Revealing the Tricks Behind Hitman’s Level Design

(keyboard clacking) (tense spy music with clock ticking) – [Narrator] In Hitman, the stars of each game are the destinations. Each location in these games has been meticulously handcrafted to provide the ultimate death maze for 47 to plan his assassinations. In our last video, we explored the design of the simulations that
play out in each level, but today we’re going
to take a closer look at the levels themselves. How they’re researched,
planned, and executed. For Hitman, the overall story and set of locations are decided on by a small group of development leads. And then, each of these
locations are given to what they call a track team. Each track team is
responsible for everything within that location, from
the design of the level, to the targets, opportunities,
even down to items that are unique to that level. – So, we basically,
everyone goes into a room, that would be, sound
designers, environment prod, level designers, go into
a room and brainstorm, put Post-its on the whiteboard, or, “Okay, here’s a bunch of stuff, let’s try “and condense into something
that we are comfortable with.” So, if we had Mumbai, it’s all about “Okay, what are the expectations “going into a level in Mumbai?” And try to meet that, but
also then having something new and unexpected on top of that. And, what are the type of targets that could fit in this environment? But, we liked the idea of having targets that are in their own habitat, where they feel comfortable being, ’cause then that can help us make sense of what they’re doing. Yeah, so, it’s all coming from
the location and the targets, and it needs to kinda fit together. – [Narrator] To explore
the design of these levels, we’re going to talk to three designers who are responsible for three tracks. Mattias, who was the lead on Mumbai, Marta, who was responsible
for half of Miami, and Mette, who worked on Hitman 2’s first DLC level, the Bank. But before we get into the nitty gritty, I wanted to know how each of
them researched their location. – We do a lot of online research. We did talk about doing a
little work outing to a bank, (laughs) but we thought
it would be too weird. to just walk around, look
at everything in the bank, take notes, and stuff like that. We got a little, maybe we
can’t do that (laughs). It’s a little hard to find like
a map of a bank (chuckles). – [Interviewer] I wonder why. – But, (laughs) we tried, and we tried to look at the different classic formations you would have. So it seemed like, in these old banks, you would either have a
big ship in the middle, whatever you would call it, we ended up calling it the Teller Ship, or you would have it at the side. And, because we have spend a lot of time analyzing the levels in
season one, we discovered that you kinda need to
give the player flow, and when they start, you don’t
want them to feel watched, you just want them to be
able to just do their thing and just take it in, and not have like a wall of bankers
just staring at them. So, we thought, “Okay, we’re
gonna have the Teller Ship “in the middle so you can walk around “and just take your time.” – For Mumbai, we actually went to Mumbai We did a research trip there and just went right into the slums, and figured out how does that look, how does it feel, how does it smell? And we actually came away with a way different
perspective on how it is, because it’s actually a part of the slum that is a big part that’s
actually not that bad, and kinda bring that into the game instead of just going all
depressed and everyone is in rags. And then it’s all about
the details: signage, how does the pavement look, what kind of walls do they have? So, we wanna bring that in. And then, it’s not about
recreating an exact location that is in Mumbai, it’s about
finding what feels like Mumbai and building our version of that. Nothing like that exists,
like it would be weird. But when you’re in there
when you’re playing it, it kinda feels natural, in a word, it kind of flows together. So, it doesn’t feel that
off when you’re there. But that’s just up to the level design and the environment art
are working together to make a space that feels believable, but still actually very gamey, in a sense. – [Narrator] Marta worked
on the opening level of Hitman 2: Miami, a
level that was so big that the design responsibilities
were split in two: one designer working on
the expo center and park, while Marta did all of the race event. To help research her design, Marta watched a lot of Formula One, while one member of the
team attended a race. To her, it was all about
aspirational spaces. An event like a race course
is full of public areas for attendees to explore. But setting up enticing areas outside of a regular attendee’s reach would help pull the player in certain directions. – When we had to build the race track, it was mainly like “What
stands out in a race? “And what everyone wants to see?” So, it’s not that we want
to copy exactly one race. We knew that the location
was supposed to be Miami. And then we just took the
most important elements. So, we knew that we needed a
