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	<title>hitman absolution &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Hitman Developers Became More Efficient by Making Less Unique Bathrooms</title>
		<link>https://gamingbolt.com/hitman-developers-became-more-efficient-by-stopping-making-more-unique-bathrooms-ceo</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Fri, 27 Jun 2025 11:59:58 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[hitman absolution]]></category>
		<category><![CDATA[Hitman World of Assassination]]></category>
		<category><![CDATA[IO Interactive]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=623019</guid>

					<description><![CDATA[Abrak spoke about how the development of Hitman Absolution was quite wasteful because of all the bathrooms that were made.]]></description>
										<content:encoded><![CDATA[<p>IO Interactive CEO Hakan Abrak has revealed the secrets behind how the studio has managed to stay competitive in the AAA market. In an interview with <a href="https://www.thegamebusiness.com/p/how-hitman-absolutions-wasteful-toilets" target="_blank" rel="noopener">The Game Business</a>, Abrak revealed that in <em>Hitman</em> games since <em>Absolution,</em> the studio started cutting down on the development budget of the titles by simply making fewer new toilets for every game.</p>
<p>“I was the executive producer on [2012’s] <em>Hitman Absolution</em>, and I swore never to do more new toilets,” said Abrak. “We were just doing new everything. It was just a throwaway. When we were doing the initial foundation on <em>Hitman</em> 2016, we built it in a way where we would do smart reuse.”</p>
<p>Abrak also revealed that the development budgets for the <em>Hitman</em> games had gone down since the trilogy started. While he didn’t reveal precise figures, he did give us an example; if 2016’s <em>Hitman</em> was developed for $100 million, <em>Hitman 3</em> – which was the highest-rated game of the trilogy – would comparatively have a budget of $20 million.</p>
<p>“Without being too precise, <em>Hitman</em> 2016… let&#8217;s say it was a $100 million game. <em>Hitman 2</em> was maybe $60 million. <em>Hitman 3</em> was $20 million,” he said. “And <em>Hitman 3</em> was the highest Metacritic. It was 85, 84, and 87 Metacritic. And it had very unique new locations. Obviously, there’s a bigger investment into Bond. It&#8217;s a more expensive and ambitious product. But the way we build it, the longevity… if we were to look at sequel at one point, who knows? At IO, we have a really, really good way of trying to be efficient. That&#8217;s extremely important to us.”</p>
<p>Ultimately, Abrak spoke about how excessive budgets largely came about because of wasted resources. Describing the development of <em>Absolution</em> as wasteful, Abrak went on to talk about how IO Interactive has since become much more efficient in developing its titles.</p>
<p>“With <em>Absolution</em>, we wasted so much,” he said. “It was a wasteful production. As studio production director back then, I completely changed our thinking. The World of Assassination is a vision that started 13, 14 ago years ago. Building this foundation, the brick system as we call it, where we can make an experience, like [new <em>Hitman</em> mission featuring Mads Mikkelsen] very quickly and efficiently. This was a really part of us creating sustainable AAA production. I&#8217;m not going to sit here and say we are doing everything right. We&#8217;ll keep on trying to improve and be less wasteful, but still super ambitious.”</p>
<p>“Like most industries, our industry is also going through maturity. That&#8217;s what we are living through. We could have grown a lot more, we could have taken on more projects, but we&#8217;ve been very mindful about growing at the pace where our culture and our expertise could follow.”</p>
<p>While the most recent bit of content for <em>Hitman World of Assassination</em> – <a href="https://gamingbolt.com/hitman-world-of-assassination-gets-mads-mikkelsens-casino-royale-character-as-a-new-target"><em>Casino Royale</em>’s Le Chiffre as an Elusive Target</a> – IO Interaction is currently working on its next major game: 007: First Light. While the game is slated for release on PC, PS5 and Xbox Series X/S in 2026, Abrak has confirmed that the studio <a href="https://gamingbolt.com/007-first-light-developer-is-definitely-not-done-with-hitman-ceo">isn’t quite done with <em>Hitman</em> either</a>.</p>
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