You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close
Session Name Level Design in 'HITMAN': Guiding Players in a Non-Linear Sandbox
Speaker(s) Mette Poedenphant Andersen, Jacob Mikkelsen
Company Name(s) Io-Interactive, Io-Interactive
Track / Format Design
Overview During the final development stages of 'HITMAN' user research showed that players had fun, but that the learning curve was way too steep and the scale of the first level (Paris) was incomprehensible. The game had reached the goal of going back to the roots, but it became apparent that the team had to improve the player guidance and teach players how to think and act like 47 without changing the sandbox core of the game. The speakers will illuminate the challenges of designing the tutorial and a linear guidance system in 'HITMAN' to support the open-ended sandbox structure of the game.

GDC Europe 2016

Mette Poedenphant Andersen

Io-Interactive

Jacob Mikkelsen

Io-Interactive

free content

Design

Design


UBM Tech