podium, we needed a racetrack, a garage, ’cause we knew we wanted to do something with a pit stop. ’cause it’s like the iconic thing, it’s the moment where everything happens is during the pit stop, where everything can go wrong, especially. If you think traps,
right, you’re kinda like, “Ah yeah, I can totally
tamper with the car. “That’s the only moment it
is free and you can do it.” Then, it was more like,
“Okay, we need a crowd. “Where do we put the crowd? The stands.” And you have the VIP
area for special people, and of course, there’s the logistic part, like what do they do the trucks
that carry out the stuff? So, it was basically like
taking all those elements, making sure that we had
some gameplay for it. – What they expect is so important. It’s kinda what drives us, as well, and what inspires us, too. We know that people would expect when they walk into a bank, and we really want to give it to them. We also want to add an
element of surprise. And, what’s so interesting
about spaces like banks or shops or airports or whatever, is that you know how
some of it looks like, but you’ve never been behind stage, right? So, you kinda wanna make sure that the players get that, too. A lot of people have been inside a vault, but then have probably
seen a vault, right? What’s in the movies, and stuff like that. Expectations is super important. – [Interviewer] And is it important that they sort of are in
that backstage access? – Yes, yes yes, yeah, it’s essential. You want to give players a
look at what they expect, also because then we
don’t have to teach you. If we have like a spaceship
as a location, right, or like an alien world, then we need to explain everything to you, but having the expectations
means that players know “Okay, well if I do this,
this is going to happen.” We do our best to try and
give them that experience. It feels awesome, as a player, that like, “Yes, that actually worked.” – We wanted to go to Mumbai and like, “What are the things we can do?” We want contrast, we
want the rich in there, we want the poverty, we want trains, and we want all of that’s
India, all those flavors. And then, we need to figure
out “Okay, how do we make it “interesting to traverse
from one end of the map “to the other end of the map?” And, we did a lot of different things. There’s a lot of ways to
drag the targets together. But, we also have these sky walks, which is a very, very
present thing in Mumbai. These are kind of just
like horizontal elevators, where you can just slip
through from one end to the other end, kind of like a shortcut. – [Interviewer] So, one of
the things I found interesting in Miami is that, when
you walk in, the lines. It’s like the only level you can get away with doing that, or something? – Yeah, yeah, ’cause
they do that to events, they try to make everything look clear, so that you know where to go. So, we kind of thought it was a good approach to use that, but we can’t use it everywhere. That’s a thing, like I
remember we had a similar talk for Hokkaido, at a point. There’s a balance that we need to find that is like, “Is it too much
in your face, or is it okay?” And I think, in Miami, it works
fine because it’s an event. – [Narrator] Each level
in Hitman is different, but many of them riff on
established design concepts. Mumbai, for instance,
contains a reverse fortress, where the target is an unknown civilian walking around a public space. Miami contains one target in a fortress, and another on the race track, who then turns into a roamer
if the race comes to a close. While the bank contains the
quintessential fortress, a director who rarely leaves
her highly secure office. It’s also the responsibility
of these designers to do a lot of work to let you
know where these targets are and how you might get to them, like, say, having the director’s office overlook the area you started. – We were hoping that the clock would draw your attention eventually. We wanted to just get
in, and it’s also why she’s starting pretty
far away from the clock. But, when you’re closer and you look up, it can fit pretty well with
her just standing there and looking down at you, and you can see the whole window panel
lighting up in his thing, so you’re like “Hmm,
this is an opportunity.” We also have this little magazine thing. ’cause that’s also something
that people like to do, like blend in in a public space, it’s like you’re just sitting and reading a newspaper,
or just hanging out. So, we had this magazine made, where there’s an interview with Athena, and the person interviewing
her is describing her office and describing her trophy, and
how pointy it is (chuckles). And it’s just like,
we’re just trying to put these little hints in there. – I had this design philosophy that the first time you go in there
and you try to find that, it will not be comfortable and it will not be easy
to find your way around. But, the more you play it,
the more you get to know it. If you play it a lot, and you master it, you will feel satisfied. That ties into knowing
who the Maelstrom is. And, you can see the
players who play it a lot, they’re like, “Ah, I really like this,” because they feel clever figuring it out. And the players who don’t play it a lot, they feel lost in the level,
