Clint Hocking (born 18 September 1972) is a Canadianvideo game designer and director. He has primarily worked at the Canadian divisions ofUbisoft, where he developed three titles, and briefly worked atLucasArts,Valve, andAmazon Game Studios.
Hocking started his career at Ubisoft, where he first designed and wrote scripts for 2002'sTom Clancy's Splinter Cell. He rose to prominence when he moved up to direct 2005'sTom Clancy's Splinter Cell: Chaos Theory, which was both a critical and commercial success. He went on direct 2008'sFar Cry 2, which was positively received by critics. In 2010, he leftUbisoft Montreal due to him being "too comfortable" at the studio. Between 2010 and 2015, Hocking joined LucasArts, Valve, and Amazon Game Studios in various senior roles. Throughout this period, he did not release any new games and in August 2015 returned to Ubisoft, this time at theirToronto studio. At this studio, he directedWatch Dogs: Legion (2020) which received mixed reception from critics. By July 2021, he returned to Montreal studio and is due to directAssassin's Creed: Codename Hexe and co-direct theAssassin's Creed Infinity game platform with Jonathan Dumont. Across his career, Hocking has written monthly columns for the video game magazineEdge, and coined the termludonarrative dissonance.
After the release ofTom Clancy's Splinter Cell, Ubisoft Montreal began development for 2005'sTom Clancy's Splinter Cell: Chaos Theory and Hocking continued as the scriptwriter as well as the lead level designer.[7] In thealpha stage of development, Hocking initially declined thecreative director role due to having two positions already, but he changed his mind a week later.[7][8] During the game's two-year development, Hocking was working 80 hours a week.[8][9] This large workload caused him to have gaps in hisrecent memory, such as completely forgetting a week he spent socialising with a former colleague due tobrain damage.[8][9][10][11] Upon release,Tom Clancy's Splinter Cell: Chaos Theory was universally acclaimed by critics and was a commercial success.[12][13] Soon after, development of 2008'sFar Cry 2, afirst-person shooter featuring anopen world environment set in a fictional African country, started with Hocking as the creative director and scriptwriter.[5][7][14][15][16] Upon release,Far Cry 2 was positively received by critics.[17] Hocking and critics noted some of its reception was polarizing, which he attributed to the game breaking many conventions of the shooter and open world genre.[14][18][19] Some gameplay elements, which immersed the player, critics found polarizing.[15][18][19] This included when the player's firearm would jam, a map being a crumpled piece of paper in theplayer character's hands as opposed to one found within a menu, andmalaria which the player character can get throughout the game and needs to treated by medicine from civilians otherwise the player character will die.[15][18][19][20]
In May 2010, after almost nine years at Ubisoft Montreal, Hocking left because he felt he had become "too comfortable" at the studio and wanted a new challenge.[4][21]
Three months later, Hocking joinedLucasArts, based in San Francisco, as the creative director on an unannounced project.[21][22][23] In June 2012, Hocking left LucasArts without releasing a new game.[24][25][26] He stated he wanted to move "on to something new";[27] It is not known what projects he was working whilst at LucasArts.[26] Two weeks later, Hocking joinedValve inSeattle, Washington in an unspecified role.[23][28][29] In January 2014, Hocking left Valve without releasing a game.[30][31][32]
In April of the same year, joinedAmazon Game Studios, also based in Seattle.[33][34] Hocking worked as a senior game designer an unspecified project for Amazon'sFire devices.[35][36] In August 2015, he left Amazon Game Studios.[35][36][37] Hocking said he enjoyed working with new people but wanted to work on something that people will get to play, having realized that he has not shipped a game in seven years.[35][37] Hocking also expressed difficulties in obtaining agreen card and being on his thirdvisa whilst in the United States, which was another reason he wanted to return to Canada.[35] A few days later, he returned to Ubisoft, this time at theirToronto studio, saying it felt like a reunion.[35][37] He was excited to return to Ubisoft, and he stated: "I know most of the people who were involved in founding the studio personally, and almost all of them are still here".[38] Hocking's first project at the studio was as creative director forWatch Dogs: Legion, a game that was announced atE3 2019.[39] Hocking noted that most of the developers who worked onWatch Dogs (2014) andWatch Dogs 2 (2016) were part of his team when he directedFar Cry 2.[40]Legion was released in October 2020 and received mixed reviews from critics.[41][42]
By July 2021, he returned to Ubisoft Montreal.[43] Hocking, alongside Jonathan Dumont, will serve asAssassin's Creed Infinity's creative directors with Dumont and Hocking leading theUbisoft Quebec and Montreal divisions, respectively.[44]
In a 2007 blog post, Hocking coined the termludonarrative dissonance as a term for the conflict between a video game's narrative told through the story and the video game's narrative told through the gameplay.[46][47][48] Ludonarrative, acompound ofludology andnarrative, refers to the intersection in a video game of ludic elements (gameplay) and narrative elements. In the post, he critiquedBioShock (2007), feeling that while the narrative wants the protagonist to be selfless, the actual mechanics ofBioShock rely on selfishness and the pursuit of power.[47][48]