Hunt: Showdown 1896

This outlines my contributions across several Hunt: Showdown updates, from 1.9 (Serpent Moon) to 2.6 (Post Malone's Murder Circus Encore). My role involved owning and designing new gameplay features and refactoring/updating existing mechanics and systems.

2.6 | Post Malone's Murder Circus Encore

Ping Marker System Launch & Refactor Completion: Owned the final implementation and roll out of the new Ping Marker System.

  • Multiple Pings Markers: Implemented the core logic allowing players to place one primary marker and one secondary context-sensitive marker simultaneously.
  • Context-Sensitive Icons: Designed and integrated the logic for markers to dynamically display the a context based icon on entities(e.g., Traps, Clues, Supply Boxes). This addition was well received and allowed us as designers to add any new and existing entities to marking system.
  • Compass Integration: Ensured the system was fully integrated with the redesigned Compass and Map UI.

2.5 | Web of the Empress

  • New Ping Marker System Development : Initiated the remake of the legacy Ping Marker system, I designed a new system  to address the core issues for players that were present in the old system. Working together with our engineers to come up with a solid solution that would address them.
  • Tarot Cards: worked with the event team to implement unlocking and locking extracts at a distance with the Chariot card. Also was involved with adding an additional central extract on all maps.

2.4 | Judgement of the Fool

  • Extraction System Conditions: Continued working on the extraction system to support dynamic locking and unlocking of extractions as a mechanic
  • Bug Fixing: Maintained focused on bug fixing to improve the stability of the game for future updates.

2.3 | Operation Health

Bug Fixing: Dedicated my time to resolving critical, long-standing bugs that had accrued over multiple updates, this was our key initiative during the development time as players requested it.

2.2 | Post Malone's Murder Circus

  • Balance Adjustments: Contributed to general balance adjustments across AI and weapons.
  • Enhanced Ear Ringing System: Expanded the ear ringing system, implementing logic for varying intensity levels, new triggers, and resolving system bugs.
  • Shredder & Content Support: Provided technical implementation support for the Shredder event weapon and assisted with other Murder Circus content delivery.

2.1 | Harvest of Ghosts

Introduced a new game mode and extraction system improvements:

  • Bounty Clash Game Mode: Developed core game mode logic and creating tools that streamlined level designer iteration.
  • Extraction System Refactor: Overhauled the extraction system logic to support the unique requirements of the Bounty Clash mode and future extensibility.

2.0 | Scorched Earth

  • Fall Damage Refactor: Led the rebuild of the fall damage system to improve consistency, predictability, and design flexibility.
  • New World Elements: Implemented the technical behavior for new world entities and traps: the Beartraps, Bats, and Cows.
  • Engine Port Support: Provided continuous support, bug fixing, and validation during the final stages of the engine upgrade.

1.16 | Desolation's Wake

Engine Migration: Served as a core Technical Designer supporting the CryEngine 5.11 migration, handling feature validation and initial development on the new engine version.

1.15 | Tide Of Desolation

Major overhaul update with large systemic changes and new gameplay features:

  • Weather System Refactor & Ash Bloom: Refactored the entire weather system architecture to enable seamless weather transitions. I then implemented the Ash Bloom weather condition using this new framework.
  • Drilling Variants: Designed and implemented the Compact and Hatchet variants of The Drilling.
  • Progression Rework: Collaborated with backend engineers on designing the trait deprecation and refund system logic.

1.14 | Tide Of Corruption

  • Vetterli 71 Karabiner Cyclone: Owned the design and implementation, balancing its high rate of fire against a reduction in ammo capacity and base damage.

1.13 | Tide Of Shadows

  • Event System Expansion: Extended the event system architecture to support multiple traits per Pact. I also redesigned and implemented the Ship Altars as the event’s main collectible.
  • Ammo Resupply Rework: Executed a major overhaul of the ammo resupply system, transitioning it to deliver fixed amounts per ammo type. This change was implemented based on data analysis of player economy and loadouts.
  • New Items & Weapons: Implemented the deployable Tool Box and Medical Pack. Designed and implemented The Drilling, focusing on finding the correct balance point between its damage output and fire rate characteristics.

1.12 | Gator Frenzy

  • Lootable Saddles: Led the design and implementation of this system, creating the logic necessary to attach lootable entities (saddlebags and holsters) onto animated skeletal meshes.
  • Centennial Variants: Implemented the Centennial Shorty and Shorty Silencer, balancing their modified stats and integrating required weapon logic and animations.

1.11 | Devil's Moon

Served as feature owner for multiple weapons and contributed to event gameplay design, introducing the Pacts system.

  • Pledge System & Ballot Boxes: Implemented the technical logic for Ballot Boxes, facilitating player pledges to Pacts and dynamically granting associated traits.
  • Soul Traps: Designed and implemented the complete technical logic for the collectible Soul Traps event prop.
  • Springfield 1892 Krag: Owned the full design and implementation. I balanced this high-fire-rate bolt-action rifle, focusing on the execution of a smooth, multi-bullet reload sequence.
  • LeMat Mark II Carbine: Adapted existing LeMat pistol logic for the rifle variant, balancing its versatility using a deliberate increase in reload duration.
  • Martini Henry Ironside: Balanced this repeating rifle by tuning its stats around a visually distinct and deliberate reload process.
  • Winfield 1876 Centennial Trauma: Implemented the logic for this blunt melee variant, including its unique heavy attack functionality.

1.10 | Stalker Beetle

  • Weapon System Onboarding: Learned Hunt's weapon systems to prepare for designing weapons in update 1.11.
  • Bug Fixing & Support: Addressed bugs in codebase and visual scripting, solving long existing workflow issues with some of our internal tools.

1.9 | Serpent Moon

I handled the implementation and logic for key Serpent Moon event elements:

  • Snake Baskets: Designed and implemented the complete logic, including scripting behavior and integration with existing animation systems for the event prop.
  • Snake Altars: Implemented the interactive altars, including the logic for processing player sacrifices, calculating event point rewards, and integrating with the Battle Pass progression.