I left for many reasons. However, a major part of the reason i left is because the game and team that i am working on now with on this major well known tactical stealth franchise game has been a dream of mine to work at forever since i entered this industry. Also, at the same time when we started to prototype this new lighting and animation system (lets call it light & physics animation system #1), we were also developing and researching another more efficient, realistic, powerful lighting system (lets call this one light & physics animation system #2) than lighting & physics animation system #1. With that in mind, when we developed both lighting & physics animation systems further enough we reached a point where when we had two next-gen platforms to choose from to apply one of the lighting & physics animation systems we developed. As a result, that in late 2005 we were getting better performance and results from lighting & physics animation system #2 that Ubisoft is currently still R&D right now for the PS3 only, the team at Montreal decided just to stick to making this game 360 and PC exclusive with lighting & physics animation system #1 since the other lighting & physics animation technique (light & physics animation system #2) that we were developing didn't work out so well for the 360 and hit a performance issue and technical hardware limitation problem. With that in mind, when i moved to my new job now, i am working on the same, if not better better optimized, lighting & phyiscs animation technique/system Ubisoft decided to ditch for splinter cell: conviction on 360, and instead use this new physics animation & indirect lighting system (light & physics animation system #1).