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Study mode:
on
1
Intro
2
The Agenda
3
Alpha Build - The Showstopper
4
The Closed Alpha
5
Tutorial
6
The Mechanics
7
First Iteration
8
The Prologue
9
Guided Training
10
Requirements
11
Overview
12
Part 3 - Final Test
13
The Mission
14
Challenge Prototype
15
The Challenges
16
User Test
17
Final Version
18
Groundhog Day Quests
19
Opportunity Design Principles
20
Technical Changes
21
The Compromise
22
Learnings
Description:
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

GDC
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