Hitman Absolution

Hitman Absolution

After I finished working on Hitman Blood Money back in 2006, I started working as Lead Character Artist on Hitman Absolution. I worked with the talented programmers at IO Interactive to develop the entire production pipeline for characters and created 100s of characters for the game. Creating characters for a Hitman game poses many challenges that most other games don’t have. Besides creating a living, breathing world with 100s of characters, Agent 47 has the option of taking the clothing of the other characters in the game as a disguise. This means that unlike most other games Hitman has 100s of possible hero characters. This created a huge challenge for the very small character team to manage. The work displayed here is just a small part of the work I did for IO Interactive between 2006 and 2011.

After I finished working on Hitman Blood Money back in 2006, I started working as Lead Character Artist on Hitman Absolution. I worked with the talented programmers at IO Interactive to develop the entire production pipeline for characters and created 100s of characters for the game. The work displayed here is just a small part of the work I did for IO Interactive between 2006 and 2011.

tomisaksen_hitman_07

What you see are the actual low poly game assets I created for the game. Each character is about 12.000 faces (triangles) and uses 120 bones. The images are rendered in 3ds Max using Mental Ray and V-ray.

What you see are the actual low poly game assets I created for the game. Each character is about 12.000 faces (triangles) and uses 120 bones. The images are rendered in 3ds Max using Mental Ray and V-ray.

tomisaksen_hitman_04
tomisaksen_hitman_03
tomisaksen_hitman_05
tomisaksen_hitman_01
tomisaksen_hitman_09
tomisaksen_hitman_11
tomisaksen_hitman_06
tomisaksen_hitman_10
tomisaksen_hitman_08

In order to create all the characters on time, we tried to keep a maximum of 10 work days spent on each, which included up to 5 variations, different faces, hats, etc. but also an undressed version in underwear and a version with Agent 47’s face and body. The work also included rigging and skinning the characters. It was great fun to work on the Hitman games, I’ve spend more than 9 years working with the bald assassin, Hitman Contracts, Hitman Blood Money and finally Hitman Absolution. I’ve since then moved on to different things, but Agent 47 and the Hitman games I will always remember as something special.

In order to create all the characters on time, we tried to keep a maximum of 10 work days spent on each, which included up to 5 variations, different faces, hats, etc. but also an undressed version in underwear and a version with Agent 47’s face and body. The work also included rigging and skinning the characters. It was great fun to work on the Hitman games, I’ve spend more than 9 years working with the bald assassin, Hitman Contracts, Hitman Blood Money and finally Hitman Absolution. I’ve since then moved on to different things, but Agent 47 and the Hitman games I will always remember as something special.