~/talk

“THAT is a Level Design talk” Using curiosity and iterations to craft the HITMAN Trilogy

Talkat Nordic Game 2024 · 2024-05-21..05-24· [game-development]
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slides:none on file

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.

AI-written summary · about

  1. 0:00Introduction and background
  2. 1:28Design philosophy overview
  3. 6:03Bricks and level structure
  4. 12:37Implementing level recipes
  5. 14:53Mechanics and social power
  6. 23:07The role of templates
  7. 28:49Conclusion and takeaways
  8. 30:09Q&A session
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