Hitman Levels as Social Spaces: The Social Anthropology of Level Design

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  • Опубліковано 28 вер 2024
  • In this 2019 GDC session, IO Interactive's Mette Podenphant Andersen discusses how the level design process changed between 2016's Hitman and 2018's Hitman 2.
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КОМЕНТАРІ • 25

  • @Ironforce7701
    @Ironforce7701 3 роки тому +71

    GMTK in a GDC Talk 7:57
    The circle is complete

  • @Piexus_
    @Piexus_ Рік тому +3

    I just watched the NoClip doc and needed more Hitman Devs content, this was a great talk Mette, thank you.

  • @FredrikMikkelsen91
    @FredrikMikkelsen91 3 роки тому +8

    I've been playing this map and all the others like crazy since they came out. It's my absolute favorite game franchise. Today, years later... I've learned that you can blow the brick wall to make an entrance. These maps NEVER stop surprising me.

  • @gordo6908
    @gordo6908 3 роки тому +14

    really enjoy how casual yet comprehensive this is

  • @Lunareon
    @Lunareon 3 роки тому +23

    Another great example how information from other fields can be incorporated into game design. Also, excellent questions! I kind of wish all talks had a longer time for questions.

  • @harukazelegouge4727
    @harukazelegouge4727 2 роки тому +1

    Lol "I know there's a priest in the priest's private room, I know there's also a choir boy"

    • @duckbridge
      @duckbridge Рік тому

      Yeah that's not what she said

  • @FieldOfViewGameDesign
    @FieldOfViewGameDesign 3 роки тому +18

    This was so interesting to watch. I've always been impressed at how the greatest weapon in Hitman is everyday knowledge of social cues and architecture- the whole game can be seamlessly navigated this way! And somehow the uncanny valley and breaks in realism all feed into the humor. It shouldn't work this well, but boy does it.
    - Stephen

  • @muzboz
    @muzboz 3 роки тому +6

    Really loved this talk, thanks for putting it together! I'm designing a game called Secret Keep, a sort of immersive adventure game set in a castle, combining influences from games like Thief: The Dark Project, Hitman, and also things like King's Quest... so this is some great ideas for me to think over! :)
    Love the definitions of different types of spaces, and the expectations and rules, and the sorts of characters and behaviour that feel appropriate in them, as well as informing the sort of dramatic situations that one could set up there to bring them to life. Excellent! :D

  • @giuseppedefilpo6264
    @giuseppedefilpo6264 3 роки тому +1

    Anybody know where I can find the transcription of this gdc?

  • @ghostnoodle9721
    @ghostnoodle9721 2 роки тому +1

    Even hitman's videos need to be paid for to view with no mtx
    Beautiful, wonderful

    • @sortout1
      @sortout1 Рік тому

      That’s just GDC way of doing things

  • @matveydoronichev3843
    @matveydoronichev3843 3 роки тому +4

    that ghost mode question ooof - R.I.P. ghost mode :(

  • @ellerez2455
    @ellerez2455 3 роки тому

    Yes 🤍
    thank you sooo much

  • @lokikennedy
    @lokikennedy 3 роки тому +7

    Man every time she laughs I think Beavis and Butthead....

  • @adexin6210
    @adexin6210 3 роки тому +2

    Beep

    • @Fruitysfaction
      @Fruitysfaction 3 роки тому +2

      You pass butter.

    • @adexin6210
      @adexin6210 3 роки тому +1

      @@Fruitysfaction eww old main stream memes

  • @Gi0vanH
    @Gi0vanH Рік тому +1

    This is such an interesting topic but she's so afraid of the audience that it ruins the presentation.

  • @DYLOGaming
    @DYLOGaming 2 роки тому

    These games had potential for so much yet IO Interactive made the laziest copy/paste cash grab ever

    • @sortout1
      @sortout1 Рік тому +8

      There’s always that one guy

    • @chappanagent
      @chappanagent 10 місяців тому

      Why it wasnt a good trilogy then?