September 08, 2017

Hunt developers discuss level design in latest dev diary


The lay of the land, when you are on it, living within it, feels inevitable. But many hands have molded that ineluctable chaos of buildings and trees, equipment and mud, fences and waterways.

Today many will speak on the subject of their design: Creative Director Magnus Larbrant, Lead Designer Dennis Schwarz, Producer Fatih Özbayram, Level Design Director Chris Auty, Lead Environment Artist Marcel Schaika, and Senior Level Designer Turgut Özbayram.

Why that door? Why that window? Why that ladder? Why that lock? They will tell you, if you have time to listen:

YouTube player uses cookies.
You have to accept the cookie policy to watch the video.

Accept

“It's really about tactical gameplay." –Fatih Özbayram

“We allow you to explore freely… It's a very sandbox environment. It's very dynamic." –Dennis Schwarz

“It won't be played the same way twice." –Chris Auty

“What made this company is open world, sandbox, you're walking around in a cool environment and you're approaching compounds—you're doing this in Crysis, right? And if you take a look at Hunt, you're in an open world, a sandbox world, you're moving around compounds, you're trying to infiltrate them. You have some special powers and stuff like this. A lot of gun play, a first persons hooter. This is why we're doing this game: we're playing to the strength of what we know." –Magnus Larbrant



Crytek GmbH uses cookies on this website to improve your experience, analyse our traffic and integrate with social media. You may adjust your cookie preferences by clicking “customize”. Please find further information in our Privacy and Cookie policies. Here you can also withdraw your decision to accept or reject cookies at any time.

Customize Reject Accept
Please log in for

Support