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Hillbilly Hunting

What is it?
Who was involved?

Me
Level Designer

Systems Designer

Programmer

Asset Locator

Voice Actor

Narrative Director

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Hillbilly Hunting is a nonsensical hunting game where a blue-collared middle aged man hunts progressively aggressive animals. Dale must defeat the gods of the forest in order to leave and to do that he must mow down animals in order to sell them and upgrade his weapons. A remake of an older project with the same concept. 

Can I play it?

You can!

click here

Engine?

Unreal Engine 5.5

3 Pillars of Level Design

Keep Surprising Them

To prevent the simple gameplay from becoming repetitive, the game introduces escalating absurd interactions all while grounding them within a threatening forest setting paired with serious boss encounters.

Always Give Them Something
to Shoot

Wacky interactions alone can't keep the player engaged. The world incentivizes constant hunting by populating the forest with animals that reward players with currency used to upgrade their weapons.

Preemptively Tell Them
Where to Go 

To avoid  confusion, future paths are shown before they become accessible. By revealing locked routes early, players know where to go before encountering each boss.

Old vs. New

HillBilly Hunting was one of my first real level design projects, and I had a very ambitious vision in my head. I was going to create the best level anyone had ever seen, but of course hadn't developed the skills yet and it did not turn out great. 

The old map for Hillbilly Hunting vs the new ones.

Hillbilly Hunting wasn't just a chance to show off my better level comprehension, but my improvements in Unreal Blueprints also. The animal, gun, and systems are very modular, so if I ever wanted to add more things it would be easy to do so.

I was given a chance to go back and remake it with the skills I have learned over the couple of years. I made actual progression where the enemies get more intense but the player scales with them to create a balanced difficulty curve. The shrines are placed so that the player can see them at the beginning so they know where their goals are. There are 5 bosses, each with a unique ability to keep the game engaging. 

Full Play-Through

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