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ABOUT ME

Chris Cosentino is a 3D Generalist, Writer, Animator, Illustrator, and sometimes Actor, with a penchant for talking about himself in the third person.

He’s made a multitude of short form content for a variety of mediums (some of which can be viewed in the Socials tab (press back and click on the phone (hey, brackets within brackets: neat!)))

He currently lives in the UK with his breathtaking partner and in his free time he enjoys TCG’s, watching cartoons, and electrocuting patchwork corpses in his laboratory so that he might one day create new life and elevate mankind into Godhood (only kidding: he has no free time, for he is an animator).

Inexplicably still wanna work with me or just fancy a chat? Here’s my work email:

chris@blackandwhitecomic.com
SOCIALS

  Chris@BlackAndWhiteComic.com
  instagram BlackAndWhiteComicDotCom
  linkedin in/cpcosentino
  YouTube @BlackAndWhiteComicDotCom
PROJECTS

Tom Clancys Splinter Cell Conviction [region Fr... Direct

Visually, the game utilizes a striking desaturation technique. When Sam is hidden in the shadows, the world turns black and white, bleeding back into full color only when he is exposed. This binary feedback loop simplified the complex light-meter mechanics of previous games, allowing players to focus on movement and positioning. It transformed the environment into a tactical playground where shadows were not just a hiding spot, but a staging ground for an ambush.

Ultimately, Splinter Cell: Conviction is a study in evolution. It successfully modernized a franchise that risked becoming stagnant by embracing the tropes of the modern action thriller. Though it traded the slow-burn tension of "Chaos Theory" for high-octane aggression, it remains a landmark title for its innovative UI, fluid combat, and its bold reimagining of what it means to be a ghost in the modern age. Tom Clancys Splinter Cell Conviction [Region Fr...

The defining feature of Conviction is the "Mark and Execute" system. By performing a hand-to-hand takedown, players earn the ability to tag multiple enemies and eliminate them in a single, fluid motion. While purists argued this trivialized the difficulty of stealth, it successfully translated the "super-agent" fantasy to a broader audience. Coupled with the "Last Known Position" mechanic—which leaves a ghost-like silhouette where enemies last saw you—the game encourages a loop of flanking and psychological warfare rather than passive waiting. It transformed the environment into a tactical playground

A guide to the upgrades for specific weapons. How the PC version differs from the Xbox 360 release. Though it traded the slow-burn tension of "Chaos

A breakdown of the co-op campaign and its story.

The narrative serves as the catalyst for this mechanical shift. Sam Fisher is no longer a regulated government asset; he is a rogue operative driven by the personal grief of his daughter’s supposed death. This emotional desperation is reflected in the game’s presentation. Objectives and mission briefings are projected directly onto the environment’s walls, blending the UI with the world to maintain a cinematic flow. This "man on the run" aesthetic creates a sense of urgency that justifies Fisher’s new, more brutal interrogation techniques and lethal efficiency.