Hunted – Forging a World

Hunted – Forging a World

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I’m in a dungeon, I can’t see very well. – Let’s keep moving. Things are jumping out. Big spells. Fighting evil creatures.
Killing people. Things are appearing
and doing headshots. Things are rising from the dead
and you’re into it. Hunted’s a fast paced game with a lot of depth. – We work for the
Lord Mayor of Dyfed. We talk about telling a dark story, but we wanted to make sure that
the player was going to experience really diverse environments. – There’s terrors down there in the dark. I think it was just kind of, you know, me and Rob, our Art Director, getting together and
kind of talking about, “What would it look like? What
would the technology be like?” And that’s kind of the
way the game evolved. When we first started
working on the project it was important to
come up with the style that wasn’t as clean as classic high-Fantasy
games can be. – We know the place. I just felt like a true, Middle Ages-like era
would be dirty; things would be worn, untended. And so things are crumbling
and falling apart. We try to tell the story
with the environments. The wear and tear, the
grime we put on it. We try to give that sense of history. You know, you come into
an area with ancient ruins of some civilization that
used to live in an area, but it’s about giving the world
this richness and this life that is larger than the span of
the game story we’re telling. You know, there are different
engines that people use for different things in
the gaming business. In this particular case we used
the Unreal engine. Our focus going into this
project was actually try to do what Unreal does best: third-person shooter games and games that involve cover. And if you are, you know, moving
forward into landscapes and environments, the Unreal
engine does it perfect. So what that did was
allow us to spend one hundred percent of our efforts on game design and graphic fidelity. Throughout the game, whether you’re
underground or above ground, you’ll come around a corner and
get these just amazing views. We want to have a heavy element
of verticality in our levels. You know, as a ranged character sometimes being up in a post
is the better area because you can get a view. As more of a melee character
you can sit there and protect that area. – I could use a little help here! Well, this is one of the final areas. When we first started, we
talked about doing a tower and doing something big but
it’s been done so many times. And we thought let’s do
a giant pit instead. – There might be a bit of a
spider problem down here. These big pieces of basalt rock, they were actually
modeled out in 3D first so it really has a
very sculpted feel. I want them to feel like they’re
stepping on hard ground and they’re climbing up solid stairs. And interacting with every facet of the
geometry that’s on the ground. We need to be at the
Fountain of Alisha by morning. It’s not so typical
in a console game to be able to create
your own world. – I can’t thank you enough. You know, “What happens if I can
build my own dungeons?” And that was the founding
principles of Crucible. What we allow the players to do
is, you know, jump in there, grab these unique levels
that we’ve created. Put them in a map, populate them with the enemies
you want, the way that you want and create an experience
for somebody else. There’s a whole list of parameters
that they can put on. Whether it’s timed or
how many waves of enemies, I mean just give the user the
ability to be the game maker. At first when the idea
was pitched to me I actually thought we were crazy. – Those beasts are everywhere. So this team goes in there and they’re actually making
the levels awesome, and what we ended up designing
was actually a very cool system. When users fire it up
for the first time, they’re not going
to be intimidated, and it’s very straightforward to use. The spark for Hunted comes from a lifetime of making and
playing Fantasy games. We have this tremendous love for
the richness to the worlds. – Find a feather black as night. It’s every rock, every bit of dirt, every tile of broken pottery, every wall, every bird. It’s immersing yourself in
this world and this experience, the emotional attachment
to the world. It’s a roller coaster.


  1. @Filaipus the problem is how its going to be put to get is going to be like Halo reach level editing or something else

  2. instead of maing this a game they shud make this a Skyrim DLC nah thats mest up but this game probably wont reach the awsomeness of TES no offence

  3. you guys don't really know what this video is about or what the difference is on bethesda softworks/game studios right ?

  4. Hahaha, Bethesda puts their name on a game that their developers are going to slaughter with Skyrim.

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