Hitman Levels as Social Spaces: The Social Anthropology of Level Design

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  • čas přidán 21. 03. 2021
  • In this 2019 GDC session, IO Interactive's Mette Podenphant Andersen discusses how the level design process changed between 2016's Hitman and 2018's Hitman 2.
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Komentáře • 25

  • @Ironforce7701
    @Ironforce7701 Před 3 lety +71

    GMTK in a GDC Talk 7:57
    The circle is complete

  • @Lunareon
    @Lunareon Před 3 lety +23

    Another great example how information from other fields can be incorporated into game design. Also, excellent questions! I kind of wish all talks had a longer time for questions.

  • @FieldOfViewGameDesign
    @FieldOfViewGameDesign Před 3 lety +18

    This was so interesting to watch. I've always been impressed at how the greatest weapon in Hitman is everyday knowledge of social cues and architecture- the whole game can be seamlessly navigated this way! And somehow the uncanny valley and breaks in realism all feed into the humor. It shouldn't work this well, but boy does it.
    - Stephen

  • @Piexus_
    @Piexus_ Před rokem +3

    I just watched the NoClip doc and needed more Hitman Devs content, this was a great talk Mette, thank you.

  • @gordo6908
    @gordo6908 Před 3 lety +14

    really enjoy how casual yet comprehensive this is

  • @FredrikMikkelsen91
    @FredrikMikkelsen91 Před 3 lety +8

    I've been playing this map and all the others like crazy since they came out. It's my absolute favorite game franchise. Today, years later... I've learned that you can blow the brick wall to make an entrance. These maps NEVER stop surprising me.

  • @muzboz
    @muzboz Před 3 lety +6

    Really loved this talk, thanks for putting it together! I'm designing a game called Secret Keep, a sort of immersive adventure game set in a castle, combining influences from games like Thief: The Dark Project, Hitman, and also things like King's Quest... so this is some great ideas for me to think over! :)
    Love the definitions of different types of spaces, and the expectations and rules, and the sorts of characters and behaviour that feel appropriate in them, as well as informing the sort of dramatic situations that one could set up there to bring them to life. Excellent! :D

  • @ghostnoodle9721
    @ghostnoodle9721 Před rokem +1

    Even hitman's videos need to be paid for to view with no mtx
    Beautiful, wonderful

    • @sortout1
      @sortout1 Před rokem

      That’s just GDC way of doing things

  • @ellerez2455
    @ellerez2455 Před 3 lety

    Yes 🤍
    thank you sooo much

  • @matveydoronichev3843
    @matveydoronichev3843 Před 3 lety +4

    that ghost mode question ooof - R.I.P. ghost mode :(

  • @giuseppedefilpo6264
    @giuseppedefilpo6264 Před 3 lety +1

    Anybody know where I can find the transcription of this gdc?

  • @harukazelegouge4727
    @harukazelegouge4727 Před rokem +1

    Lol "I know there's a priest in the priest's private room, I know there's also a choir boy"

  • @adexin6210
    @adexin6210 Před 3 lety +2

    Beep

  • @lokikennedy
    @lokikennedy Před 3 lety +7

    Man every time she laughs I think Beavis and Butthead....

  • @Gi0vanH
    @Gi0vanH Před rokem +1

    This is such an interesting topic but she's so afraid of the audience that it ruins the presentation.

  • @DYLOGaming
    @DYLOGaming Před 2 lety

    These games had potential for so much yet IO Interactive made the laziest copy/paste cash grab ever

    • @sortout1
      @sortout1 Před rokem +6

      There’s always that one guy

    • @chappanagent
      @chappanagent Před 8 měsíci

      Why it wasnt a good trilogy then?