
HUNTED
Prototype
A survival horror game that takes place in your own backyard. 65 million years ago.
THE PREMISE
Hunted is a short game experience that combines elements of survival, exploration, horror and most importantly dinosaurs! However, it comes with a twist; I wanted it to be set in my hometown.
Something about bringing a titan of a predator like the T. Rex into the rural English countryside seemed intriguing to me, and so I have set about bringing that exact premise to life. The maps you see below are all based on areas of natural wildlife near where I live, the quiet town of Beccles, UK. The map itself is still in prototype stage, however, and borrows most of its cues from the countryside around the town.
The game simply follows a solitary character as they try to make their way back to their home, all whilst the most iconic carnivore that ever lived is roaming the neighbourhood. Using stealth mechanics to navigate past threats, players will be led through an objective checkpoint system to reach goals and ultimately, home.
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LEVEL DESIGN (WEENIES)
Hunted is a first person game, which lends itself to a more immersive experience. The game's core mechanic is stealth, avoiding the prehistoric predators that you will meet along your journey. Taking place in a realistic setting, lighting plays a vital part in leading the player in the right direction, as signified by the building at the highest point of the level.
The opening area in which the game takes place uses areas of water to act as a natural barrier, as well as incorporating verticality and terrain depth to promote certain pathways in the game. The end goal is a weenie in the form of a shack, situated at the top of the hill.

LEVEL DESIGN (CONTINUED)
An aerial shot of the map showcases the areas of high and low land. Players start from the southern point of the map, and can choose which areas they explore. Ultimately, the map is designed so that all roads eventually lead to the peak in the north east. Pathways are signposted through lighting, textures and points of interest. Player movement will be encouraged through the T. rex's presence, with audio eventually playing a key role in this.

MECHANICS
A key mechanic in the game is the use of a flashlight. The dark lighting goes hand in hand with the horror tone of the game, and limiting player visibility is vital in creating tension and challenge in the player's journey. Batteries run out, though; you're gonna need to find more.
Scavenging and discovery are also key to the game. Your quest is to find your way back home, but that doesn't mean you can't find clues as to what's going whilst making your journey.
