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The Making of Hitman 2's Miami Level | Game Maker's Toolkit

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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.
  • 17:44 - 17:50
    Indeed, IO tries to make each level different,
    with different levels of verticality, different
  • 17:50 - 17:52
    densities of people, different sizes.
  • 17:52 - 17:55
    And even and thinks about them in terms of
    being in a chain.
  • 17:55 - 18:00
    So the mission before Miami - Night Call - is
    dark and claustrophobic.
  • 18:00 - 18:05
    And the level after Miami - San Fortuna - has
    an enormous fortress that takes up most of
  • 18:05 - 18:10
    the map, leaving agent 47 very few places
    he can explore safely.
  • 18:10 - 18:14
    So the Hitman games have all sorts of level
    design techniques - and I think they can be
  • 18:14 - 18:16
    applied to all sorts of games.
  • 18:16 - 18:21
    This idea of characters moving on a schedule
    as a way to let players make plans, and make
  • 18:21 - 18:23
    the world feel alive.
  • 18:23 - 18:27
    This IKEA-inspired language of snail houses
    and Swiss cheese.
  • 18:27 - 18:30
    And the multiple tiers of safety.
  • 18:30 - 18:35
    This is what makes Hitman levels so good,
    so replay-able, and so much fun to master.
  • 18:35 - 18:39
    And I think lots of designers can learn from
    this.
  • 18:41 - 18:43
    Hey, thanks for watching!
  • 18:43 - 18:46
    And cheers to Jakob and Eskil for their time.
  • 18:46 - 18:50
    All of my backers can watch the full interview,
    over on Patreon...
  • 18:50 - 18:55
    ESKIL: This is crazy where the one game where
    you cannot drive a car, and the first thing
  • 18:55 - 19:01
    we wanna do is show cars - is everybody gonna
    go “ooh, you can drive in the new game!”
  • 19:01 - 19:07
    Patrons on the behind-the-scenes tier also
    get a look at the process of making this episode.
  • 19:07 - 19:13
    Special thanks to everyone who supports GMTK
    and keeps the show going, month after month!
Title:
The Making of Hitman 2's Miami Level | Game Maker's Toolkit
Description:

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Video Language:
English
Duration:
19:16

English subtitles

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