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.
Seen something newsworthy? Tell us!
Sign up to the 12DOVE Newsletter
Weekly digests, tales from the communities you love, and more
I'm GamesRadar's Managing Editor for guides, which means I run GamesRadar's guides and tips content. I also write reviews, previews and features, largely about horror, action adventure, FPS and open world games. I previously worked on Kotaku, and the Official PlayStation Magazine and website.
When making Kingdom Hearts, the "one thing" RPG icon Tetsuya Nomura "wasn't willing to budge on" was a non-Disney protagonist
The Witcher fans in shambles after a new book reveals just how old Geralt really is
Arcane writer shares where she wants to go with a new story in the League of Legends universe