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IO Interactive

IO Interactive A/S is a Danish and publisher headquartered in , founded in September 1998 as a between the Reto-Moto development team and , specializing in action-adventure and games using its proprietary engine. The studio initially gained prominence with the launch of Hitman: Codename 47 in 2000, marking the debut of its flagship franchise featuring assassin , followed by sequels like Hitman 2: Silent Assassin (2002) and Hitman: Blood Money (2006). It expanded into other genres with titles such as Fighters (2003), a set in an alternate-history invasion of the , and the cooperative crime thriller series Kane & Lynch (2007 and 2010). In 2003, IO Interactive was acquired by , which itself was purchased by in 2009, leading to further installments including the 2016 HITMAN trilogy reboot. Facing financial challenges, the studio underwent a in June 2017, becoming fully independent while retaining ownership of the intellectual property. Since regaining independence, IO Interactive has maintained its focus on high-quality, narrative-driven experiences, releasing (2009) earlier in its history and evolving series into HITMAN World of Assassination (2023 onward), an ongoing live-service model with seasonal content updates like the "Season of the High-Stakes" extending through summer 2025. The company has expanded globally, establishing studios in , (2019); , (2021); , (2023); and , (2023) to support larger-scale projects. As of 2025, IO Interactive is developing two major unannounced titles: Project 007, a origin story titled 007 First Light under license from , with gameplay revealed at Sony's State of Play in September 2025; and Project Fantasy, a new in early production. Additionally, through its publishing arm IOI Partners, the studio is supporting external developments like MindsEye by Build A Rocket Boy, set for release in June 2025, as showcased in the company's first IOI Showcase event that month. Celebrating 25 years since Hitman: Codename 47's North American release in 2000, IO Interactive continues to innovate in the AAA space as one of Europe's leading independent studios.

Company profile

Founding and ownership

IO Interactive was founded on September 16, 1998, in , , as a between the seven-person development team of the short-lived studio and the Danish film production company . The group, established in 1997, brought expertise in , focusing initially on creating innovative action titles. Hakan Abrak joined the company early in its history, contributing to its creative direction. The company's early success with its debut title, , propelled its growth and attracted external interest. In March 2004, British publisher acquired IO Interactive for up to £23 million (approximately $42 million at the time), integrating it as a key development studio for the Hitman franchise. This ownership shifted in 2005 when Entertainment acquired Eidos in a £100 million deal, merging the two into Entertainment Group and retaining IO under its umbrella. then took full control in April 2009 by acquiring for £84.3 million (about $124 million), solidifying IO Interactive's position within the Japanese publisher's European operations. Facing financial challenges in 2017, IO Interactive negotiated a from , finalized in June of that year, which restored its full independence as IO Interactive A/S. The buyout allowed the studio to retain rights to its intellectual properties and continue . As of 2025, IO Interactive remains a privately held entity, operating as an independent developer and publisher with over 500 employees across multiple studios.

Leadership and organization

Hakan Abrak has served as CEO and co-owner of IO Interactive since 2021, having previously acted as studio head since 2017 after joining the company over a decade earlier. Under his leadership, the studio navigated its 2017 independence from , establishing full creative and publishing control. In July 2025, Olivier Perbet was promoted to , a role he assumed after joining IO Interactive as in 2023. Perbet brings more than 20 years of experience in , , and , previously holding senior positions at companies like and . IO Interactive's organizational structure emphasizes creative autonomy following its 2017 buyout, with dedicated departments for , , and integrated under the IOI Partners division, which handles both internal projects and select third-party collaborations. This setup supports multi-project development across its studios while maintaining centralized oversight from the headquarters. Notable personnel changes include the departure of co-founder Janos Flösser in April 2025, when he left to establish Wombo Games, a new Copenhagen-based studio focused on innovative titles. The company has seen significant growth, expanding its workforce to over 500 employees by June 2025. IO Interactive's company culture centers on and player agency, fostering an environment where developers prioritize designs that encourage creative problem-solving and non-linear experiences, as exemplified in series. This philosophy is reinforced through internal practices that value collaboration and innovation in level design and narrative freedom.

