Antonio Zrilić
„International Supply Chain expert“

Select your language

"... He was the engine to drive change!" - Hristina Funa, Director, SYNPEKS - Macedonia

Want to hear more?

"... He returned the faith in ourselves to be able to make great and significant changes!" - Karolina Peric. Director, IMACO Systemtechnik - BIH

Want to hear more?

"... Antonio has succeeded in three months what we have been trying to do for years..." Dejan Milovanović - AutoMilovanović

Want to hear more?

"... With Antonio we dramatically improved our cash flow ..." - Edvard Varda, Director, Zoo hobby

Want to hear more?

Experience

Procurement & Logistics Management Supply Chain Management in the core

1993 - 2002
2002 - 2008

SAP Consulting Process Optimization & Digitization

Business Consulting Complex Problem Solving

2008 - 2020

Six Steps Inventory Optimization

A simple way of how to manage your inventory! Second edition of the book Six Steps InventoryOptimization by Antonio Zrilić. This book was created as a result of consultant and coaching work with many companies. Inventories are the result of many different strategic and tactical decisions in the whole organization, and inventory optimization is the science of making more rational and cost-effective decisions and making decisions based on as much data as possible.

Six Steps Inventory Optimization

Logistika brzinom svjetlosti

Knjiga o logistici: Vrhunske taktike za ubrzanje skladišnih operacija i zadobivanje simpatija kupaca i dobavljača! Ova knjiga je nastala kao rezultat konzultantskog i trenerskog rada autora sa mnogim poduzećima iz Hrvatske i regije. Svakom menadžeru i profesionalcu u logistici će poslužiti kao svojevrsni LOGISTIČKI AKCELERATOR odnosno vodić za ubrzanje logističkih operacija.

Logistika brzinom svjetlosti
My Books

Kako natjerati žabu da skoči?

Vrhunske taktike u lancu opskrbe za pretvaranje odlične poslovne strategije u uspješne akcije! Ova knjiga će vam pomoći da vašu vrhunsku strategiju pretvorite u odlične taktičke i operativne zamisli te da ih sve zajedno prevedete u akcije koje će donijeti vrijednost vama i vašim klijentima.

Kako natjerati žabu da skoči?

Some cool statistics

SCM Projects
Managers, Enterprenours & Profesionals Trained
Workshops, seminars & conferences
Happy Clients
Countries
Articles
Books
Years of Experience

Hitman Absolution -

The game’s greatest sin was its level design. Gone were the sprawling mansions and Mardi Gras parades. In their place came linear corridors, disguised as levels. "Runaway Train," "Shaving Lenny," and "Rosewood" are essentially interactive cutscenes. You cannot re-enter areas. The disguise system was nerfed to the point of absurdity—everyone in a specific faction could see through your costume, even a chef in a kitchen surrounded by other chefs.

Most importantly, Absolution gave us the system. For the first time, players were explicitly rewarded for creativity: kill a target with a toilet explosion, a falling moose head, or a voodoo doll. This meta-game of ticking boxes turned each level into a puzzle box, a philosophy that would bloom perfectly in the later World of Assassination trilogy.

Yet, beneath the B-movie gloss, there is a valid arc. Absolution is the story of a tool breaking its programming. By choosing to save Victoria over following orders, 47 doesn't become "human"—he becomes independent . It’s messy, over-the-top, and undeniably memorable. Hitman Absolution

For purists, this was heresy. You weren’t a master of disguise; you were a victim of arbitrary game logic.

From a pure production standpoint, Absolution was stunning. The Glacier 2 engine delivered environments dripping with atmosphere—from the rain-slicked streets of Chicago to the dusty, ominous corridors of a library turned assassin’s den. The lighting, character models, and cinematic animations were a generational leap forward. The game’s greatest sin was its level design

The gameplay, while restrictive, introduced mechanics that would define the franchise’s future. The “Instinct” mode—allowing 47 to see through walls and predict patrol routes—became a staple. The fluid cover system and the ability to mark-and-execute multiple targets (borrowed from Splinter Cell: Conviction ) made 47 feel like a deadly predator, even in tight corridors.

Here’s a well-crafted text regarding Hitman: Absolution that highlights its strengths, weaknesses, and place in the franchise. When Hitman: Absolution launched in 2012, it divided the fanbase like no other entry in the series. Developer IO Interactive traded the sprawling, open-world sandboxes of Blood Money for a more linear, story-driven experience. Was it a misstep? Or a necessary evolution? The answer, much like Agent 47 himself, is cold, complex, and surprisingly human. Most importantly, Absolution gave us the system

The core narrative is where Absolution took its biggest risk. Agent 47, the emotionless clone, is tasked with protecting a young girl named Victoria. This paternal angle forced a vulnerability onto a character built to be a ghost.

Critics called it saccharine and out-of-character. Fans balked at the cartoonish villains—a leather-clad nun hit-squad (“The Saints”) and a twitchy, perverted mad scientist named Dr. Dexter. The game traded Blood Money ’s dark satire for a pulpy, grindhouse revenge thriller.

New item
New item
New item
New item
New item
We use cookies

We use cookies on our website. Some of them are essential for the operation of the site, while others help us to improve this site and the user experience (tracking cookies). You can decide for yourself whether you want to allow cookies or not. Please note that if you reject them, you may not be able to use all the functionalities of the site.