Miami is a place with two jobs
10 min read
By Eduardo Orellana ·
IO Interactive, 2018. The Miami level in Hitman 2 works because the racetrack and the building were already busy before you arrived with a target.
The level was a workplace first
The best stealth stage convinces you it was open for business before you had a contract. Miami, in Hitman 2 from IO Interactive in 2018, is a racetrack and a corporate building and two targets who are not waiting for you. Mechanics, executives, crowds, a podium: each one has a day. You borrow it.
A corridor of set pieces can be exciting and still feel like a ride built for an assassin. A workplace can be robbed of its routines. The design work is the routines. Who walks where, who is allowed through which door, what happens to the schedule if the race is interrupted. Your plan is an edit to a day that is not yours. If there is no day to edit, there is no level, only a shooting gallery with disguises.
Why the best stealth stages read as real locations
A great stealth stage convinces you it was already there before you showed up. It is not a corridor of scenes waiting in order; it is a location with its own business going on.
You can perch somewhere high, pick a way in, take a side entrance, abandon that idea partway through, and attack the same obstacle from a completely different angle. Camp Omega, the mutating mansions of Dishonored 2, and the Palisade Bank in Deus Ex all stick in the memory for exactly that reason.
Few series commit to this harder than Hitman. Every level is a walkable world of routines, props, sealed doors, borrowed uniforms, half-heard conversations, and openings waiting to be used. The Finish Line, Hitman 2's Miami mission, is a clean case study in how one of these stages is assembled.
Pick a setting that rewrites the player fantasy
Layout is the second question. The first one is what makes it interesting to drop Agent 47 here at all. Miami's answer is a sprawling seaside motorsport event: food stands, paddocks, VIP lounges, garages, a corporate office, a podium building, and a race running in circles the entire time you are there.
Where a racing game hands you the car, this mission hands you everything else. The stands, the backstage areas, the corporate facility, the pit buildings, all the geometry a racing game normally treats as wallpaper, become the playable space.
That flip gives the stage an identity right away. The race is not set dressing. It supplies noise, spectacle, shape, timing, target behavior, and one enormous physical wall the rest of the design has to work around.
Targets shape a mission as much as its walls
With the setting settled, the targets become the next big structural decision. Miami carries two, and they function less like people to remove than like centers of gravity the whole map bends around.
Sierra Knox drives. Her father Robert runs Kronstadt. Robert is largely a dweller: he stays inside the Kronstadt building on a tight circuit through labs, balconies, scientists, and his own office. That building is heavily restricted, so getting near him means reading its security layers first.
Sierra works the other way. For close to twenty minutes she is locked inside a race car going round and round. Change the state of the race and she turns into a roamer, drifting through more public VIP space. Two targets, two completely different problems of access and timing.
Design around what the player can make go wrong
The question the designers keep returning to is what could go wrong in this space, and how the player might seize hold of it. Robert's loop is dependable, and the level is stuffed with ways to knock it off course.
Cut the air conditioning and he may step out for eyedrops. Kill the satellite and he may head up to the roof. Damage the car he treasures and he may come down to look at it. Feed a military robot the right inputs and the target ends up inside a very different arrangement entirely.
None of these are single buttons. They tend to demand an item, a disguise, entry to a restricted room, and a sequence of steps in the right order. That is what converts a kill into a plan instead of a prompt.
Props that promise something later
Hitman likes to leave a promise lying around: an object, a snatch of dialogue, a contraption in plain view. A military robot implies somebody could be standing in front of it. An explosive golf ball implies mischief further down the line. A trophy, a champagne flute, or a rack of pyrotechnics quietly invites you to picture a use for it.
The game has several ways to nudge you toward those uses. A conversation lands in your ears at the perfect moment. You wander into a room and find something obviously interactable. A challenge name drops a hint about an outcome you had not imagined.
The seams occasionally show. But the payoff is one of the best feelings stealth games have: catching a piece of information nobody meant for you and quietly turning it into a scheme.
Keep schedules dependable, then let players bend them
Miami's cleverest wrinkle is that Sierra is not guaranteed to win. Finish her second and she never reaches the podium building, which locks out several assassinations unless you go and change the outcome of the race yourself.
That plants an adventure-game puzzle inside a simulation. Getting Sierra onto that podium means either helping her win or arranging for Moses Lee to lose. The schedule stops being a thing you wait on and becomes a thing you operate.
The balance here is fine. Long routines make the world feel indifferent to you, which is exactly the effect you want, and they also risk leaving you standing around. Miami's counterweights are alternate starting positions, ways to disqualify a driver, and actions that hurry the state you need along.
Cut the map in half, then stitch it back together
The track slices Miami in two. Stands, food trucks, paddocks, the medical tent, the motel, and the public event space sit on one side. The multi-storey Kronstadt building, the podium building, and the marina sit on the other.