Studios

Copenhagen headquarters

IO Interactive's Copenhagen headquarters, located at Gammel Mønt 4 in the heart of , , serves as the company's original and central hub since its founding in 1998. Originally established as a from the earlier studio, which operated from a site in central , the headquarters has remained the core of IO Interactive's operations throughout its history. The facilities at the headquarters feature modern, ultra-modern offices designed to support core development teams working on major titles like series and upcoming projects. These include an on-site studio, dedicated sound rooms, labs, a , areas, and various collaborative spaces to foster and among staff. The headquarters plays a pivotal role in the company, housing executive leadership, the primary team maintaining and advancing the proprietary engine, and the main operations for Partners, IO Interactive's publishing division. Historically significant as the birthplace of IO Interactive's groundbreaking work, the Copenhagen site continues to host major company events, such as the inaugural Showcase in June 2025, which featured updates on key projects. As of 2025, the headquarters employs around 300 staff members, with a strong emphasis on narrative design, , and overall project oversight. These teams also provide essential support to international projects, including the development of 007 First Light.

International studios

IO Interactive's international expansion began after regaining in 2017, enabling the company to distribute talent across and for enhanced project scalability and global recruitment. By 2025, this growth resulted in four subsidiary studios outside , supporting the development of major titles like HITMAN World of Assassination, Project 007, and Project Fantasy, while contributing to a total workforce of around 500 employees. The first international studio, IOI Malmö, opened in January 2019 in central , , near the main train station. It joined ongoing production efforts immediately, focusing on art, animation, and broader support for , HITMAN World of Assassination, and mode. The studio emphasizes a sustainable, employee-centric culture in a city known for work-life balance, with roles including technical artists specializing in . IOI Barcelona, established in April 2021 in the city center, serves as the third overall studio and specializes in level design, technical design, and for key projects. It contributes to (a ) through level designers crafting immersive environments and to Project Fantasy (an online ) via tech specialists ensuring feature stability. The studio, spanning 2,400 square meters, aimed to grow from an initial core team to support IO Interactive's Glacier engine advancements across all titles. In March 2023, IO Interactive opened IOI Istanbul in the district of Sariyer, marking its first studio outside and positioning it as a gateway to Asian markets. Located amid other tech firms, it functions as an engineering and localization hub, with roles like senior build engineers aiding global development pipelines and supporting expansion into emerging regions. The initiative aims to foster game development in while leveraging the area's strategic location for efficient collaboration. IOI Brighton, announced in July 2023 and operational as the fifth studio, is based in , , to tap into the UK's rich game development talent pool. It provides narrative and co-op feature support for new intellectual properties, initially focusing on Project 007, Project Fantasy, and updates, with an expanding team emphasizing inclusive culture and local community ties. By 2025, the studio had grown to support multiplayer elements in IO Interactive's ambitious lineup.

History

Foundation and early games (1998–2002)

IO Interactive traces its origins to the development group, a small team of seven enthusiasts founded in in 1997, who initially focused on technical demonstrations and early collaborative projects within the European gaming scene. In September 1998, this group partnered with the Danish film studio to establish IO Interactive as a , aiming to develop innovative with advanced technology. The studio's formation marked a shift from the group's exploratory roots toward commercial game production, initially conceptualizing a fantasy called Rex Dominus, which featured strategic elements but was sidelined in favor of more immediate action-oriented projects. The company's debut title, Hitman: Codename 47, released in November 2000 for Microsoft Windows, was developed in partnership with publisher and introduced the iconic bald assassin alongside innovative stealth mechanics emphasizing disguise, environmental interaction, and non-linear mission design. Despite receiving mixed reviews for its challenging controls and steep learning curve—earning scores like 7.5/10 from —the game achieved commercial success by selling over 100,000 units in the UK alone and laying the foundation for the Hitman franchise. This project also marked the debut of IO Interactive's proprietary Glacier engine, an early version that powered the game's sophisticated AI behaviors, dynamic level interactions, and atmospheric urban environments. Building on this momentum, IO Interactive released Hitman 2: Silent Assassin in October 2002 for PC, , and , expanding the series with refined gameplay mechanics, larger open-ended levels, and console support that broadened its accessibility. Supported by a larger development budget than its predecessor, the sequel addressed many of Codename 47's criticisms, earning widespread critical acclaim with ratings such as 8.7/10 from for its improved stealth-action balance and narrative depth. Commercially, it became the studio's biggest hit to date, selling nearly 4 million units by 2009 and solidifying IO Interactive's reputation in the action genre. Throughout this period, IO Interactive operated as a small studio with a team of under 50 members, facing challenges such as limited resources and the pivot from strategy-influenced concepts like Rex Dominus to the demands of fast-paced action development. These early constraints fostered a tight-knit creative but required careful to deliver ambitious titles on time. acquired full ownership of the studio in 2004, providing further stability for future growth.

