

“STEAMBOAT”
(HUNT: SHOWDOWN COMPOUND EXERCISE 2024)
Level Design Exercise (Personal Project)
I set out to design an open-world compound location that would work in HUNT: Showdown
The focus was on the compound itself, boss lair interior & compound approaches from the open world towards the compound were not part of the assignment
With the layout itself I wanted to support a 360° approach by players (multiple entry and exit points to the compound, including vantage points, pathways to engage and disengage) as the location would be found in an open-world context, including a clear prominent landmark in the center that would undoubtedly be the boss location
The Compound itself is divided into multiple different “pockets” for players to have skirmishes inside and between
As well as featuring different zones / layers to the layout (pockets, combat donut)
I wanted to support multiple playstyles & loadouts
Stealth vs. Guns Blazing vs. Distanced playstyles
Short (Pistols, Shotguns, Melee), Mid-range (Shotguns, Rifles), Long-range (Rifles, Sniper rifles) loadouts and side equipment (throwables, traps etc.)
Gameplay Ingredients which are supported/taken into account
All current (early 2024) elements you would find in HUNT: Showdown
PvPvE gameplay structure and game mode (Bounty Hunt)
NPC ingredients and their individual pros & cons (Grunts, Imolators, Hive, Armored, Meathead, Hellhounds, Water Devil)
NPC Boss lairs (Scrapbeak, Butcher, Spider, Assassin)
Resource goods (Ammo crates, Weapons, Melee weapons)
Explosive placements (Fire Barrels, Poison Barrels)
Sound & Audio trigger traps (Hanging Bottles, Crows, Dead horses etc.)
Traversal elements (Vaulting, Ladder climbing, Elevators)
Building interactive elements (Gates, Doors, Windows that can be opened and closed to create and eliminate line of sight angles)
Time: 15 hours assignment (Compound only, Boss lair interior was not required for the assignment)
Theme: Steamboat (Mississippi, Louisiana)
Assets: Placeholder & Blockout Meshes
Engine: Unreal Engine 5.3






