Splinter Cell: Conviction

A whole new Sam Fisher.

In 2006, I joined Ubisoft’s prestigious Montreal studio to work on the fifth installment in the critically-acclaimed Splinter Cell franchise: TOM CLANCY’S SPLINTER CELL: CONVICTION. Hoping to join the “Dream Team” that had brought Splinter Cell: Chaos Theory to life, I forewent a promotion in Shanghai for a senior associate producer position in Montreal.

Conviction‘s production was a tough, troubled one. Our ambitions were insanely high, yet we had a hard time meeting the expectations of Ubisoft’s upper management. After I left Ubisoft for BioWare in early 2007, the game went through additional iterations before the team finally nailed down the gameplay, and the title was released to critical acclaim.

I'm a Canadian video game narrative designer and writer with AAA experience with Ubisoft, BioWare, Ghost Games, and Creative Assembly.
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