This is how you make a Hitman level

For Agent 47 level design is everything. Having played Hitman's first Paris level recently, and the beta, it's clear that every route and guard placement has been very carefully thought out for maximum stealthage.

In case you were wondering how that all gets worked out, then you'll probably want to watch this new video series where principle level designer Jacob Mikkelsen and level designer Marta La Mendola discuss how the various levels are created and built. It all starts on paper, apparently.

It's the first of three and the next one will tackle "fundamental level design challenges". In a game where hundreds of individual AI's can all freak out at once because the strange new bald gardener just killed the ambassador with a trowel, I'd imagine the challenges are quite large.

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