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Level Design in Hitman - Guiding Players in a Non-Linear Sandbox

GDC via YouTube

Overview

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Explore the intricacies of level design in Hitman's non-linear sandbox environment through this 2016 GDC Europe conference talk. Delve into Io Interactive's approach to creating a tutorial and linear guidance system that supports the game's open-ended structure. Learn about the development process, from alpha builds to final versions, and discover the challenges faced in designing the Prologue, Guided Training, and Final Test missions. Gain insights into opportunity design principles, technical changes, and key learnings from the development team. Understand how the developers balanced player guidance with sandbox freedom, and examine the evolution of challenge prototypes and Groundhog Day quests. This hour-long presentation offers valuable knowledge for game designers and developers interested in crafting engaging, non-linear gameplay experiences.

Syllabus

Intro
The Agenda
Alpha Build - The Showstopper
The Closed Alpha
Tutorial
The Mechanics
First Iteration
The Prologue
Guided Training
Requirements
Overview
Part 3 - Final Test
The Mission
Challenge Prototype
The Challenges
User Test
Final Version
Groundhog Day Quests
Opportunity Design Principles
Technical Changes
The Compromise
Learnings

Taught by

GDC

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