HUNT: Showdown 1896 (2019)

Playstation, xbox, pc
Crytek GmbH | Senior Level Designer

Hunt: Showdown 1896 throws you into a nightmarish bayou where monstrous horrors and rival hunters lurk in the shadows.
Armed with brutal, era-specific weapons, you’ll track otherworldly targets, outgun desperate mercenaries, and fight to escape
with the bounty—or die trying. Every match is a high-stakes hunt where stealth, skill, and savagery mean the difference between legendary riches and a gruesome death.


As a Senior Level Designer on HUNT: Showdown, I was the level owner of one of the major locations: Blanchett Graves,
and many parts of the open world around it.


My work on the Blanchett Graves POI included:

  • Researching the area, theme and storytelling- and gameplay opportunities
  • Blocking out the layout, using CryEngine Designer
  • Enemy placement and adjustments
  • Open World blocking
  • Placement of gameplay ingredients (traps, pick ups etc.)
  • Boss (Spider Boss) navigation mark up
  • Basic art set dressing to convey the space intentions

Credits

Crytek GmbH

"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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Expanded Screenshot