Dialogue Tools for Hitman

Dialogue Tools for Hitman   |   2015-2017   | AAA videogame for PS4, Xbox, PC

Working remotely as part of an embedded team based in Mi’pu’mi, Vienna, I was entirely responsible for tools and workflow for dialogue management and ingame playback on Hitman (2016).

In order to support Hitman’s “social stealth” gameplay systems, the writers and gameplay designers at IO Interactive often had sophisticated and novel requirements for how character conversations should play out in game. These requirements needed to be supported by the dialogue tools, the level editor, the engine, and the entire resource pipeline.

As the lead engineer for these systems, my day-to-day work brought me into close contact with non-technical writers and artists. Part of my role was interpreting their requirements in a way that could be implemented in software, and providing helpful and practical alternatives when their exact wishes were not achievable.