A racetrack across the middle of a stealth level is a nuisance the moment you need to be on the far side. The fix is to convert the obstacle into navigation: walkways overhead, passages underneath, a parking garage, and several crossing points spaced out across the map.
The division hands the level a legible large-scale silhouette. The crossings stop that silhouette from becoming a chore. You grasp the two halves almost immediately, then spend the rest of your time learning the quick ways between them.
Snail-shell paths with Swiss-cheese holes
One handy way to describe this shape is a snail shell riddled with Swiss cheese. The shell is the coiling main route that makes a modest footprint feel enormous, the path that carries you through the public areas, past the landmarks, along the flow the designers intend.
The cheese is every hole punched through that coil: climbable fences, open windows, shafts, back doors, staff-only corridors, parking entrances, and small links tying bigger areas together.
Run both at once and you get readability and mastery from the same layout. A newcomer follows signage, colored floor lines, maps, and the obvious way round. A veteran crosses the map like they are teleporting, because they have memorized every hole in it.
Give almost every room a second way out
Levels feel far more generous when rooms have more than one exit. A dead end can produce a good panic, but a map full of them makes curiosity feel punishing rather than tense. Slip into somewhere restricted and you should usually be able to improvise your way back out.
Second exits are also second entrances. Kronstadt's front door is the obvious approach, but you can equally arrive through the parking area, through the podium building, through a walkway door, or by some route you turned up while poking around.
The result feels less like following a script and more like picking an angle of attack. The room stops being a destination and starts being one node in a network.
Disguises layer the map socially
Hitman is barely about crouching behind cover. It is about being looked at and dismissed. So the level's geography doubles as a social structure, and each outfit redraws which rooms are safe, which are suspicious, and which are off limits.
As an ordinary spectator, 47 can walk the public stands and stretches of the marina. VIP space wants a badge. Security space wants a guard's uniform. Kronstadt climbs from open showroom to staff floors to guarded upper levels. The paddocks divide themselves by team colors.
Sequence is what makes it work. Hand out the strongest disguise too early and a large chunk of the level evaporates. Layered properly, access keeps unlocking in stages, and every stage brings new permissions, new exposure, and new routes.
Sprinkle small obstacles across the whole map
Even a wide-open level needs friction minute to minute. Hitman supplies it by dotting little stealth situations everywhere. An engineer to lure away. A doctor in the way. An item under watch, a generator that pulls someone off their post, a uniform you can only take after setting something up first.
These are not the level. They are its texture. They make rooms feel deliberately authored without funneling the mission toward one correct solution.
Because the space is open, each small problem can be solved, ignored, undone, or folded into something much larger. You spend the mission bouncing between local tricks and the overall scheme.
Playing the build is what finds the right pressure
Once the big structure exists, the only way forward is to play it again and again and adjust. The team hunts for the spots that are too easy, too punishing, too slow, or too easy to walk straight past.
Leave a target alone too long and the assassination becomes trivial. Make a sniper sightline too obvious and the challenge turns into waiting rather than thinking. If a suit-only route looks impossible, the designers may leave it in anyway, because expert players routinely crack things nobody on the team saw coming.
That last pass is what turns a dense system into a fair one. There has to be enough information to plan with, enough resistance to make the plan worth having, and enough slack that mastery still feels like yours. You cannot tell any of that from a document. You find it by running the thing and playing it.
Treat all of this as guidance, not a checklist
Written down as rules, level-design principles start producing levels that all feel alike. Held as guidance, they stay useful: strong locations, targets with routines, schedules the player can bend, layered access, routes you can read, shortcuts, few dead ends, and a lot of iteration.
Guidance flexes from mission to mission. One stage can be dark and cramped. The next can be crowded and public. Another can revolve around a fortress that leaves you almost nowhere safe to stand. The sequence of missions carries as much weight as any single map.
And none of it is specific to Hitman. Characters on schedules make a world feel busy and give players something to plan against. Snail-shell layouts with shortcuts punched through them make small spaces feel vast. Tiers of social access turn navigation into a puzzle about who people think you are. Miami holds up because every one of those choices serves the same thing: you forming a plan, watching it fall apart, and finding a better one.
More on this: Hitman's Sapienza expects the first run to fail
Build it in Flockbay
In the Flockbay app, describe the workplace before you describe the target. Three roles, routes, and a door they may open that you may not. Then add one target. Play it. If the people stop mattering once you have a disguise, the workplace was painted on.
A stealth-action template and the AI stealth game maker should hear about the crowd first.
Keep reading
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- Build one dense, replayable stealth level of your own with AI
If you are building an open level of your own, get it running and walk it. The moment you can play your own map is the moment you can tell whether it is readable enough to plan around and loose enough to surprise you.
More notes on designing levels