00:06Quando stiamo cercando un stile visuale per Hitman Go, abbiamo esplorato in diversi modi,
00:11e poi abbiamo iniziato a essere inspirato da queste modelle dell'architecto.
00:15Ever since we started working on Hitman Go,
00:17abbiamo avuto un sogno di creare un livello del game come una piece physical.
00:23Ora che il game è venuto a PS4, Steam e PS Vita,
00:27abbiamo pensato che questo sarebbe una grande opportunità di tornare a questo sogno e farlo.
00:38Quando abbiamo creato questo videogame,
00:40based su una estetica fisica,
00:43abbiamo pensato che abbiamo chiesto di creare questo,
00:48come perfetto e possibile,
00:49ma all'interno abbiamo pensato che questo non è un game fisico
00:53e che abbiamo dovuto adattare a questo.
00:58Ora che stiamo andando l'altra parte,
00:59abbiamo bisogno di mantenere la cleanness e la sharpness che è in il game.
01:04Il finale obiettivo è piccolo, molto precioso,
01:07e devi sentire che per ogni centimetro,
01:10tutto è stato fatto con GR.
01:14Al prossimo,
01:15There was a lot of back and forth between the people working on the model
01:18the people that actually worked on the the virtual model
01:20and being curious about how true things would be implemented
01:23in real life so to speak, with real materials.
01:26It's interesting to see where are the difficulties in doing level in the virtual world and in
01:33the real world.
01:34And the difficulties are definitely at different places.
01:37For instance, for the palm trees that we have in the level, we just kind of repurposed
01:42a model from another game, I think.
01:44When they had to create it in the real world, the trunk and the leaves, how do you do the
01:48leaves, like choice of material, you know, it was definitely more of a challenge for
01:53them than it was for us.
01:59As a character, Hitman could almost be considered a craftsman.
02:03He's a very emotionally detached person who goes out and kills people.
02:07He's probably the best you can find to do this job.
02:10And so there was this parallel between this and maybe a master craftsman who creates architects
02:16models or dioramas in a workshop.
02:22Hitmango is our first game.
02:24as a studio.
02:25So I think it's something great that we can have this piece, this memorabilia of the first
02:30game our studio created.
02:31It's like our origin story in a way.
02:34And this piece is going to help us remember that.
02:43and then we can do something different.
03:01It's like our computer.
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