Jack. First of all, I want to apologize for offending you. We published this just to show how the tech could be used. We don't actually care about the message. But you do bring up a viable point, that for some people - this might be an issue, so I take this post down.
What European universities would you recommend?
How about you don't associate with a left leaning partisan news site assuming all video game artists lean the same way. I'll be blocking your content from here on out.
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.