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Hitman: Sapienza, a town built as a sandbox

Know first: Layout: loops, forks and dead ends, Gates and keys: a world that opens piece by piece

This breakdown takes apart Sapienza, the second level of Hitman, made by IO Interactive and released in 2016: a small Italian town by the sea, with a mansion where the targets live. It is made to be played many times and in many ways, and PC Gamer called it the best level of the game. The sources are interviews with its lead level designer Torbjørn Christensen and the creative director Christian Elverdam, and a talk by the level designer Mette Podenphant Andersen, all from IO. What makes it a good example: every way through the town leads on to another, and every part of it tells you who belongs where.

The whole picture

Think of a theater. The hall is open to anyone with a ticket. Behind the stage, only the staff may walk, and everyone knows it without a sign. The dressing room of the star is private even to most of the staff. Put on the jacket of a stage worker and you can walk backstage; stand where you shouldn’t and someone who knows every face will notice you. Andersen says IO borrows a little from the theater to bring its levels to life, and Sapienza works like this building, only as a whole town:

level = a town open to the player + a mansion where the targets live
      + spaces sorted by who belongs in them
      + disguises that give the player a role
      + characters with routes, and stories that open a way in
PartThe problemThe answer
A town that wraps around itselfA large level where players get lost or walk backA spiral of streets and stairs with no dead ends
Public and private spacesThe player must read where they may goSix kinds of space, each with its own rules
A disguise is a roleKilling must be possible but never effortlessClothes that open places, and people who see through them
Short target loopsWaiting for a target to come back is boringTargets kept in the mansion on short routes
Stories that open a way inA sandbox needs memorable momentsStory threads the player can use against a target

Further in the article

  1. A town that wraps around itself
  2. Public and private spaces
  3. A disguise is a role
  4. Targets on short loops
  5. Stories that open a way in
  6. Findings
  7. What to take away
  8. Exercises
  9. Sources and further reading
  10. Test yourself