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

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  • Опубліковано 26 чер 2024
  • In this 2016 GDC Europe session, Io Interactive's Mette Poedenphant Andersen and Jacob Mikkelsen discuss the challenges of designing the tutorial and a linear guidance system in 'HITMAN' to support the open-ended sandbox structure of the game.
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КОМЕНТАРІ • 27

  • @PsychadelicoDuck
    @PsychadelicoDuck 5 років тому +18

    I imagine that "have the player play the tutorial twice" was quite the "aha!" moment.

  • @marshallr.8121
    @marshallr.8121 5 років тому +35

    careful, 16:50 ish there's a very loud high pitched noise
    good thing i choose to watch with headphones >

    • @kombinatsiya6000
      @kombinatsiya6000 5 років тому +11

      The ear rape is at 17:01 🤕

    • @MrInternetMan
      @MrInternetMan 5 років тому +1

      Good looking out.

    • @RK-252
      @RK-252 2 роки тому

      It's Agent 47 creating a distraction.

  • @gmdoukas
    @gmdoukas 5 років тому +74

    Ok.. The guys at GDC must be watching GMTK... First the IKEA thing yesterday and now hitman...

    • @xxnoobkillerxx124
      @xxnoobkillerxx124 5 років тому +1

      what dose IKEA have to do with this lol

    • @gmdoukas
      @gmdoukas 5 років тому +24

      GMTK published a video two days ago and he compared the shortcuts of Hitman 2 levels with the IKEA layout... And yesterday GDC published a video about how Dark Souls is the IKEA of video games and today a video about Hitman Level Design...

    • @carrottoponcrak
      @carrottoponcrak 5 років тому

      I thought the same thing!

    • @SoidSnake
      @SoidSnake 4 роки тому +11

      GMTK actually interviewed the devs for that video. It's much more likely that it is the devs that used the IKEA thing and GMTK then used it himself. I'm pretty sure the GDC talk happened several days before it appeared on youtube as well.

  • @7thNoodle
    @7thNoodle 5 років тому +15

    Oh hi Mark

  • @rozalindachesebro
    @rozalindachesebro 2 місяці тому

    I adore the opportunities, but only when I have the hints and guides turned off completely. That way finding them is like an interesting little puzzle in the level to solve. I also really like the freeform assassinations. I think I actually just love these games.

  • @FelixMartono
    @FelixMartono 5 років тому +24

    He was in Hitman game for so long that he becomes the agent 47 himself

  • @cabreram.4734
    @cabreram.4734 3 роки тому +2

    I absolutely loved blood money. It is my favorite. Partly because of the unique non-cockie-cutting character(s) personality. ♥️

  • @alikabeer5008
    @alikabeer5008 4 роки тому +4

    Bruh only someone who played Hitman 2016 without playing the previous games would say the levels are "empty"

  • @phee3D
    @phee3D 2 роки тому +3

    not a very cohesive talk, It was nice to see the thought process but the main challenge being discussed was very vague and not much was learnt that could be applied practically

  • @alikabeer5008
    @alikabeer5008 4 роки тому +4

    The guy is Hitman disguised as game dev.

  • @alute5532
    @alute5532 Рік тому

    Learening: constant adjustment keeps you sharp

  • @mmcc2852
    @mmcc2852 5 років тому +9

    are these level designers paranoid that people can assassinate them in a public venue?

  • @STANNco
    @STANNco 5 років тому +9

    good talk. But a bit akward. Droning humming a few technical difficulties and almost no crowd response. Oof.
    This was 3 years ago, so they're all probably doing better now

  • @Nick_Lavigne
    @Nick_Lavigne 3 роки тому +1

    I wondered why I was forced to play tutorials for a series I had been playing for 15 years.

  • @KryyssTV
    @KryyssTV 22 дні тому

    I'd argue that if a play tester can't understand why shooting someone on front of a crowd of people causes you to fail the mission then they are not indicitive of your target audience since they've never played or have any interest in playing a game about being a hitman.
    There is a minimum threshold of asshattery a developer should disregard in playtesting feedback when it is clear the developent cost nessersary to smoothly on-board someone, who has demonstrated no familiarity with your game's concept, far outweighs the potential negative opinions that person has about the game in the unlikely chance they do purchase it.
    Further to this a lengthy tutorial, if mandatory, is likely to cause frustration, bordem and negative opinions for the actual target audience who is being taught to suck eggs. In either case it results in wasted manpower, time and budget regardless of how well designed the on-boarding process is.

  • @leequanhu
    @leequanhu 5 років тому +4

    just like the girl's laughing voice,lol

  • @Vospi
    @Vospi 5 років тому +2

    So worried! Too much caffeine? They say l-theanine helps.
    Seriously, first acknowledge everyone's presence, make sure you're lIstened to and only then proceed.

  • @Paul_GameDev
    @Paul_GameDev Рік тому +2

    54:25 I cringed hard at the audience member asking about how BLM and assassinating women is important even though the talk is about a play your own style sandbox. Can't write this sort of comedy. 😂 A bit convoluted but overall useful talk.

    • @sortout1
      @sortout1 Рік тому

      Guy who asked is fing dumb

  • @Tysto
    @Tysto 5 місяців тому

    LOL You found that players were lousy at being cold-blooded murderers, so instead of making a different game, you decided to train players to be cold-blooded murderers? So the people who complain that violent video games teach young people to be cold-blooded murderers are right? Thanks a lot.