Technical Designer @ Crytek · 2022
Hunt: Showdown 1896

This is everything I worked on in Hunt: Showdown, from update 1.9 (Serpent Moon) to 2.6 (Post Malone's Murder Circus Encore). Some of it was designing new features from scratch, some of it was taking old systems apart and putting them back together better.
2.6 | Post Malone's Murder Circus Encore
The new ping system ships. I took the new Ping Marker System over the finish line and got it out to players.
- Two pings at once: you can now place one main marker and a second, context-sensitive one at the same time.
- Context icons: pinging something like a trap, a clue or a supply box shows a matching icon. People liked this one, and it means we designers can hook any new or old entity into the ping system.
- Compass: made sure it all plays nicely with the redesigned compass and map.
2.5 | Web of the Empress
- Rebuilding pings: I started the remake of the old ping system. The old one had real problems for players, so I designed a new version and worked it out together with our engineers.
- Tarot cards: worked with the event team on the Chariot card, which lets you lock and unlock extracts from a distance. I also helped add an extra extract in the middle of every map.
2.4 | Judgement of the Fool
- Extraction conditions: kept building on the extraction system so extracts can lock and unlock as a gameplay mechanic.
- Bugs: a lot of bug fixing to make the game more stable for the updates after.
2.3 | Operation Health
Bugs, bugs, bugs. This whole update was about fixing old, nasty bugs that had piled up over several updates. Players had been asking for it, so we gave it our full attention.
2.2 | Post Malone's Murder Circus
- Balance: general balance tweaks for the AI and weapons.
- Ear ringing: expanded the ear ringing system with different intensity levels, new triggers, and fixed its bugs.
- Shredder: helped get the Shredder event weapon working, and pitched in on other Murder Circus content.
2.1 | Harvest of Ghosts
A new game mode, and more work on extraction:
- Bounty Clash: built the core logic for the mode, plus tools that made it quicker for level designers to iterate on it.
- Extraction rework: rebuilt the extraction logic so it could handle what Bounty Clash needed, and whatever comes next.
2.0 | Scorched Earth
- Fall damage: led the rebuild of fall damage so it's more consistent, more predictable, and easier for us to tune.
- New stuff in the world: made the bear traps, bats and cows actually behave.
- Engine upgrade: kept testing, fixing and checking things during the last stretch of the engine upgrade.
1.16 | Desolation's Wake
Engine migration: I was one of the main technical designers on the move to CryEngine 5.11, checking that features still worked and doing the first bits of development on the new version.
1.15 | Tide Of Desolation
A big update with lots of changes under the hood and new gameplay:
- Weather + Ash Bloom: rewrote how the weather system works so weather can change smoothly, then used it to make the Ash Bloom weather.
- Drilling variants: designed and built the Compact and Hatchet versions of The Drilling.
- Progression rework: worked with the backend engineers on how traits get removed and refunded.
1.14 | Tide Of Corruption
- Vetterli 71 Karabiner Cyclone: my gun from start to finish. It shoots fast, so I balanced it with a smaller magazine and lower damage.
1.13 | Tide Of Shadows
- Events: made the event system support multiple traits per Pact, and redesigned and built the Ship Altars, the main collectible for that event.
- Ammo resupply: reworked ammo boxes so they give a fixed amount per ammo type. We based that change on data about what players actually carry and use.
- New gear: built the deployable Tool Box and Medical Pack, and designed and built The Drilling, which was mostly about finding the sweet spot between damage and fire rate.
1.12 | Gator Frenzy
- Lootable saddles: led the design and build of lootable saddlebags and holsters, which meant getting lootable things to stick to animated skeletons.
- Centennial variants: built the Centennial Shorty and Shorty Silencer, tuned their stats and hooked up the weapon logic and animations.
1.11 | Devil's Moon
My first update owning weapons, and I helped design the event gameplay that introduced Pacts.
- Ballot Boxes: built the Ballot Boxes, where you pledge to a Pact and get its traits.
- Soul Traps: designed and built the Soul Trap collectibles for the event.
- Springfield 1892 Krag: my gun from start to finish. A fast-firing bolt action where the main challenge was making the multi-bullet reload feel smooth.
- LeMat Mark II Carbine: turned the LeMat pistol into a rifle, and balanced how flexible it is with a slower reload.
- Martini Henry Ironside: balanced this repeater around its slow, very visible reload.
- Winfield 1876 Centennial Trauma: built this blunt melee version, including its special heavy attack.
1.10 | Stalker Beetle
- Learning the weapons: got to know Hunt's weapon systems so I'd be ready to design guns for 1.11.
- Bugs and tools: fixed bugs in code and visual scripting, and sorted out some long-standing annoyances with our internal tools.
1.9 | Serpent Moon
I built the main pieces of the Serpent Moon event:
- Snake Baskets: designed and built them start to finish, including the scripting and hooking them into the existing animations.
- Snake Altars: built the altars you sacrifice at, including how they count event points and feed into the Battle Pass.