Ex-Ubisoft Director Compares AAA Game Development to a ‘Flaming Construction Site’ Disaster

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Former Assassin’s Creed, Watch Dogs Director Likens Large-Scale Game Development to Working With ‘Flaming Barrels Falling Down From a Construction Site,’ Months After Parting Ways With Ubisoft
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# The Chaos of Scale: Clint Hocking on the Evolution of AAA Game Development

The landscape of modern game development has shifted dramatically, moving from intimate, collaborative environments to massive, multi-studio operations. Clint Hocking, a seasoned creative force behind iconic titles like *Splinter Cell* and *Watch Dogs*, recently offered a candid look at this transition, comparing the experience of managing a modern Ubisoft-scale project to navigating a chaotic, high-stakes obstacle course.

### From Hands-On Collaboration to “Falling Barrels”
Reflecting on his tenure at Ubisoft, Hocking likened the sensation of leading a massive team to a scene straight out of *Donkey Kong*. He described the daily grind as akin to dodging “flaming barrels falling down from a construction site.” This metaphor highlights the overwhelming nature of modern production, where the sheer volume of moving parts can make a director feel as though they are constantly reacting to crises rather than steering a creative vision.

This sentiment stems from his time helming *Watch Dogs: Legion*. As the project expanded across multiple global studios, Hocking noted a significant decline in his personal efficacy. The complexity of coordinating hundreds of developers across different time zones and cultures created a disconnect that was absent in his earlier career.

### The Shrinking Creative Connection
To illustrate how far the industry has drifted, Hocking contrasted his current experience with the development of *Splinter Cell: Chaos Theory*. During that era, the process was defined by proximity and direct communication.

“On *Chaos Theory*, I would just walk over to the desk of the person who was making a thing, and sit down with them and talk to them about what they’re doing,” Hocking explained during an appearance on the FRVR podcast. This level of accessibility allowed for organic, nuanced creative exchanges that are nearly impossible to replicate in today’s sprawling, decentralized development models.

### A Sudden Departure and the Future of Assassin’s Creed
Hocking’s departure from Ubisoft earlier this year came as a surprise to many, occurring amidst a significant leadership shakeup within the company’s flagship *Assassin’s Creed* division. At the time of his exit, he was spearheading the development of *Assassin’s Creed Hexe*.

Despite the internal restructuring and the loss of a key creative lead, the project remains a high priority for the publisher. Industry projections suggest that *Hexe* is still firmly on track for its anticipated 2027 release, serving as a critical test for whether Ubisoft can maintain its blockbuster momentum while navigating the inherent difficulties of large-scale production.

### The Industry Reality: Why Scale Matters
The challenges Hocking describes are not unique to Ubisoft; they are symptomatic of a broader trend in the gaming industry. According to recent data from the Game Developers Conference (GDC) State of the Industry reports, the average AAA development team has grown by over 200% in the last decade. This “bloat” often leads to communication silos, where the original creative intent can become diluted by the sheer logistical weight of the project. As studios continue to chase higher fidelity and larger open worlds, the struggle to maintain the “desk-side” intimacy of the early 2000s remains one of the most significant hurdles for modern creative directors.

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