Growth and diversification (2002–2012)

Following the success of Hitman 2: Silent Assassin, IO Interactive expanded its portfolio beyond the stealth-action genre with Freedom Fighters, a released in 2003 that marked the studio's debut in squad-based combat mechanics. The game, set in an alternate-history invasion of , received praise for its innovative AI allowing players to command up to 12 resistance fighters in dynamic battles, blending shooting with tactical elements. Originally initiated under publisher , IO Interactive assumed full development leadership to complete the project after initial team challenges, utilizing an enhanced version of the Glacier engine for fluid animations and destructible environments. In 2004, IO Interactive released Hitman: Contracts, a direct sequel that repackaged elements from Hitman: Codename 47 alongside five entirely new missions, emphasizing Agent 47's psychological depth through darker, more introspective levels. The title achieved solid commercial performance, selling approximately 1.9 million units worldwide, reinforcing the franchise's viability while allowing the studio to refine gameplay loops. This period also saw significant corporate changes, as fully acquired IO Interactive in March 2004 for £23 million in cash and stock, integrating the Danish studio into its portfolio and providing access to greater publishing resources. The acquisition's impact deepened in 2005 when SCi Entertainment merged with , forming a larger entity that stabilized operations and funded ambitious projects amid industry consolidation. By 2009, Square Enix's £84.3 million acquisition of brought IO Interactive under Japanese ownership, enabling scaled-up development budgets and global distribution networks that supported diversification into new intellectual properties. This corporate backing facilitated the studio's growth, expanding its workforce from around 100 employees in the early to over 200 by 2012, with hires focused on expanding expertise in narrative design and multiplayer features. Leveraging these resources, IO Interactive launched Kane & Lynch: Dead Men in 2007, its first original IP outside series—a gritty emphasizing cinematic storytelling through flawed anti-heroes in a heist-gone-wrong narrative. The game's E3 2006 demo generated buzz but sparked controversy over technical glitches and aggressive marketing tactics by publisher , heightening scrutiny upon release. Despite mixed critical reception for its controls, the title sold approximately 1.7 million copies worldwide, validating IO's pivot to co-op-focused action and visceral gunplay powered by Glacier's physics simulations. Continuing diversification, IO Interactive released in 2009, a featuring anthropomorphic ninjas combating a warlord's forces with puzzle-solving and light combat tailored for broader audiences. The title received mixed reviews, commended for its charming and accessible but critiqued for repetitive missions, marking IO's exploration of non-violent, exploration-driven mechanics distinct from its mature titles. In 2010, Kane & Lynch 2: Dog Days followed as a , intensifying the series' raw, documentary-like visuals through shaky-cam effects and desaturated settings to heighten tension in its co-op crime saga. It garnered mixed reception for its bold aesthetic innovations—praised by some for immersive grit—but faced criticism for uneven pacing and limited variety, yet it underscored IO's commitment to evolving action genres under Square Enix's support.

Challenges and buyout (2012–2017)

