Square Enix and Io-Interactive are keeping the “Talking Hitman” series moving. The new topic in the series is Level Design. The landscape of a level is one of thee most crucial parts in a game. If a room is built a certain way and exposes overpowered positions to the player, it could suffer tremendously in the eyes of the player. Io-Interactive presents two of their level designers, Jacob Mikkelsen and Marta La Mendola to talk about what their process for building Hitman levels were like for this go around. This is the first of three parts. Make sure to stay tuned for parts two and three over the course of these next few days.
Talking Hitman: Level Design Part 1
Dame
"Is it all really worth it? Well, is a flawless diamond really perfect?"