Though our Hunters would have known little about the technology of moving pictures—motion picture cameras were first invented in 1890, if the historians can be believed—let us stay, for a time, in the year 2017, where we can watch Hunt: Showdown developers discuss the past, the present, and the future of the upcoming PvPvE monster hunter on which they currently toil.
It is on the first page of that history that our dev diary begins, at a time when Hunt: Showdown was called Hunt: Horrors of the Gilded Age and was being developed in Austin, Texas. Level Design Director Chris Auty, Audio Director Florian Füsslin, Creative Director Magnus Larbrant, Junior Producer Richard Miller, Producer Fatih Özbayram, Lead Artist Marcel Schaika, and Lead Designer Dennis Schwarz explore the game’s development history, the decision-making process that led to its change of direction, and the kind of strategies that will keep a player alive, once they are given a chance to face the monsters of the swamps.
“What we wanted to achieve with Hunt in the long term was sustained tension for players so they were never quite sure what was going to happen.” –Chris Auty, Level Design Director
“It is not a linear horror experience. You have to think about it more as a game where you and your friends rely on your senses. Did I hear something? Did I see something move?” – Marcel Schaika, Lead Artist
“Reckless players are dead players.” – Magnus Larbrant, Creative Director