
Nathanaël DUSSAUD
Level Designer Junior
Hunt Showdown
The Game
Genre : FPS
Developers : Alone
Time to do it : 2 months
General Informations
Software used



Unreal 5 (BSP + Blueprint)
Visio
Powerpoint
What I have done
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Level Designer :
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Made the 2D/3D part of the game
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Script some features and communicate about it (only the ladder)
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Put all the GPE in the level
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Test the level
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Correct it
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Pitch of the map
I wanted to come back on a FPS map and I choose, Hunt : Showdown. I wanted to do something to please the community. So I searched on the net and I found someone who asked for a map in the snow or in Mexico. I choose a Mexico map because it inspired more and also, I wanted to imagine a colorful side in the map (if he has to be done with assets).

Intentions
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Bring some verticality with the architecture and the terrain
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Bring new colors with a new environment (New Mexico = orange)
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Play with long and short range, to please every playstyle
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Make a town for the complexity of it
Inspirations
My inspiration for the map was the Baltimore domain and the Noisy castle for the verticality and the architecture. And the Palazzo medici from the season 3 for the environment and architecture

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2D Layout
For the 2D Layout I started by making the Boss building because he is at the center of the attention. And then the town, mines all around the building. Finishing by the outside.

An exemple from my document. Everything has been think like a circle because every new steps form an arena around the previous one.

Blockout
After everything done on paper. I used Unreal Engine 5 during 1 month and a half to make the
blockout.
And after a few playtest, I corrected every wrong aspects and unclear workdshop through the map.
Then I made a LDD to explain every intentions around the workshop and how I worked on it.

The document gives also more explication about the intentions for the map. In this case I explain that the town has a shape of L, to separate the fight but also break the straight lines.