo Studio.

Additional Level Team Credits : Alfio Trabuio, Marc Bouchard, Renaud Person, Tariq Bellaoui, Poke, Francois Belloto, Maxime Deleris, Anne Mounier, Poke, Freddy Bonisoli, Daniel Corado, Enrique Cabrera, Guiliano Boiochi, Cyril Masquilliere. [Sorry if i forgot someone]