The Snail Structure of Hitman’s Levels
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bad management, its your job for stuff like that not to happen, dont put that extra weight on artist because management didn't do your job

by Robert Gardner
40 min ago

It really is the best game of 2018, Thank you.

"We're saddened if any former members of any studio did not find their time here enjoyable or creatively fulfilling and wish them well with finding an environment more suitable to their temperaments and needs…" Or : We're saddened if any former members of our studio are not happy to have been exploited to enrich us. Awesome !!!! Ok, guys… you have lost one customer !

The Snail Structure of Hitman’s Levels
27 March, 2017
News
Hitman became a real fresh start for the series, which sort of lost its way a couple of years ago. The success of this puzzle action murder spree simulator sort of relies on a combination of game mechanics and clever level design.

In a recent interview with Rock, Paper, Shotgun (via Gamasutra) lead level designer at  IO Interactive Torbjørn Christensen discussed a littlest how the levels in the game are being designed. Talking about Sapienza and Hokkaido (two of the most elaborate levels in the game), Torbjørn mentioned that they were built like snail house spirals: ‘They wrap around themselves, with their layers interconnected with slopes and stairways’.

These levels also feel bigger than they really are. There are no borders or backtracking – you just go about your killing business and explore this magic place. If you’re interested in level design, make sure to read this amazing interview about Hitman.

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