Jacksepticeye: Hitman, Bloodborne & The Elusive Target
Seán McLoughlin, better known by his online moniker Jacksepticeye, is a whirlwind of creativity, juggling comic books, a coffee company, and animated film production. But lately, his spotlight has shifted from creating content to being the target. In a new update to the Hitman series, McLoughlin’s character is now an elusive target for Agent 47, setting the stage for a tense chase until November 25th.
This narrative twist places the content creator within a fascinating, almost ironic role. McLoughlin has embraced a character that he describes as a “flanderized” version of online content creators, particularly those in the so-called manosphere. It seems this persona draws inspiration from divisive figures in the online sphere, creating a wild hunting ground for the legendary Agent 47.
When asked about his involvement in the Hitman and 007 First Light projects, McLoughlin explained that the collaboration began naturally, stemming from his experience playing numerous Hitman games. The process was collaborative; the developers immediately asked what role he wanted to play, leading him to choose an amalgamation of content creators to explore a different identity rather than simply being himself. He noted that the experience allowed him to step into a role that was inherently fun and allowed for plenty of reference material and humor.
The development of the Hitman levels itself offered McLoughlin a surprising lesson in speed and efficiency. He found that the team behind the game demonstrated an astonishing ability to execute complex, modular environments rapidly. The process was iterative, allowing for on-the-fly changes and ensuring that the environment worked seamlessly together, despite the immense difficulty of the task. He admitted that the sheer speed of execution was what truly surprised him; the work felt like magic, demonstrating incredible competence in the industry.
Looking toward the future of media, McLoughlin remains passionately invested in franchises like Bloodborne. He expressed pride in the work being done on the film, acknowledging the immense pressure of handling such a monumental Intellectual Property. He believes the focus should be on achieving perfection in the details, driven by the goal of creating something truly phenomenal.
When discussing adaptations, he touched upon the challenge of transforming video game narratives into film. He emphasized that the fundamental difference between games and movies lies in interaction versus passivity. He feels that adaptations are only worthwhile when there is a truly compelling story worth telling within the framework, avoiding simply repeating existing narratives.
McLoughlin has also explored the world of filmmaking himself, taking on projects like Obsession and Backrooms. He credits this experience with teaching him vital lessons about managing teams, setting clear expectations, and focusing on end goals. He reflected on the reality that producing anything requires managing countless moving parts—from casting and directing to technical crew—and stresses the importance of having clear, focused ideas to navigate that complex landscape.
Ultimately, his journey from gaming to filmmaking has been a masterclass in process. He found that while the creative act itself is exhilarating, success in any large-scale endeavor relies on having clear direction, managing expectations, and realizing that even the most ambitious projects require dedication and a focus on what truly matters.