they didn’t get to master it, it’s claustrophobic, they don’t know, “I’m getting busted by these guards.” There’s a quote from one of the forums, I can’t remember, but, “I started hating Mumbai, but
now it’s my favorite map.” – I think the hard part, when
we have these big events, is there’s a lot of movement,
there’s a lot of expectations, and there’s a lot of ways you
can destroy them. (laughs) So, each time you create
something, you also need to make sure that there’s a fallback to it, right? ’cause you are getting
people to disappear. So, we kind of played around with, “Oh, so, who’s gonna win by default?” And, initially, it was
supposed to be Sierra. But then, we were like,
“Ah, but we want the players “to be more active about it, right?” So, you have to make Sierra win, so having Moses disappearing or doing something to
him will make her win. And then, what happens
if nobody goes on stage? And then, you have to make sure that there’s a
fallback to that, as well. So I think, the announcer goes like, “Huh, I guess somebody’s missing.” Yeah, it branches so much. The part that’s very difficult to make is when it branches so much, because you put a lot of elements
that needs to be together, and you take one out, and
then everything pfft. (laughs) We tried to put ourself in
a position where we say, “What does the player expect
when they play a race? “Ah, they want to shoot the car.” There was, I remember,
somebody made a video about throwing a bomb on the racetrack, and it took him like six tries. It was during an E3 I think, so it was still in production, kind of. And I was watching it. I was like, I knew you could do it, but you have to really time it correctly. So I was like, “Oh my
god, is it gonna happen?” And at the last moment, it did. I was like (sighs in relief) “Okay, safe.” – [Narrator] The track teams
aren’t just responsible for the look and layout of each level, but the characters that
populate them, too. Everything from ambient
NPCs to those starring in the locations’ mission stories. So much of the identify
of each level in Hitman comes from these narrative opportunities. So, I asked our three friends which ones they’re most proud of. – Well, I think that’s an obvious one, which is the Kashmirian. The Kashmirian is this assassin; he’s there to kill two
of the targets, actually. You as Agent 47, you can
obviously take advantage of this. So, the Kashmirian, he’s
not the perfect assassin. He didn’t really know
how to use the sniper, he’s scoped it badly, and
so you can help him out like in behind the back from
him, and then he will, okay. And then you can make the target pose in front of him, and he snipes him. You can pull the strings behind the scene to make him do his job. And then when he does that,
he will actually eventually meet up with the final target,
which is the Maelstrom, which you need to find. And you can actually take his
disguise and do it for him, or you can follow him and
see them have the meeting. And the main reason this
opportunity was made was to give the players
a handle to go through the entire level without
actually being too lost. So, people who find it,
they will go to the middle of the level and they
will get the nice view of one of the targets,
then you will actually go into the tower and lead
into that fortress, and then it takes you
back, and then it takes you to Vanya and to one of her spaces. You get to explore that
and get to know her, and then it actually takes
you all the way into the slums and all the way down into where the Maelstrom has his hideout. So, it is actually a
storyline to ease the player into the game and into this
very, very congested and dense location. (gunshots) – In the beginning, we had the vault, we knew where we had the vault. We weren’t sure what to
put in there. (chuckles) And, there was actually at a time where Fabian was the target. So, it was Fabian and
Athena you had to kill, and then, we weren’t sure
what to do with the vault. Maybe it was a one-time thing, you had to go down and get
something, and then that was it. And then, we had huge discussions, because we were like, “People
are gonna expect a cool vault, “and they’re gonna expect
something nice to find in there.” It was also suggested,
“What if it’s empty?” and that was like the thing, you know. And it was like, “That’s
just disappointment. “We can’t do that either.” We ended up going, “Okay,
Fabian is no longer a target. “The vault is the object that
we need to put focus on it.” But then Tobian suggested,
“What if it’s an optional? “Like, you either do the vault…” ’cause we were afraid of
the virus in Sapienza. Which, people weren’t really happy with. They liked the level and
they liked the targets, but they didn’t like that
we forced them down here to take the virus every
time, and I totally get it. So, that was the idea, like, “Okay, let’s have
the vault as a thing, “make sure there’s different
ways of getting into it, “and then have the option of retrieving “the backup discs instead.” And it was actually Michail’s
idea that you actually take the data core, that
you can’t bring it anywhere, ’cause now everyone’s gonna
see you with it right? – [Interviewer] Big glowing briefcase. – Yeah, yeah, we actually
talk about having sound emitting from it, and just
