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