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How We Build Hunting Maps | NRG Dev Diaries

Creating a hunting map is one of the biggest and most time-consuming parts of developing Way of the Hunter 2. From the very first research trip to the final release, every reserve takes months of planning, iteration, and collaboration across the entire team.

Watch here:

In this developer diary, our Game Designer Martin explains how we research real-world locations, decide which animals belong in each reserve, and transform authentic environments into compelling hunting experiences. Meanwhile, our Lead Level Designer Michal takes you behind the scenes of the tools, workflows, and techniques used to build the vast open worlds you explore.

This topic is especially relevant now, as we're preparing to introduce a new Hub Map. While it's a standalone location that's much smaller than our hunting reserves and primarily centered around the hub lodge, creating it still requires a tremendous amount of work. Set in North America and featuring many of the same wildlife species as our New Laurentia reserve, it brings an entirely new environment to explore, with its own layout, landmarks, and atmosphere. Even a map of this scale demands extensive research, level design, environment art, and months of iteration before it's ready for players.

Way of the Hunter 2 is out in Early Access on Steam (PC):

[dynamiclink href="https://store.steampowered.com/app/2543830/Way_of_the_Hunter_2/"][/dynamiclink]


More info about Way of the Hunter 2:

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