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Project Overview

 

Hunt: Showdown is a competitive first-person PvP bounty hunting game with heavy PvE elements.

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Hunt’s competitive, match-based gameplay mixes PvP and PvE elements to create a uniquely tense experience where your life, your character, and your gear are always on the line.

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At the beginning of each match, up to five teams of two set out to track their monstrous targets. Once they’ve found and defeated one of these they will receive a bounty—and instantly become a target for every other Hunter left on the map. If you don’t watch your back, you’ll find a knife in it, and your last memory will be of another team of Hunters walking away with your prize.

 

The higher the risk, the higher the reward–but a single mistake could cost you everything. 

Personal Role

 

During my time as a Junior Technical Designer, and progressing into a regular System Designer role, it is my job to design and implement features relating to AI cast, player mechanics and weapons in Hunt. I've had to touch a lot of different tools and systems to build and maintain the game before and during early access, and in doing so became a source of technical and design knowledge for the team.

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Some of the specific features I have been responsible for:

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  • The Assassin (Boss AI - design & implementation)

  • The Waterdevil (Special AI - design & implementation)

  • The Spider (Boss AI - improve previous design & implementation)

  • Weapon balancing (calculation, pipeline improvements, implementation)

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Platform:

 

PC, Xbox

 

Engine:

 

CryEngine 5

 

Tools:

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Schematyc (Visual Scripting), Database (XML, animation, weapon data, AI data)

 

Pipeline:

 

CryEngine 5, Visual Studio 2015

 

Project Timeline:

 

Joined: August 2017

Early Access: February 2018

Full Release: TBD

Xbox Game Preview: TBD

Xbox Full Release: TBD

 

Team Size:

 

  • ~80 Game Team Devs

 

Personal Role:

 

System Designer (AI, World, Player and Weapons)

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The Assassin

 

To develop fresh content based on community feedback I was tasked to design and own a new boss AI feature. As feature owner it was my job to drive the development across departments to fit the asset creation into this design. Alongside this as a technical designer, it was also my job to implement the character inside CryEngine from the ground up using tools such as visual scripting and behaviour trees.

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Character achievements:

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  • Refined the core concept of a Hunt: Showdown boss character which then helped bring up the quality of the game's other bosses

  • Offered more of a tactical challenge for an AI character which was highly appreciated by the community​

  • Brought the focus of the game back to its horror roots

  • Only used tools that were already available, needing no code input throughout development

Waterdevil In-Game
Waterdevil Concept

The Waterdevil

 

During a period of rapid development for content updates after our early access release I began to work on a new AI cast member. The goal for the Waterdevil was to fill the gap which is created by all of the water in our level, and to play a wildcard role - in this round my usual escape route is blocked, do I go around or do I go through?

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While the development was performed around a lot of other work I was doing at the time, this character managed to make it out of the door. While there were some tweaks needed after a few months of being released, it ultimately achieved its brief and provided intense moments of gameplay.

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Character achievements:

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  • Built during a haphazard development schedule

  • Refined AI tools by using them in ways they weren't built for

  • Created a healthy fear of water areas in the maps

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Weapon Balancing

 

During my onboarding period I chose to help develop the weapon balancing pipeline alongside my use of the tools in CryEngine. With this I got to get my hands on a lot the weapon setups and balancing concepts of the game, which ultimately led me to co-owning the weaponry of Hunt with the lead designer.

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My work on the weapon balancing has included the following:

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  • Development of the balancing calculation sheet in Excel (used to bring together all values such as; damage, range falloff, body multipliers etc.)

  • Design discussions with the lead designer to shape the path of balancing

  • Calculation of ideal values for damage, falloff etc.

  • Implementation of these values in CryEngine

  • Logic and animation setup/maintenance of weaponry in the arsenal

  • LinkedIn

© 2026 by Rob Green - All trademarked materials by their respective owners.

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