In 2012, IO Interactive released Hitman: Absolution, which marked a significant shift in the franchise toward more linear, story-driven gameplay compared to the open-ended levels of earlier entries. This change aimed to broaden appeal but drew backlash from longtime fans who criticized the reduced player freedom and increased cinematic focus. The game received polarizing reviews, earning a score of 79/100 across platforms, praised for its mechanics but faulted for uneven level design. Despite the mixed reception, Absolution achieved strong commercial performance, selling over 3.6 million copies by March 2013. Following Absolution's launch, IO Interactive faced mounting challenges under parent company Square Enix, including financial pressures from underperforming projects and shifting market demands. In June 2013, the studio announced significant layoffs, cutting nearly half its workforce from approximately 200 employees to around 100, as part of a refocus solely on the Hitman franchise. This restructuring involved canceling all non-Hitman initiatives, such as potential sequels to Kane & Lynch and other unannounced titles, to streamline operations amid Square Enix's broader cost-cutting measures. By 2014, ongoing financial strains persisted, with Square Enix reporting overall losses in its Western studios division, exacerbating resource constraints at IO Interactive. IO Interactive's next major release, Hitman in 2016, adopted an innovative episodic model, launching with a prologue and initial content in March before delivering additional episodes throughout the year. The game earned critical acclaim for its intricate level design and replayability, achieving a Metacritic score of 87/100 and revitalizing the series' reputation among reviewers. However, initial sales fell short of Square Enix's expectations, hampered by the episodic format's unconventional structure and market confusion, leading to approximately 780,000 units sold in the first year per industry estimates. This shortfall prompted Square Enix to end financial support for IO Interactive in May 2017, citing resource allocation priorities and insufficient returns on investment. Negotiations for IO Interactive's future began immediately, culminating in a management buyout announced in May 2017 and finalized in June, led by studio CEO Hakan Abrak, which allowed the company to become independent while retaining full rights to the Hitman intellectual property. The buyout included a $43 million impairment charge for Square Enix but preserved IO Interactive's operations without immediate dissolution. In the immediate aftermath, the studio retained a core team of over 200 employees and prioritized completing the remaining Hitman (2016) content, including the bonus episode Patient Zero, to maintain player engagement.

Recent developments (2017–2025)

Following its independence from in 2017, IO Interactive focused on revitalizing the Hitman franchise with a return to open-ended level design emphasizing player freedom and . Hitman 2, released on November 13, 2018, expanded on this approach with larger, more interconnected maps that encouraged creative problem-solving across diverse global locations. Hitman 3, launched on January 20, 2021, concluded the World of Assassination trilogy, integrating all three games into a unified experience by January 2023, allowing seamless progression and content access across titles. By October 2025, HITMAN World of Assassination had surpassed 80 million players worldwide and achieved over 25 million units sold. In November 2020, IO Interactive secured the license to develop an original video game in partnership with MGM, , and Delphi, marking a significant expansion beyond . Titled Project 007 and described as an where players embody a earning his 00 status, the project entered full production post-Hitman 3. The game was officially revealed as 007 First Light on June 4, 2025, with its first gameplay footage showcased during Sony's State of Play on September 3, 2025, highlighting stealth-action mechanics in a narrative-driven setting. IO Interactive confirmed a release date of March 27, 2026, for , Series X|S, 2, and PC. Diversifying its portfolio, IO Interactive announced Project Fantasy in February 2023, a new centered on an online co-operative fantasy that departs from its roots while leveraging the studio's expertise in immersive worlds. The project received further updates during the inaugural IOI Showcase on June 6, 2025, including and details on multiplayer elements, positioning it as a long-term ambition alongside ongoing support. In 2024, IO Interactive launched IOI Partners, a publishing division to support third-party developers, starting with the action-adventure title MindsEye from Build a Rocket Boy. Developed by a team led by former producer , MindsEye released on June 10, 2025, for multiple platforms, featuring cinematic storytelling in a sci-fi open-world environment. Despite commercial underperformance, the venture underscored IO Interactive's growing role in the publishing space. 2025 marked several key milestones for IO Interactive, including the 25th anniversary of the Hitman franchise, celebrated with the release of the HITMAN World of Assassination - Anniversary Box on , a limited-edition physical collection featuring exclusive memorabilia and digital content. The studio also introduced the Season of the High-Stakes update in early 2025, delivering new missions, challenges, and cosmetics to maintain player engagement through summer. To support these projects and future titles, IO Interactive expanded with IOI Istanbul in and IOI Brighton in the , bringing its total studios to five locations across and Asia. In September 2025, the studio collaborated with the estate for anniversary content, featuring the martial arts icon as Agent Lee in the "The Infiltrator" Elusive Target mission, available until November 20, blending homage with gameplay innovation.

