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HUNT: SHOWDOWN

INTENTION

Personal portfolio project

Exploring open-world and multiplayer concepts

DESCRIPTION

In the eerie and atmospheric world of Hunt: Showdown, the lumber mill compound is a haunting yet strategic location.

DURATION

Softwares

2 weeks

Unreal Engine 5

GENRE

Open-world multiplayer shooter

PLATFORM

PC

After a while, I decided to create a compound from one of my favorite games. This project was completed in less than two weeks, and I did not intend to spend more time on it, but it was definitely one of my best experiences in building a multiplayer and open-world level. It was something I had less knowledge and skill in, but thanks to spending time in this lovely game, I gained intuitive experience for creating this level.

I would also like to give special thanks to Mikhail Kadikov, who, as the designer of one-third of the compounds in this game, gave me very good feedback to help shape this level.

The layout structure is as follows:

  • A boundary space with various entry points considered.

  • Pockets, which are small chunks within the boundary space, serve to block the player's direct view of the surroundings and create a safe margin for battles outside the main building.

  • Bunkers or tactical buildings around the main building help attackers confront the internal team in a safer space.

  • Finally, the central building, which is the largest building in the compound, serves as a suitable place for the defending team.

Additionally, I considered areas called dead zones that are not inside any pocket and are defenseless, but despite the high risk, they provide attackers with a quick opportunity to enter the main building.

Now I will discuss the key points I considered in this level:
 

First and foremost is the composition. From the very beginning of the process, I aimed to present the main building as grand and dominant over the environment using basic and simple shapes from various angles. This approach helped me block out the structure with a good view from every angle and guide the player toward the central building.

Metrics are one of the most essential and fundamental components of any level, which change according to the context of the game. In this level, the height of the covers for both crouching and standing positions, as well as the width of the paths for player movement and the boss's movement within the building, are crucial.

In Hunt: Showdown, there are no dead ends. All paths are designed to provide escape routes. Every enclosed space has at least two entrances/exits. This design choice increases player movement and prevents players from exploiting the game by camping.

The next point concerns the bunkers. I designed them to maintain a line of sight to the main building through multiple windows/covers. If there is only one window for the player, they can be easily headshotted, but with multiple shooting positions, they can switch between them, making it harder for enemies to predict their location.

As the final point, the use of various natural elements to create different strategic opportunities is crucial. The forested area provides opportunities for short-range weapons like shotguns, while the open swamp area with its bushes offers opportunities for long-range weapons like sniper rifles.

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