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Introductions

Morten: My name is Morten Olsen, lead environment artist on Hitman 3 and Hitman 2. In the production of Hitman 3, I was lucky enough to also be very hands-on in the creation process, but a lot of my time is spent managing our environment art team and outsourcing partners, developing our pipeline, and giving feedback.

Carl: Hello readers, my name is Carl-Lewis Saunders, and I have the pleasure of working as an environment artist at IO Interactive. I have been involved in the development of the entire Hitman trilogy and most recently Hitman 3, which is available at all good retailers. My role on Hitman 3 was as a primary artist on the Dubai track; responsibilities included fleshing out the initial foundation of the level with our level design team, delegating tasks to both our in-house and extended art teams, and working alongside our tech art team to ensure the level can achieve acceptable performance levels.

Emil: Hello, I am Emil Skriver, and I work as an environment artist at IO Interactive. I started at IOI on Hitman 2 as an intern, and later got hired while working on Hitman 3. I have mainly been doing weapons, props, and level art, and, very recently, have been trying out concepting a bit.

Dag: Hi, my name is Dag Bjärum Bengtsson, I have been working with technical art at IOI for both Hitman 2 and Hitman 3. My focus areas have ranged from visual effects work such as the Rain system, destruction, creating and maintaining shaders, profiling performance, and working closely with our render team to research, develop, and optimize features like Screen Space Reflections for our in-house engine, Glacier.

Final Words

Morten

There are so many memorable moments, it is hard to highlight just a few, but I can try.

I think with a lot of games, but perhaps with Hitman, in particular, you work on a level for a very long time before it starts to really show its potential. When things are just in mockup, and the scripting and AI is not complete, there isn’t really anything to play, so we have to trust that the ideas are good. But when everything comes together — environment and character art, FX, audio, story, and gameplay — it’s magical. The first time I experienced the dancefloor in the Berlin nightclub with music, crowd, and FX I was blown away! It felt so convincing. Even the feeling of walking down through the club and hearing the pumping beat grow stronger as you work your way to the dancefloor is awesome.

Another very cool moment was the first time I saw a Hitman level in VR. This was very early in the development of Hitman 3, before you could really play the game in VR, but I just stood in the Marrakech level from Hitman 2 and looked around. The way VR can transport you into the game — it was awesome. Suddenly, I stood there — in the middle of the environment that I was so familiar with from my PC monitor. It really tricks your brain into believing you are there, and Hitman is perfect for this kind of experience because the game is all about creating a believable, living, breathing world around you.

Combine the Berlin dancefloor and VR and you are in for a treat.

Carl

A memorable moment for me was when the render department began making strides in the implementation of SSR in the engine. Obviously, this was not an overnight transition, but we did get submits from render every so often. There was a clear, night-and-day difference part way through developing Dubai, when a significant drop came from render, which really aided in selling the location due to its large expanses of glossy materials.

Emil

The first and second time I tried VR was crazy, something I will never forget. Experiencing the levels in a new perspective and holding my own guns was amazing! Also, I will never forget our Friday afternoon wine tastings, where the lead level designer on the Mendoza level would bring malbec wine from Argentina — what a bunch of wonderful pre-COVID drinks we had!

All images courtesy of IO Interactive.