Games

Hitman franchise

The Hitman franchise, developed by IO Interactive, centers on stealth-action gameplay featuring the genetically engineered assassin Agent 47, emphasizing emergent gameplay mechanics where players can approach sandbox levels through creative, non-linear methods such as disguises, environmental interactions, and improvised weapons. This core concept has defined the series since its inception, allowing for replayability in densely populated, open-ended environments that reward player ingenuity over direct confrontation. By 2025, the franchise spans 25 years, evolving from a niche title into a critically acclaimed staple of the stealth genre. The series began with Hitman: Codename 47 in 2000, an innovative debut that introduced Agent 47's world but was critiqued for clunky controls and technical issues. Hitman 2: Silent Assassin (2002) refined these elements with improved AI, larger levels, and a more narrative-driven structure, broadening its appeal. Hitman: Contracts (2004) built iteratively on its predecessor, remixing levels and enhancing atmosphere, though it offered fewer innovations. After a hiatus, Hitman: Absolution (2012) shifted toward more linear, cinematic storytelling, which divided fans but introduced accessible mechanics like instinct mode. The 2016 Hitman reboot returned to episodic sandbox roots with procedurally influenced NPC behaviors and interconnected story arcs, followed by Hitman 2 (2018), which expanded on persistent world progression and larger, more intricate maps. Hitman 3 (2021) served as the trilogy's capstone, concluding the narrative while integrating previous content for seamless access. In 2022, IO Interactive unified the trilogy under : World of Assassination, adopting a live-service model with access to core content and ongoing seasonal updates that introduce new missions, elusive targets, and . This approach has sustained through quarterly escalations and events, with the 2025 Season of the High Stakes running from spring through summer, featuring high-risk contracts and themed challenges. Critical reception has evolved alongside these refinements, transitioning from mixed reviews for early entries to widespread acclaim for the modern trilogy, exemplified by 's 87 score praising its level design and replayability. The series has garnered awards for innovative environments, with (2016) and sequels lauded for emergent storytelling. Commercially, the franchise has exceeded 50 million players across the trilogy by 2023, while World of Assassination alone surpassed 75 million players and 25 million units sold by mid-2025. To mark its 25th anniversary in 2025, IO Interactive released the HITMAN World of Assassination - Anniversary Box, a collector's edition with exclusive physical items like a 3D shadowbox and artbook, alongside in-game challenges and a limited-time Bruce Lee-inspired elusive target arcade event from November 7 to 16. These celebrations highlight the franchise's enduring cultural legacy in stealth gaming, influencing titles with similar player-driven narratives.

Other developed games

IO Interactive's portfolio beyond the Hitman series includes several innovative titles that explored diverse genres and gameplay mechanics, often emphasizing narrative depth and companion AI. Freedom Fighters (2003), a set in an alternate-history scenario where Soviet forces invade , introduced squad-based tactics allowing players to recruit and command resistance fighters with intelligent AI behaviors. The game's dynamic combat and moral choice elements in squad management were highlighted in reviews for their tactical innovation, earning a score of 82/100 for the version and generally positive reception across platforms. The Kane & Lynch duology marked the studio's venture into gritty crime thrillers. Kane & Lynch: Dead Men (2007), published by , follows two flawed criminals in a story of betrayal and heists, with a strong focus on cooperative gameplay and cinematic set pieces. Despite controversy surrounding its 2007 demo, which was criticized for misleading marketing, the game achieved commercial success with over 1.7 million units sold and received mixed reviews, averaging 64/100 on for the version, praised for its intense action but critiqued for technical issues. Its sequel, Kane & Lynch 2: Dog Days (2010), adopted a raw, documentary-style visual filter to enhance immersion in chaotic shootouts, emphasizing cover-based gunplay and co-op modes. It garnered mixed reception with a Metacritic score of 63/100 for the version, lauded for its bold aesthetic but faulted for repetitive design, and sold 1 million copies. Mini Ninjas (2009), another Eidos-published title, shifted to a family-friendly action-adventure format, where players control a team of anthropomorphic ninjas using stealth, puzzles, and light combat to defeat an evil warlord. The game's charming hand-drawn art style and humorous narrative appealed to a broader audience, resulting in positive reviews with an average Metacritic score of 73/100 for the Xbox 360 version, though some noted its simplicity for older players. These titles reflect IO Interactive's post-Hitman 2 efforts to diversify, incorporating narrative-driven action, AI-driven companions, and co-op elements to experiment beyond stealth simulation. While they influenced subsequent games' companion systems and cinematic storytelling, their impact has been more modest compared to the enduring Hitman franchise, serving as creative pivots during the studio's growth in the 2000s.