like, “Aaah, what should I do?” I thought that was such a cool thing. And I just saw a play through
where people were throwing flash bangs to get out of the teller hall. It’s like, “That’s really creative, “I didn’t even think of that.” – [Brad] Go go go go go,
right you’re gonna need this– – [Co Player] You need to
throw one at the front door. Throw it now, throw it now! Throw it, throw it! Okay, now sprint! Sprint! Yes! You got it! They’re all blind! Oh my god, Brad! Yes! – [Brad] Oh man, I’m never gonna make it! Aah, they’re gonna shoot me! – [Co Player] Just get out, just get out! (Brad cries out triumphantly) (Co Player laughs) This is the best game ever made. – [Brad] Look at them,
they’re walking the wrong way. – So yeah, I think it’s cool
to mix it up a little bit, try some new things, and I think players embrace it really well. They’re very creative. You can throw almost anything at them and they’ll find a way to do it. It’s cool. – We wanted a disguise,
we wanted a mascot. And, (laughs) it ended up being a flamingo because we were in Miami, so we kind of themed it in that way. But, what I really liked about
it was the whole interaction with the mascot, ’cause
you’re kind of helping him out at the beginning, and you’re like, “Oh, I’m looking for my keys,” and then you kinda figure
out, oh you want those keys, but you’re kind of the guy who knocked out the poor ex-mascot
and are trying to do… So, you kind of have to
investigate a little bit. – I really like that we have, again, these little stories that
we got in the IT department, and we have the job interview. ’cause those were things
that are easily cutable, like going to a job interview is this weird social construction, right? And it was actually Marta’s idea that someone should really
put this in a level somewhere, and it was a pretty good fit for the bank. So, I’m really happy we got that in. I love how it changes, as well, that we managed to get
different themes in there. So, the vault area feels
very, very different from the teller hall, and the CEO floor with the wooden panels
and stuff like that. I’m so happy we managed
to get that in there, ’cause again, it was a fast production, it was a really fast production. So, we were actually
afraid we couldn’t have that kind of aesthetic fidelity. – [Narrator] Mette only
had just recently finished work on the bank, and offered to show us what a completed level looked like. Each location in Hitman
runs on two major tools: a level editor, which
can be used to manipulate actors and objects, and a graphU, which gives each actor their loop and the logic that drives
their decision-making. – [Interviewer] So, what’s the
spinning clacker board doing? What’s that? – So, it’s just telling
me that this is an act that’s going to play at a point. So, this is a graphU, where I can see the different actors, and I
have the different dramas. For instance, we have this guy, and he’s mopping and fixing stuff. (chuckles) – [Interviewer] Literally
mopping and fixing stuff. – Yeah, and these are his two acts. Like, sweep floor, middle work. So, it’s like a very, very
tiny little drama situation happening over here. – [Interviewer] So, is there
an actor that has something more complex going on,
like is the journalist that’s behind you here–?
– Yes. – We have the journalist over here. A little bit more complex
than the janitor, of course, because she has a lot of different dramas. She also has this moment where
you can give her documents and she needs to call her editor, and she’s gonna have the stock crash. So, yeah, it’s a little bit more complex. And then, we have these priority notes telling the system that
her being on the tablet is more important than her
having this phone call. So, when this is done, she’s
gonna go up here instead. Yes. And a target… Let me just show you Athena instead. She’s a little bit more… – [Interviewer] These are
their starting positions at the level–
– Yes, yeah. This is where she would start. This is her secret room,
where she’s normally watching the board meetings. Her system looks like this, so her setup. And then, we can go in,
and there’s these smaller little packages of dramas in here. This is her looking at the stock screen, finding out that it’s crashed. – [Interviewer] So, how
many different dramas would she have, or…? – Well, she has what we would
refer to as her core loop. Which, would consist of, I dunno, it could be like five acts or something. So, she would sit at her desk,
go check the stock screen, go look down at her peons
working on the floor, go and watch these guys in here. And, she actually has these little… She will go and look to check if someone has placed her vodka. (both chuckle) And then we have what we
call these pullout moments, where you can say,
“Okay, if I placed vodka, “or I start “this distraction over here,” we have this record player. And then, she’s gonna
go to the record player, then notice her nice trophy, and then she wants to just linger there and look at her trophy and
talk about how cool she is. And this is like a check. So, this is, it’s part of her
core loop to use her computer, and if you tamper with it, she will check it in her core loop. You know, the pullouts
