“THAT is a Level Design talk” Using curiosity and iterations to craft the HITMAN Trilogy
summary
Explains how the Hitman trilogy tightens level-building by standardizing bricks into scenario and mission bricks, cutting chaos and making levels portable; builds a scene recipe tool that auto-creates a playable track in seconds (previously a day), though it only works at track inception; shows modular templates that bake AI costs for grass and reusable house modules, enabling 300 NPCs with believable pathing and rapid mission stories; demonstrates which experiments succeed and which tools still break.
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chapters (8)
- 0:00Introduction and background
- 1:28Design philosophy overview
- 6:03Bricks and level structure
- 12:37Implementing level recipes
- 14:53Mechanics and social power
- 23:07The role of templates
- 28:49Conclusion and takeaways
- 30:09Q&A session
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