Alexander Karpazis's profile

Splinter Cell: Blacklist | Graphic Design

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
               Title: Splinter Cell: Blacklist
               Platform: XBOX 360, PS3, WiiU, PC
              
Genre: Stealth/Action
              
Engine: LEAD (Unreal 2.5)
              
Role: Graphic Designer
I was the sole dedicated presentation developer for the multiplayer portion of Splinter Cell: Blacklist. I worked for the entire production period of the project.
 
My responsibilities ranged in designing the entire multiplayer HUD, which included a separate Spy HUD and three different Merc HUDs; the menu design of the multiplayer specific load screens, scoreboard, killcam, after action report and spawn screen; I helped design key gameplay elements, like the killcam, and merc vision modes - working closely with game design and code for prototyping, implementation and optimization; and I contributed to the branding and marketing visuals of the game.
 
I was responsible in keeping the vision and direction of the presentation in-line with the single-player and co-op versions of the game which was being developed in a separate studio in Toronto.
 
I'm very proud of the work I've done in Splinter Cell: Blacklist, and of the work my colleagues have done in the Ubisoft Montreal, Toronto and Shanghai studios.
Spies vs Mercs logo - I designed the logo based on a 4th Echelon design by Wylie Robinson.
 
The Merc Wolf versus the Spy Panther. The logo was adopted by marketing/branding and is used in the promotion of the multiplayer part of Splinter Cell: Blacklist. It's been featured both in print and and web.
Player scoreboard - The intention was to have all of the vital information on the scoreboard, but still allow the player to play the game and see what is happening in front of them. It also fits on the screen so that the scoreboard doesn't overlap messages and information like the killcam, or respawn times
 
Killcam/Team Cam - Depending on the game mode, either your enemy or your team mate is revealed; along with their equipment
Loading screen - Six unique loading screens were prepared for each map. Floor plans show the layout, and key areas are shown in a slideshow. The intention was to give the player information about the landmarks and objectives depending on the game mode
After Action Report - Summary of how a player performed in a match. The sequence progresses with a running tally of a players rank shown on the bottom of the screen. At the end of the report, players can see how their performance translates to rewards (Money or tokens)
Along with multiplayer gadget/weapon icons, and objective icons, I created the 56 rank icons for the player progression
 
<end>
Splinter Cell: Blacklist | Graphic Design
Published:

Splinter Cell: Blacklist | Graphic Design

Splinter Cell: Blacklist is a Stealth/Adventure video game for the Xbox 360, PS3, WiiU and PC. I was the sole dedicated presentation developer f Read More

Published: