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AGENT 47: Hello, Game Maker's Toolkit
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Something that I love about stealth games is the
way they often have these large, open-ended levels.
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Stuff like Camp Omega in Metal Gear Solid:
Ground Zeroes.
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Or the various shifting mansions in Dishonored
2.
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Or the intricate Palisade Bank in Deus Ex:
Mankind Divided
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Unlike a lot of video game levels, which can
feel like linear and claustrophobic theme
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park rides, these stealth stages feel more
like real places.
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You can scope them out from high-up vantage
points, choose your route as you go, and deal
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with situations however you like.
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But no game does this quite like the Hitman
series.
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The franchise is jam packed with memorable
levels, like the opera house in Blood Money.
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The seaside town of Sapienza in Hitman 2016.
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Or the drug fields of Colombia in last year’s
Hitman 2.
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Every single level is an intricately designed
and fully explorable space, filled with people
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going about their business on clockwork routines.
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You can enter almost every building, pick
up dozens of objects, and disguise yourself
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as loads of different people.
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So, I’m left wondering - how, exactly, is
a Hitman level designed?
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Well, to figure this out - let’s focus on
a single level.
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And I’m going to pick the bombastic Florida-based
racing mission from Hitman 2, called The Finish Line.
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Let’s zoom out and look at the Making of
Miami.
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Of course, there’s only so much that I can tell
you about the making of this level.
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But I know a couple guys who can help…
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JAKOB: Yes, my name is Jakob Mikkelsen and
I’m game director on Hitman 2.
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ESKIL: I’m Eskil, I’m the associate game
director on Hitman 2
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So I wanted to know where a Hitman level began.
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What’s the very first step taken when bringing
one of these stages to life.
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JAKOB: So typically we brainstorm a lot of
locations, and then it’s like “wouldn’t
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it be cool if… 47 went to a race,” “wouldn’t it be
cool to do a fashion show,” “wouldn’t
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it be cool to do the streets of Mumbai with
all the slums and all that stuff”.
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So that’s kind of the originating idea.
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So this level is set during the Global Innovation
Race: a sort of Formula 1-style race on the
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coast of Miami.
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Globe-trotting assassin Agent 47 can explore
the food stands, the paddocks, and VIP lounges
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- all while a race speeds on around him.
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Developer IO Interactive liked this idea because
games set at racing events always put you
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on the track - but this Hitman level would
let you explore the areas you never normally
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get to explore: everything but the track,
basically.
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So, what’s next?
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JAKOB: Once we’ve settled on a location,
we begin to develop the characters.
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In Miami it’s the Knoxes - how do they work
in the mission?
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Miami has two targets for Agent 47 to assassinate:
there’s a racing driver called Sierra Knox,
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and her father: the inventor Robert Knox.
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Robert Knox is what IO calls a “dweller”
- he sticks to just one location.
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That’s his office building where, other
than a tiny public showroom, the entire location
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requires strict security clearance.
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IO calls that a “fortress”.
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If left to his own devices, Knox sticks to
a pretty small loop.
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He visits the Android testing lab, looks out
over the balcony, talks to some scientists,
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heads upstairs to his office, and so on.
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He simply repeats this loop over and over
again.
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Sierra Knox, however, is a very different
beast.
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For the first 20-odd minutes she’s driving
around the race track in her car.
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There are ways to assassinate her while she’s
driving, but she’ll also start a new routine,
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on foot, after the race ends.
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Now she’ll bounce around the VIP area and,
at this point, she’s more of a “roamer”
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- a target who walks around more public spaces.
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So that’s the location and the targets dreamt
up.
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What’s next?
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JAKOB: And then we ask the question, the recurring
question, “what could possibly go wrong
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here, and how can Agent 47 get a grip on the
situation, how can he affect the situation?”
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So Robert Knox might be stuck in a predictable
little loop, but that clockwork pattern can
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be disrupted in lots of different ways.
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Mess with the air conditioning in his office,
and he’ll go to the bathroom to use eyedrops
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- which you have hopefully poisoned.
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Turn off the satellite, and he’ll go to
fix it - giving you a moment to boot him onto
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the track.
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Break his prized car, and he’ll come repair
it - giving you a moment to....
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whoops, sorry pal.
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You can even get him to leave the offices
if you’re particularly smart.
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Each of these murders requires a bit of set-up.
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You’ll need to find items, like poison for
his eye drops or an octane booster to sabotage
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the car.
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You’ll need to visit various secure locations,
like Knox’s heavily guarded office, and
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you’ll often need to wear a certain disguise.
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And IO can use this multi-step approach to
tease you into more assassination possibilities.
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When you discover a military robot that uses
facial recognition to pick out and kill targets,
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your mind lights up at the possibility of
finding a photo of Robert Knox himself, to
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feed into the robot.
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JAKOB: We invite you in, and we set up the
moments in a way so you can take advantage.
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ESKIL: But you know this Mark, because you
touched upon it so nicely in the Art of Repetition,
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where you talk about the gunpowder - and of
course when you find the cannon there’s
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a tonne of gunpowder there so it’s not like
oh I need it here.
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But it is just to nudge you, and to tell you
“ooh, there is something else here”.
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And the exploding golf ball, it’s constantly
giving you little promises.
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And little temptations.
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Sierra has her own routines.
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When she’s on the track, you can of course
shoot her as she drives down the straight,
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or sneak into the Kronstadt pit building and
rig her car to explode.
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But there’s lots more ways to deal with
her when she gets off the track.
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You can dress up as a Flamingo and boot her
down a hatch.
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Kill her with a poisoned IV drip.
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Or off her during a drinking game.
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And at some point, you’ll probably figure
out that there are multiple ways to kill Sierra
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while she’s on the podium - like being able
to poison the champagne in the trophy, or
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rig the pyrotechnics to explode.
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You might overhear this in a conversation...
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RACE OFFICIAL: You could fry
everyone on stage if the pressure gets too high!
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Characters in Hitman tend have very useful
conversations the moment Agent 47 is in earshot.
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It’s one of the few ways Hitman feels quite
scripted and gamey, but it does give you that
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awesome feeling of overhearing useful information.
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You might also wander into the podium building
while exploring, and see that you can poison
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the champagne - another little tease.
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Or you might see the assassinations on the
challenge list.
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These can be a bit spoilerific (though, you
can turn them off) but they also give you
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even more hints at possible assassinations.
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But the really interesting thing is - by default, Sierra
doesn’t win the race.
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She’ll come second, meaning she won’t
visit the podium building at all.
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This adds a really cool wrinkle to the level.
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To get her to the podium, you either need
to figure out how to help her win, or make
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her opponent - Moses Lee - lose.
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There’s almost point and click-style problem
solving going on, where you need to figure
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out what steps to take to get Sierra to win.
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Now IO went back and forth over whether Sierra
should win or not, but ultimately decided
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to make her lose.
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JAKOB: Making it so that you can make the
decision whether she wins or not - it puts
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you in power.
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I think that’s very Hitman-y.
ESKIL: There’s a lot of teasing.
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We like to taunt our targets as well.
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So now I’m gonna make her win, and then
I’m gonna kill her.
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JAKOB: There’s poetic justice.
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Pulling off these kills often means waiting
on the character’s schedules - the 5 or
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so minutes Robert Knox spends roaming Kronstadt,
or the nearly 20 minutes Sierra takes to drive around.
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And this waiting is a double edged sword for
IO.
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The schedules do make the world feel more
alive.
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In most games, it feels like the world is
designed specifically for the player, with
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bombastic events triggering perfectly for
you to see them.
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But in Hitman, the world marches on around
you, indifferent to Agent 47’s existence
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until he pushes against the simulation.
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And these perfectly choreographed schedules
do put more power into the player’s hands.
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JAKOB: If you know, as the player, that something
will happen, then you can build a plan on
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that knowledge.
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If you know that, hey, the fashion show’s
gonna end so Viktor Novikov’s gonna be on
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stage at some point.
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If you know that up front, then you can make
a plan for that and it will work.
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But they can also create headaches.
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ESKIL: Of course there’s the time aspect.
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You set some stuff in motion and now you know
“oh god, that guy is...”
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You go into instinct and you just see this
little red dot and you know this is gonna
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take forever.
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So we do actually have them sometimes running
just to speed up.
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So, IO finds ways to deal with that.
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The running characters are one way - another
is a starting position that starts the mission
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with the race nearly over.
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And you can also find ways to speed things
up yourself.
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JAKOB: So often we try to make situations
where you can shortcut the entire thing.
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One example in Miami is that you can disqualify
Moses Lee and end the race, and
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then getting Sierra on the stage.
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And you can also disqualify Sierra and get
Moses on the stage.
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So instead of trying to make it a thing that
you have to wait for, or a limitation, then
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we try to turn it around and then make it
something that you can also control to some degree.
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So that’s the high concept design.
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The location, the targets, and the dramatic
moments.
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Now, let’s talk about the nitty gritty of
the level design.
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So, Miami is basically split into two halves.
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On the one side is the stands, the food trucks,
VIP bars, the paddocks, a medical tent, and
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a motel.
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On the other is the multi-storey Kronstadt
building, the podium building, and the marina.
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For the most part, you can see the left as
Robert’s domain, and the right as Sierra’s.
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The two halves are separated by the track,
where various racers are driving around.
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JAKOB: Having a race track that cuts your
level in two is a really bad idea if you want
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to make a level where it’s easy to get from
A to B. So the level designers spent quite
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a lot of time on finding as many ways to cross
the track, spread all out throughout the level,
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up and down the track.
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That’s why there’s two overhead walkways,
and a number of subway passages that link
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up to an underground parking garage.
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Now, IO describes the design of some of the
best Hitman levels as being a “snail house”
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with “Swiss cheese”.
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And i think the best way to explain these
terms is to look to a place that should totally
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be a Hitman DLC level…
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IKEA.
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This Swedish furniture store tries to pack
as much stuff into one location as possible,
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and - ideally - it wants you to look at everything.
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So the store’s layout provides an obvious
and easy-to-follow path that takes you from
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the living room stuff, through the kitchens,
into the bedrooms, and through the children’s
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area before leading you - naturally - to the
market hall and checkout.
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That’s the snail house.
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This Swiss cheese is all the holes between
the rooms that create shortcuts - so seasoned
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IKEA veterans and staff members can bypass
entire sections and get to where they’re
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going more easily.
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In the world of Hitman, the snail house allows
the designers to fit everything in to a tiny
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footprint.
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An entire race track that feels credible,
with all the expected amenities and hundreds
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of NPCs can be squeezed into a tiny area that’s
optimised to run on consoles.
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However, the area still feels pretty enormous
because the windy pathways mean every major
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landmark takes considerable effort to get
to.
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And IO guides you to those locations, using
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in-universe navigation like
lines on the floor, helpful signs, and maps.
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However, the Swiss cheese effect allows for
dozens of secret ways to get to places more quickly.
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Fences you can scale, windows you can sneak
through, elevator shafts you can climb, back
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doors that open onto new areas.
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These create tiny shortcuts between the major
locations that give you a feeling of mastery
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as you find them.
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Where a novice hitman player is schlepping
it from one side of the map to the other,
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a veteran player can almost teleport around
the map.
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Here’s another level design technique.
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JAKOB: We try to avoid dead ends.
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Though typically toilets are dead ends.
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But most other rooms actually have at least
two exits.
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So you’re never stuck stuck.
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There might be some challenge or some things
you have to overcome, but you’re never at
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a dead end where you have to turn around.
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Multiple exits also means multiple entrances.
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So the obvious way to get into the Kronstadt
building is through the front door - but you
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can also enter via the parking lot, find a
route via the podium building, walk through
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this door up on the walkway, and more.
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This gives the player more options, and lets
them feel like they’re making their own
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decisions - and not following a set, scripted
path.
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With these locations designed, IO also thinks
about how the disguise system will work.
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Hitman, of course, is a unique stealth franchise
because the game isn’t really about hiding
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behind walls or in cardboard boxes: it’s
about hiding in plain sight.
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So you can knock out a guard, take his uniform,
and then wander about in the security offices
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without much worry.
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In Miami, Agent 47 can freely explore the
stands area and most of the Marina section
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unobstructed, as a member of the public.
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But he’ll need a VIP badge to access these
areas.
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And he can only explore these areas when dressed
up as a security guard.
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And it gets even more complex than that - you’ll
need to be one of the Knox’s elite guards
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to get into the hotel area, and each racing
paddock is locked off unless you’re dressed
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up in team colours.
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But often in Hitman, areas are built in tiers
of escalating security clearance.
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In the Kronstadt building, anyone can enter
the lobby and visit the showroom.
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But you’ll need an IT guy uniform to explore
the second floor, and a guard’s uniform
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to visit the top floor.
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JAKOB: When we design the level, early on
we map out: what people would be working here?
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What kind of disguises would be great?
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And then we have to figure out how are they
layered in terms of what gives you access
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to when.
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And then also how early do you meet them in
the level because if the first disguises you
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meet is the best one then we’re wasting
a lot of gameplay for no reason.
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For the smaller moments in a level, IO actually
learned a lot when making Hitman Absolution.
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This was a much more linear game in the series
with more traditional stealth moments like
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needing to distract some guards who are standing
in front of a door.
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For the more modern and open-ended Hitman
games, these microscopic stealth moments are
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simply scattered all throughout the level.
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So in the pit building for Moses Lee’s team,
this engineer needs to be distracted, probably
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by messing with a generator.
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And getting to this guy in the medical area
for one of Sierra’s challenges means dealing
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with this doctor, who can also be distracted
by a nearby generator.
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And now, there’s one last thing to do.
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JAKOB: And then from that point on, we iterate
like crazy.
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The more times we can actually boot up and
start the level before we ship it, typically
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the better it gets.
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We get smarter all the time.
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The developers definitely try to find moments
that make the game too easy or too hard, and
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rearrange elements until it feels right.
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For example, they fixed a section in Paris
in Hitman 2016 because Viktor Novikov was
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alone for too long, and became an easy kill.
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The designers also think about other challenges.
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Sniper Assassin requires IO to not giveaway
the sight lines too easily.
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The challenge is often about luring a target
into a good spot to take them out - not simply
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waiting around for the target to wander into
the perfect location.
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And suit only requires some more tinkering
- but not much.
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JAKOB: Suit only is interesting because we
don’t really have to do that much to actually
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make it work.
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No matter how hard we make this game, no matter
how hard we make it, they will always find
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a way to beat it.
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ESKIL: I remember thinking that in the beginning:
“this is impossible.
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There’s no way you could do suit only, and
then I remember Jakob just saying “no, don’t worry…”
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And that’s a Hitman level!
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But, these rules might not work for every
stage.
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JAKOB: I’m personally very opposed to rules
dictating how things should be, because then
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everything’s going to be the same.
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So I prefer that we use them as guidelines,
because we need to challenge ourselves in
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this thing.
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Indeed, IO tries to make each level different,
with different levels of verticality, different
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densities of people, different sizes.
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And even and thinks about them in terms of
being in a chain.
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So the mission before Miami - Night Call - is
dark and claustrophobic.
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And the level after Miami - San Fortuna - has
an enormous fortress that takes up most of
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the map, leaving agent 47 very few places
he can explore safely.
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So the Hitman games have all sorts of level
design techniques - and I think they can be
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applied to all sorts of games.
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This idea of characters moving on a schedule
as a way to let players make plans, and make
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the world feel alive.
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This IKEA-inspired language of snail houses
and Swiss cheese.
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And the multiple tiers of safety.
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This is what makes Hitman levels so good,
so replay-able, and so much fun to master.
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And I think lots of designers can learn from
this.
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Hey, thanks for watching!
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And cheers to Jakob and Eskil for their time.
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All of my backers can watch the full interview,
over on Patreon...
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ESKIL: This is crazy where the one game where
you cannot drive a car, and the first thing
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we wanna do is show cars - is everybody gonna
go “ooh, you can drive in the new game!”
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Patrons on the behind-the-scenes tier also
get a look at the process of making this episode.
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Special thanks to everyone who supports GMTK
and keeps the show going, month after month!