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Design by constraints: Hitman Go postmortem comes to GDC 2015

Square Enix Montreal's Daniel Lutz, the Game Director behind Hitman GO, will deliver a design postmortem on the game and its unorthodox design concept at GDC 2015 in March.

Developers, how would you go about bringing a big-budget game franchise like Hitman to the mobile market as a standalone product in a way that best takes advantages of the platform's strengths?

It's a tricky question, but you'll likely find at least one good answer in the GDC 2015 talk "Design by Constraints: Hitman GO Design Postmortem." Check it out to see Square Enix Montreal's Daniel Lutz, the game director behind Hitman GO, deliver a postmortem analysis of the game and its unorthodox design concept: an extremely minimalistic turn-based strategy game with diorama-style set pieces.

This presentation will show how Square Enix Montreal managed to come up with such a unique design among internal controversy, and how distilling the franchise to its core and working within well-established constraints proved to be the most appropriate way to bring Hitman to a whole new level.

If a talk on unusual design and creative processes within major constraints doesn't interest you, don't worry -- conference officials look forward to announcing more GDC 2015 sessions spanning a diverse array of game industry issues in the months ahead.

A list of all announced talks is available in the online GDC 2015 Session Scheduler, where you can begin to build your conference week and later export it to the up-to-the-minute GDC Mobile App, coming soon.

For now, don't miss the opportunity to save money by registering early -- the deadline to register for passes at a discounted rate is January 21, 2015. GDC 2015 itself will take place March 2-6 at the Moscone Center in San Francisco.

For more information on GDC 2015, visit the show's official website, or subscribe to regular updates via FacebookTwitter, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Tech.

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