will just pull her out no matter what she’s doing, is the idea. – [Interviewer] How do you count, for say, if you pull her out of her core loop and she’s at like stage two,
but then it makes more… Does she always go back to that one stage if she’s going back to her loop? Or does she pick it up somewhere
else that makes more sense? – Yeah, that’s often the hard part, is like, “Okay, if I trigger
two things at the same time, “which is the most important? “When will she discover it?” And that’s when we try to use logic, and we just try to go, “If I was the CEO of a company, “what would be the most
important thing to me? “That I don’t have WiFi, or
that the stock has crashed? “Probably, the stock. “But, when that’s over, and
I go to check my computer, “then I discover that
the WiFi isn’t working, “and then I’m gonna do that. “Or, the vodka is less important.” We try to go like, “What
would the player assume “would happen in these situations?” And then, we try to do that. – [Narrator] The final
flavors of each track are the unique outfits and items
that populate the location. To streamline this
process, and to make sure that players don’t have to
relearn the game for every level, both systems are wrapped
around standardized rules. The objects, regardless of how they look, generally fall into certain categories, while the outfits work
off of a tiered system that the track team can
customize for each location. – We have archetypes of items. And so, one step for the level designer and environment artists, or
the track team I would say, is to figure out, “Okay,
what type of items fit “in this level that is “the same as a knife?” Or, “What can you throw here? “Okay, in Columbia, we have a brick, “but it’s a cocaine brick, right? “It’s the same thing.” So, it’s just wrapping another fantasy on a lot of the items. But then, it’s also, we
have very specific ones. That comes from the opportunities. And then, we have quest items that are very specific to mission stories. We have the outfit system. That’s just basically the same. And that’s just the level designers deciding the rules for each. For the guard, you’re gonna
be allowed here and here. If you’re a chef, you can go here. You can carry a knife. That’s mainly, we just
wrap different fantasies around on each level. And then, we have very specific ones for mission stories, as well. This outfit is gonna unlock
this thing, very specific thing. Now you’re a barber, so now you
can shave people if you have a razor, as well. So, that’s the key to that thing. Or, it’s a key to an area. It’s obviously a tool
that we use all the time. It’s a core Hitman thing, right? – [Narrator] Each track
team will work on a level for a year or more, which
causes a rather unique situation where often designers on one track won’t play another track’s location until they’re nearly finished. Marta started at the company
working on ambient characters in Sapienza, a job perfectly
suited to an Italian national. And after spending most of
the development of Hitman 2 working on the race in Miami, she’s now been given the
responsibility of the game’s second DLC map: a tropical island. – I enjoy playing my
levels after a long time that I have not touched it, ’cause when you’re working on it, you’re kind of like, “Oh,
this sucks, and (groan).” You’re so used to it, it becomes like, you don’t have a really good
reality on the level anymore, so you need other people to play it. So, everything else
becomes super exciting. Now that you have had Mette before, and she was always working on the bank and I was testing her game before, and I was like, “Oh, this is way better! “It’s not fair! “People are gonna hate the other one!” ’cause you just lose, completely,
objectivity at a point. – [Interviewer] So, when do you know if a level’s good or bad? – When it comes out and
people vote. (laughs) So, we’re kind of like… Each time we finish something, you get ideas of other stuff, right and then you want to do those. But, it’s not always as easy,
because it’s a team effort, right, so it’s not only
your opinion that counts. But, you can influence some
of the decisions, right, so you can try. – [Interviewer] Sapienza,
Miami, and now a resort. You’re getting all the sunny ones. – Yeah, the tan, fake tan. (laughs) – [Interviewer] It’s a shame,
it’s a wonder 47 is so pale. (laughs) – We had an idea, actually,
like if you spend too much time under the sun, you become red. (laughs) I dunno if it’s gonna
happen, but… (laughs) Because we have some HIPS,
or I dunno how we call them, hide in plain sight, or
role-playing type of, you can lie on the sun bed, right? So, if you spend too much
time, you could get sunburned. We’ll see. (beep) (a faint conversation is just audible) (tense music) (door opens) (beep) – Bad connection. No, no, no! (groans) (fabric sounds) (body fwumps into fabric bin) (door opens) – [Guard] The bank was actually being run by some super-secret group, y’know. (conversation is no longer
audible after door closes) (TV static) (footsteps) – Nothing to report. – Yeah, me neither. (crowd is heard cheering
and whistling from outside) (crowd cut off when door closes) (radio chatter) (victim chokes) (radio chatter gets louder) (keyboard clacking)