Published and upcoming projects

In 2024, IO Interactive launched IOI Partners, a division aimed at supporting external studios with worldwide distribution for console and PC titles. The initiative marked the company's expansion into third-party following its independence. The first project under IOI Partners was MindsEye, developed by Build A Rocket Boy and released on June 10, 2025. This narrative-driven, single-player action-adventure thriller is set in the near-future desert city of Redrock, where players Jacob Diaz, a former soldier navigating conspiracies through intense combat, driving, and cinematic sequences. The , announced in 2024, included IO Interactive's in Build A Rocket Boy and emphasized collaborative storytelling with high-production values. Despite ambitions for via the developer's proprietary creation tools, the title underperformed commercially, prompting IO Interactive's CEO to express caution regarding future external deals. IO Interactive is 007 First Light, a stealth- game exploring James 's origin as a young agent. Developed in-house, it features high-stakes , explosive combat, and narrative-driven missions blending gunplay and infiltration. The title received its first gameplay reveal during a September 2025 State of Play presentation, showcasing third-person mechanics and iconic Bond elements. It is scheduled for release on March 27, 2026, across , Series X/S, and PC. Another self-developed project is Project Fantasy, an online multiplayer fantasy announced in February 2023 as IO Interactive's sixth original . This departure from the studio's roots focuses on expansive worlds designed for long-term player engagement and evolution. Updates shared in mid-2025 highlighted ongoing development toward innovative progression systems and vibrant, persistent environments. Following its 2017 independence and successful self-publishing of series, IO Interactive continues to prioritize in-house titles under a self-publishing model, with IOI Partners' role under review after initial setbacks. The company's first IOI Showcase in June 2025 provided insights into these efforts, underscoring a focus on original IPs for sustained growth.

Cancelled games

In the studio's early years, IO Interactive faced its first major project cancellation in 2010, when an unannounced title developed in collaboration with was shelved, leading to the layoff of approximately 30 employees. This decision stemmed from financial pressures and shifting priorities under publisher , prompting the team to refocus on core competencies in stealth-action gameplay. A more significant wave of cancellations occurred in June 2013, as , then a subsidiary of , terminated all ongoing projects unrelated to franchise to streamline operations amid market challenges. This included the anticipated third installment in the & Lynch series, which had been hinted at through job listings and internal development but was ultimately deemed unviable due to and resource demands. The move resulted in layoffs affecting nearly half of the studio's 150-person workforce, allowing reallocation of talent toward a new AAA title. Between 2014 and 2017, during the turbulent era, several internal unannounced projects were shelved as the studio navigated financial constraints and publisher directives emphasizing exclusivity. These efforts, which explored diversification beyond , were abandoned amid ongoing layoffs and the 2017 , which severed ties with and returned IP rights to IO Interactive. The buyout itself, valued at around $43 million in write-offs for , underscored the era's instability but enabled a pivot to independent development. These cancellations were primarily driven by financial constraints, ambitious scopes exceeding budgets, and publisher pressures to prioritize proven IPs like over riskier ventures. Post-2017 independence marked a shift, with no major project terminations reported, as resources were redirected toward reviving series through episodic releases and the World of Assassination , ultimately restoring the studio's stability and creative focus. This reallocation proved pivotal, transforming potential collapse into renewed success for IO Interactive's flagship franchise.

