Hunt: Showdown 1896 - Stillwater Bayou Map Update

Hunt: Showdown 1896 is a first person extraction shooter developed by Crytek. I joined the Hunt team in June 2024 to help with shipping the re-launch of the game as Hunt: Showdown 1896. Since then I've been part of the strike team that worked on the first maps of the game in order to bring them up to current standards. I was responsible for going over several compounds to propose and improve gameplay as well as check for quality issues and optimize them.

After being moved on Hunt, our strike team was tasked with going through the first map that shipped with the game in order to improve some gameplay aspects, sanity check after the art update and adjust view distances for optimization.

I was responsible for adding a stairway connection inside one of the boss buildings at the Lumber location to facilitate better flow between lower and upper floors since the only connection was on the exterior.

I was responsible for adding a stairway connection inside one of the boss buildings at the Lumber location to facilitate better flow between lower and upper floors since the only connection was on the exterior.

I also created a window opening and a smaller opening in the wall to the right to create additional engagement lines since the building lacked options in that regard.

I also created a window opening and a smaller opening in the wall to the right to create additional engagement lines since the building lacked options in that regard.

On the Lockbay Docks location I was responsible for addressing several readability issues, including very narrow pockets with fishing nets over them where players could hide behind.

On the Lockbay Docks location I was responsible for addressing several readability issues, including very narrow pockets with fishing nets over them where players could hide behind.

Other cases that I addressed where spaces under stairways that I blocked to prevent unexpected engagement angles and janky navigation.

Other cases that I addressed where spaces under stairways that I blocked to prevent unexpected engagement angles and janky navigation.

Another example of a stairway space that I blocked to prevent weird engagements and awkward navigation.

Another example of a stairway space that I blocked to prevent weird engagements and awkward navigation.

I was also responsible for doing a map wide pass on all the cloths that were used in gameplay spaces. One reported issue by players was the excessive use of these cloths. We looked to reduce them where they had no direct positive impact.

I was also responsible for doing a map wide pass on all the cloths that were used in gameplay spaces. One reported issue by players was the excessive use of these cloths. We looked to reduce them where they had no direct positive impact.