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GDC + VRDC 2019 Session Scheduler
View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.
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This talk will consist of three sections. First, Mette will cover framing and the analysis that sparked a change in the way the 'Hitman 2' team approached level design. Next, she will present an analysis of what happens when you look at game spaces as social spaces, and how that played out in the pre-production design of the levels in 'Hitman 2'. Finally, Mette will discuss how the results of this exercise resulted in coining some new phrases and concepts that affected 'Hitman 2' from pre-production onward.
Attendees will gain insight into what it means to design 'Hitman' levels at IO and how to adapt academic (or just “other”) perspectives once in awhile, just to shake things up.
This talk is geared primarily toward level designers of any experience level, and could be of interest for environment artists, game designers and students or researchers.