  • Noclip

    What's your favorite level in the Hitman franchise? What's your favorite target or opportunity?
    Reply here and let us know!

  • Sal-88

    Amazing stuff!

  • BackfallGenius

    So cool! Mumbai was such a complicated level when I started playing it. It took me like 5-6 times of playing it to actually understand the layout, the way the areas are connected, what disguises get you where, all the underground areas, and all the mission stories / opportunities. I actually had no idea you could setup a meeting with the Kashmirian and the Maelstrom until I saw this video, because I'd always take out the targets in a weird order, so I guess that event never happened. But once I nailed this down, I got Silent Assassin on Mumbai in less than 15 mins and I was so proud of myself. My first runthrough took like 2 hrs lol.

    Looks like you didn't get a chance to interview the Isle of Sgail level designer. I'm always curious about that one, because it's a literal fortress but also has a snail house esque design inside of it. It's my favorite Hitman level in terms of atmosphere and ambience (alongside Hokkaido), so I'd love to learn more about the design of it!

  • Tim E

    I like how the targets in these Hitman games are always involved in some low-key, nefarious activities so that players don't have to feel bad about killing them.

  • Andre

    I think a lot of us would really like to see a Gloomy Raining Level like From Hitman Contracts, that's one think that's missing in some of the Level Designs, The Author from Patient Zero was probably my Favorite, the atmosphere and the Music in that one had that weird old Hitman feel to it.

  • Meta Contrarianism

    It's nice to know the devs behind my favorite series are such lovely people!

  • Sean Buckwell

    The only reason i wont buy this game is they tried to rip me off with more DLC after bought HItman 1 game of year…. 20 bucks for there unfinished level with a discount no thank you!!!!

  • Stacy Rodriguez

    They should create a mission where he would have to act gay! 😂😂🕴

  • Basically Godzilla

    Those character animations of the Hitman himself are so amateur. so stiff and lifeless.

  • TheVinylFactor

    Great video, waiting for the next one! 🙂

  • Scootermagoo

    My favorite level, the place where i do the thing and get the thing and the person dies. My favorite level.

  • The Heartless Nobody

    Wait there is a bank? Where?

  • Liptins Bovril

    nice work! i love watching your videos 🙂

  • ZRovas117

    I would LOVE, if they tried to make a level where, you have the gimmick is this:

    You have a target who's actively hunting another person.

    The rules of the level is that, you have to figure out who the Hitman is, and prevent said Hitman from killing the other person who you're tasked of keeping alive. You keep the other guy alive by tampering with security, and like, making him where body armor and stuff. Directing the other guards to his location so he won't be alone–something like that.

    It would be a nice variation of what Hitman is all about.

  • TheDooieBall

    imagine if a sunburnt 47 made him recognizable in any disguise because of how red he was

  • Mayur

    Fascinating stuff. Never thought if hitmen level from this perspective

  • zaishade

    One of my favorite things about the new Hitman games is the outstanding textures. The games are absolutely beautiful, and I often found myself just slow walking through the levels admiring the details.

  • J C

    Damn it now I have to reinstall Hitman thanks Noclip.

  • KauluMaisas

    13:00 I think it was Bigmooney06, who tried that bomb trick…

  • The Spaz From Rainman

    At 20:25 i heard the nice lady refer to the NPC's core loop… anyone else getting a strong westworld vibe here?

  • Nick Robinson

    12:47 YOOOOO this makes me so happy hahah. i always wondered if anyone at IO saw my "Beating the HITMAN 2 demo the wrong way" video – i'm so glad to finally hear they did ☺

  • Laure

    Amazing series! Thanks Noclip. I would love a Hitman-like game that isn't about killing people though. An espionnage/spy themed game could be incredible.

  • cheapet50

    Damn, those bank level are my new favourite.
    "have you tried turning it off and on again"

  • Myles Casey

    They seem to have forgotten the Sniper in many of the sandbox levels. Playing through a mission with a sniper isn't fun anymore (unless you're going for challenges). There aren't many vantage points for snipers and when you fire, all the guards swarm to your location. I belive they should just remove the sniper challenges from the sandbox levels or remove them entirely.

  • Mr Splupper

    if io make sunburn mechanics, I'll buy this game. How about that as a deal?

  • Czech Death

    You do realize you can put the datacore in to the briefcase – I see so many playthrus where people are fucked trying to carry it out. I just put it where my sniper was and GTFO, also there is empty briefcase in the storage, next to where the guard is observing cleaning lady.

  • Fuzzy Samurai

    Hitman so badass you get knocked out if he throws a burger at you

  • Epic47Sides

    Another great part guys! Well done!

  • Discriminant

    Bank Level: doing a lot online, researching
    Mumbai: going to Mumbai literally
    Siberia level: bunch of stupid cliches from low-quality cold-war-era movies with vodka, soviet stars on buildings and asian/turkish npcs instead of "russians", just gulag parody in 2019? You can't be serious

  • maconefilms

    Now I want to play Hitman again. There is so much stuff that I haven't done in these levels.

  • Maniahg

    7:18 that's one heavy ass hamburger lol!

  • Johnny Marvéll

    The UI in the second game is utter sht. They should have kept it as it was in the previous game. And the change to the threat meter was completely unnecessary. It's as if they didn't have anything better to do, so they started changing things that didn't need changing, out of boredom. Instead of keeping it attractive as it was, they made it hideous. This is what happens when you cater to the whiny console wh0res.


    Another rock-solid, insightful entry from noclip. 👍

  • flitsertheo

    What strikes me, none of your targets in Hitman 1 & 2 ever fights back. None of them pulls out a gun if you threaten them, they just rely on an army of bodyguards to protect them. Rather weird considering some of them are criminals .

