The Hunt was the third project I worked on at the Guildhall. The team consisted of three Artists and seven Level Designers. The Hunt was a mod of Neverwinter Nights.
I was Lead Level Designer for this project.The Hunt was our attempt at making a Diablo-like action RPG using Neverwinter Nights. I was directly responsible for building 3 of the 8 maps of The Hunt. Those maps were: The Wooded Path; Yakai Clearing; and Rotaw Canyon.
My main function for the duration of this project was map integration, scripting, game play integration, dialogue integration, and main quest integration.
In addition to creating maps, scripting others game play designs, and implementing most of the features I created, scripted and implemented the following: the main boss fight; companion pet hunting behavior; bug and bug nest game play feature in the swamp map; and the crafting system used for making traps.
The crafting system was a lot more elaborate in the begriming of the project. It required gathering of raw materials that in turn were converted into refined components via a refining tool. Those refined components were then combined with a finishing tool to create the final product. In the end this was shortened to a single tool that created the finished product on demand with no regard to resources available. This streamlined version was used to keep the game as action oriented as possible (less time crafting, more time killing beasties).
This project made me realize how wonderful it is to have programmers on your team, because on this project we had none and we felt it.
A copy of this mod is available at Neverwinter Nights Vault .