Technology

Glacier engine

The Glacier engine is a developed in-house by IO Interactive, originating from the studio's need for custom tools to support advanced and physics simulations in its early titles. Created between 1998 and 2000, it was first implemented to power the debut game Hitman: Codename 47, allowing developers to craft intricate mechanics without relying on off-the-shelf solutions available at the time. The engine has evolved through distinct versions, with Glacier 1 serving as the foundation from 2000 to 2012. This initial iteration supported the studio's early output, including the original Hitman trilogy, Freedom Fighters, and the Kane & Lynch series, emphasizing modular design for action-oriented gameplay and environmental interactions. In 2012, IO Interactive introduced Glacier 2 as a ground-up successor, debuting in Hitman: Absolution and continuing to underpin all subsequent projects through the present day. Glacier 2 incorporates modern rendering capabilities, such as ray tracing introduced in Hitman 3 for enhanced global illumination and reflections, alongside upscaling technologies including NVIDIA DLSS, Intel XeSS, and AMD FSR to optimize performance on high-end hardware. Core features of the Glacier engine center on creating immersive, reactive environments, particularly through advanced NPC that enables emergent player interactions, such as dynamic crowd behaviors and contextual responses in scenarios. It supports large-scale crowds—up to hundreds of NPCs simultaneously in levels like 's —as well as dynamic lighting systems for realistic shadows and atmospheric effects, all within a modular framework suited to blending and genres. The engine's editing tools allow developers to iterate on assets and gameplay directly during playtesting, streamlining production across platforms. In 2025, IO Interactive provided a look at the Glacier engine during the IOI Showcase event, emphasizing its ongoing evolution and dedicated team updates to support ambitious projects. The engine supports community modding efforts through third-party resources like glaciermodding.org, which facilitate asset extraction and customization for titles like . These advancements build on the engine's ongoing evolution, emphasizing scalability for next-generation features while maintaining its focus on hyper-detailed worlds. Since its inception, the Glacier engine has powered every IO Interactive game from Hitman: Codename 47 onward, including the full Hitman World of Assassination trilogy, Mini Ninjas, and the upcoming 007 First Light, serving as the technical backbone for the studio's narrative-driven action experiences.

Technical innovations

IO Interactive has pioneered emergent gameplay through non-linear level designs that encourage creative player-driven assassinations, most notably via the opportunity systems introduced in the Hitman series starting with the 2016 reboot. These systems provide contextual hints about dynamic environmental interactions, such as disguises or improvised weapons, allowing players to chain unpredictable events rather than following rigid scripts, fostering replayability and personalization in mission outcomes. Built atop the Glacier engine as a foundation for simulation-driven interactions, this approach emphasizes player experimentation over predefined paths. The studio's AI systems have evolved to create immersive, reactive worlds, beginning with squad tactics in Freedom Fighters (2003) where controllable allies exhibited coordinated behaviors like flanking and covering fire. This progressed to realistic crowd simulations in Hitman: Absolution (2012), supporting up to 1,200 agents with individual and behaviors to maintain 30 frames per second on contemporary hardware. In later titles like (2021), reactive non-player characters (NPCs) integrate advanced perception models, responding to player actions through layered decision-making, while the instinct mode enhances visibility of threats and opportunities, blending tactical awareness with emergent chaos. Level design at IO Interactive centers on expansive sandbox worlds offering multiple infiltration paths, verticality, and interconnected systems that reward exploration and adaptation. Designers employ techniques like layered guidance—subtle visual cues and audio prompts—to orient players in dense environments without railroading progression, as detailed in their non-linear philosophy. Project Fantasy, an online fantasy in early development as of 2025, aims to innovate in the genre through persistent online experiences. Audio and visual innovations contribute to atmospheric immersion, with immersive soundscapes in Kane & Lynch: Dead Men (2007) featuring dynamic music that adapts to tension and action via layered orchestral and electronic elements composed by . In the 2010s titles like Kane & Lynch 2: Dog Days (2010), post-processing techniques such as , desaturation, and simulation deliver gritty, documentary-style aesthetics that heighten realism and emotional intensity. Central to IO Interactive's design philosophy is prioritizing player agency over scripted events, a principle refined through lessons from Hitman: Absolution's (2012) more linear structure, which emphasized cinematic set pieces at the expense of freedom and led to fan criticism. This informed the 2016 Hitman reboot's return to open-ended sandboxes, where levels function like "Swiss cheese" with overlapping paths and emergent possibilities, ensuring missions support diverse playstyles from stealth to chaos. IO Interactive's contributions have significantly influenced the genre by popularizing simulation-heavy sandboxes that prioritize environmental and NPC reactivity, inspiring titles like those in the tradition. Additionally, the studio has fostered industry impact through community support, particularly via Hitman's user-generated contracts , which enables shared custom missions and extends game longevity.

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