  • Csősz Máté

    Extremely nice developers! I O I is a fantastic studio.

  • English_Rose

    Me and my dad like the older Hitman games. We play them together from time to time. We bought him the last 2 Hitman games last Christmas but he doesn't play them as he prefers the older ones. We even have the Blood Money soundtrack on CD. =D

  • PutTheGameDown

    If you people like this please check out Mark Brown's Game Makers Tookit on the Race level. It's brilliant and also contains interviews with the dev team.

  • Menace

    game development always looks to me so damn hard and complicated it makes me glad i'm not a developer lol

  • dochas beo

    Now that's dedicated research – they went to Mumbai, they went to formula 1 races, they watched racing… God bless these guys for their efforts at really making something which honours the players who take the time to play it!

  • AvenaPros

    It looks like IOI put and spend a lot of effort on the first level Miami and Mumbai. It feels so empty for others levels.

  • Jet

    I don't like the latest bank level, feel very simplified with just few room and corridor level

  • Brandon Letkeman

    Of course he asks about the journalist

  • The Squarecrow

    Hey Danny, really missing those Escape from Mount Stupid videos! Nice work, as always!

  • Paradox Acres

    23:03 But…the vodka is always the Most Important part of a CEO's life >:(

  • PrettyP1nkUnicorn

    12:47 I saw this video, so cool that the Hitman team as it as well!

  • Creative Pixel

    The work this people do is amazing and this helps to have perspective on how complex it is. You get even more knowledge of the amount of work this requires when there is no other studios that does what they do.
    I didn't play Hitman 2 yet, but I really liked the first one. It's a very good game and I enjoyed playing each level a few times to see the different ways you can reach your objectives.

  • Eric Fortin

    A game that impressed me with its level design was Dying Light. Even if you could go everywhere and climb anything, there was always something to grab your attention and direct you to the right places. I'd love to see a documentary about that game…

  • Shpahtel Lapsta

    It's weird how Hitman ended up being the weird, anti-establishment character. Clean shaven, wears a suit, shows up on time, keeps his emotions & vices in check, does his job really well, doesn't talk much, doesn't burden people with his snark & opinions and the one tattoo he does have actually has a point to it… Look at the entertainment industry right now – the popular characters, he sticks out like a sore thumb. Whereas he used to come off as kind of generic.

  • Undisclosed Music

    What a wonderful team and great game! Thanks for the work you put in!

  • Lets PlayTV

    It's interesting to me that they not once speak about throwbacks to the older games. Even the bird costume (which I always read as a nod to the Mardi Gras level in Blood Money) is just there because it fits into the Miami theme. I appreciate that they took this great principle of a stealth game that was big in 2000-2006, didn't work in 2012 with Absolution anymore and refreshed it into a version that with Hitman, Hitman 2 and the upcoming Hitman 3 will work great for the 2016-2022 era. This is really technologically great and I'm sure that in 30 years it will still be worth installing and playing, if we have a machine that runs it but people make emulators for 80's games so in 2050 we will surely have that for 2020 games. Unless we're fighting Mad Max style for earth's last oil and water.

  • Tanner Nelson

    What a great development company. They seem so proud of their hard work. I hope they stick around. Congrats to them. Thank you noclip <3

  • TheCptCoy

    Seeing these devs, I'm able to see why so many missions have a heavy leftist bias

  • J

    I love the new Hitman games. The levels are so diverse and I like how they guide you along the way but let you do your own thing.

  • AgeingFPS

    Really interesting video

  • Julian Cortes Calle

    I haven't played this version of Hitman but i will do it now, IO is amazing and all the work put in is fascinating!

  • Random Dude

    They still have such a long way to go in terms of level design and ai.

  • Jamie Aubrey

    10 guys walk into a bank start taking notes and images, The Manager walks up to you, "Nah all good fam, we from ioi and we need a new Hitman level"

  • soroush valim

    These people are creative geniuses, they are all super sweet and nice, and they have created the nicest game for their players because they care

  • borek921

    23:29 shit, that violin knockout was so brutal I was surprised that Athena didn't shoot out some sonic rings out of her.

