professional work personal projects about me | ||
HUNT: Showdown 1896 (2019) Playstation, xbox, pc Hunt: Showdown 1896 throws you into a nightmarish bayou where monstrous horrors and rival hunters lurk in the shadows. As a Senior Level Designer on HUNT: Showdown, I was the level owner of one of the major locations: Blanchett Graves, My work on the Blanchett Graves POI included:
Credits Crytek GmbH |
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"Blanchett graves" Blanchett Graves [Link] is one of the major locations in the first map in HUNT: Showdown 1896, and features three key areas; the Church, Crypts and Family Grave Rotunda. Each of these key areas were designated as a potential boss area, which not only required specific boss navigation- and gameplay implementations, but also ensuring player vs player (PvP) is enjoyable and offers tactical choices. I've also implemented assets provided by the incredible Art team, and did some initial set & prop dressing around the area to convey intentions and offer believable structures to hide enemies and players.
The Church The Church not only had to feel and look like a believable location, it also played heavily with verticality due to its tall structure. Yet, we needed to ensure the tower would not become too overpowered or otherwise a technical problem (being able to see too far).
Crypts The Crypts also featured verticality heavily, but underground, which meant visibility / line of sight issues were mostly solved automatically. The main challenge on this key area was to indicate and maintain clear player routes and flow, as no landmarks could be used as a point of reference.
Family Rotunda Initially partly built by another level designer, my main focus was to implement the (boss) AI navigation with a somewhat challenging structure, with many arches and round shapes. Additionally, to add to the tension and possible enemy location, we've opted to flood this area.
Family Rotunda Initially partly built by another level designer, my main focus was to implement the (boss) AI navigation with a somewhat challenging structure, with many arches and round shapes. Additionally, to add to the tension and possible enemy location, we've opted to flood this area. |
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