  • Streetrocker28

    IO , is it maybe possible if you do it in complete stealth (Sniper assassination ) without getting spotted , you still get Silent Assassin rating ? Like in the older games , now i am pacifying everyone around the target to not notice it when i Snipe someone to keep my SA rating ? I’m not saying you c an’t make things difficult but it doesn’t make sense because the first reason you would do a Sniper assassination is because you want to keep your distance from a target , so i believe it should be still silent assassin even when they see the body and the bullet , only if they never knew what hit them …. that’s what i liked about Hitman :Contracts …. You were still able to pull off silent assassin after sniping the target stealthy ……and last but not least , can you make it possible to conceal murders with accidents ? Like by example : when you snipe someone and hè falls down a cliff and they Discover him , that they think hè fell instead of getting shot …. irl they only know it was murder after the coroner or body check happens at the morgue

  • Wave Play

    This series is AMAZING. So much great insight, and the devs are so sympathetic too. What a wonderful watch.

  • Ben Silva

    Please make Agent 47 get all sunburned!

  • Digger318

    hope they can return to hong kong for the next 3rd game

  • Andrew Quinn

    I'm not a fan of the gameplay in any way, but damn do I respect these devs.

  • anders

    That guy who tried to blow up the car was Nick Robinson, he's an awesome youtuber.

  • Radorian

    "We know what people would expect when they walk into a bank and we really want to give it to them" – that dedication is awesome, maybe disney could learn something here for star wars…

  • Kevtuff

    8:26 wow! I never i even noticed they were there lol

  • gtabro1337


  • StodD Howard

    why such a many woman in IOI?((

  • Michael Powell

    Hooray for the GB cameo!

  • k. k.

    now they have to fix the silent assassin ko

  • g s

    Those were geniuses

  • Gabriel Bowden

    Crossing my fingers that I can get a sunburn in the resort level.

  • Shirish Sarkar

    Marta my dear

  • aviceconti F1

    I am so grateful that I discovered this documentary and this channel. Really great content, I'll keep watching.

  • pittkendoka

    what sunbed? she's working on the paradise dlc. did she give something away? are we gonna cook a target in a tanning bed?

  • David Becerra

    it hurts when it says "in Colombia, we have a brick , but it's a cocaine brick" I know it's an example but man

  • Deniz Demirel

    knocking someone out with a cheeseburger…. gotta try that.

  • Abraham Lincoln

    Airport map… big concert map…. white house map…


    This is great content

  • I'd Rather Watch Paint Dry

    Am really liking this series of videos. Learning a lot on games are made.

  • Fhorty Seven

    excellent documentary.. i love the hitman franchise, its what got me into gaming in the first place with the Hitman 2: Silent Assassin, It was the game i've re-played over 10 times at the time that i was too broke to afford the latest games. Nonetheless, more power to you guys IO Interactive, wish you'll triumph as CDPR.

  • Spartan117

    so a fantastic Video Series!! I Love the Team! i buy right now the Season Pass to Support you! Time to Play hintan again 🙂

  • MrTostik

    Where is Russian subtitles?

  • Smiss

    The grafics of this game are very top of the pop! I wish every game has that grafic engine

  • werta5000

    nice to see that io uses the old faithful put the monitor on top of a stack of paper

  • IamP1E

    The part where she's flying through the level in her debug mode and explaining the design system trees (idk what it's called, I'm no game dev) are awesome. Would love to see more of those with different games.

  • Kalessin

    I guess that I get to feel like an idiot, because I never noticed the lines on the ground in Miami. I saw that the ground was colored in places, but I never paid much attention to it and certainly never noticed that the ground was supposed to be indicating whether different things were on the map.

  • Luis Rodriguez

    @7:18 OMG that Kangre Burguer is so poweful

  • Rubber Tunes

    Anyway, I'm still waiting until ALL modern hitmans (1, 2 and 3) are finished and combined. Really sorry but I'm not funding something I don't trust. I'm not gonna gain trust by spending money on it anyway when I still don't see it finished. So…. I WILL buy and play it but not until it's a honest FINISHED product.

  • skyout

    Hitman 2 is a masterpiece

  • Kush Kat

    26:53 oh my fucking god that would have been amazing hahaha. 47 getting a bad sunburn during a mission would have been hilarious.

  • geinigesierie

    I love how she has 2 screens, a beefy pc, but her screen is stacked on 2 a4 paper packs. 21:40

  • Nicholas Cheung

    So many spoilers >_<

  • Lex Summer

    16:50 Guys why are you panic? you can conseal the item in a briefcase and walk out without causing attention 😀 LOL

  • TXF

    17:00 Where's this gameplay from?

  • MissouriMatt54

    Thank you for the video.

  • BenkethePirate

    Please make a solarium easteregg in the next map!

  • marc kushin

    The NPC loops remind me of Westworld. We're in the early days.

  • Justin's Garage

    They should simplify down the editor and put it out for modders to go crazy with!


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