Joshua Henning
  • Projects
    • Hunting Battle
    • NBA All World
    • PlayOcean
    • Trials of Set
    • Black Sun
    • UnZipped
    • Sinopa
  • About/Contact

Hunting Battle : Hunting Game

Gameplay Engineer - Unity3D
HypGames
Explore breathtaking landscapes, track elusive animals, and hone your shooting skills in this action-packed game. Whether you’re a seasoned hunter or a novice, this game offers a realistic and immersive hunting adventure that will keep you on the edge of your seat.

Enjoy seamless hunting with no breaks in the action, all in portrait mode. Progress through the game by winning events, unlocking new tours and tournaments, and upgrading your weapons. Collect power-ups and ammo to improve your chances and dominate the leaderboards.

Screen Shots

Hunting Battle Responsibilities :

Core Gameplay Systems

  • Designed and implemented real-time hunting simulation systems in Unity.
  • Built animal AI behaviors including movement, awareness, startled states, fleeing, and one-time actions (jumping, idling, interacting with environment).
  • Developed smoothed waypoint and pathing system for animal movement, including terrain and mesh elevation support.
  • Created ballistic shot simulation with accurate entry/exit wound rendering and hit localization per body collider.
  • Implemented player aim, scope, and targeting mechanics with dynamic camera adjustments via Cinemachine.
  • Added environmental interactions (wind, terrain, elevation) to affect gameplay challenge.

Game Modes & Progression

  • Built Head-to-Head (H2H) hunting battles supporting two players with mirrored results tracking.
  • Designed tournament mode for solo competitive play with structured sessions and sequences.
  • Architected expandable result management system with inheritance (HuntingTargetResults base + specialized subclasses).
  • Created streaks, penalties, and scoring systems tracked via PlayerShotLedger and HuntingMatchScorecard.

Multiplayer & Social Features

  • Implemented synchronous and asynchronous multiplayer flows for hunting matches.
  • Designed leaderboards, matchmaking, and fairness systems to balance player experiences.
  • Developed structured access to results across sessions and sequences for local and opponent players.

Technical Systems & Tools

  • Created the Environmental Load Controller using UniTask for async scene and environment management.
  • Developed AnimalSpawnData and AnimalSpawnSequenceData systems for flexible designer-controlled spawns.
  • Built Waypoint Editor Window (Unity Editor tool) to allow designers to visually place, preview, and validate animal paths with ghost animations.
  • Integrated AnimalControllerGameStateManager to handle animal animations, transitions, and movement along paths with runtime state changes.
  • Designed verbose and extraVerbose logging/debugging layers for QA and rapid iteration.
  • Built CI/CD friendly async systems for spawning, loading, and environment transitions.

Live Ops & Content Pipeline

  • Supported scalable event creation with tunable spawn sequences, difficulty scaling, and scoring parameters.
  • Enabled runtime validation of designer-created spawn data to reduce broken builds.
  • Added support for seasonal content and new environments through environment controller architecture.

Technical Contributions

  • Optimized Unity rendering and asset streaming for mobile performance across iOS and Android.
  • Implemented async loading and memory management systems.
  • Built editor/debugging tools for designers to quickly test environments and gameplay.
  • Ensured networking stability and low-latency gameplay through efficient client-side prediction.
  • Contributed to CI/CD pipeline improvements for faster iteration and QA validation.

Cross-Functional Collaboration

  • Partnered with designers to rapidly iterate on animal behaviors, difficulty, and balance.
  • Worked with artists/animators to integrate realistic animal models, rigging, and movement.
  • Collaborated with product and analytics to fine-tune progression and monetization loops.

Testing & Quality

  • Built debug visualization tools (e.g., path previews, ghost meshes, elevation raycasting) for testing animal behaviors.
  • Implemented profiling and optimization for smooth performance across mobile devices.
  • Created automated validation checks to ensure spawn data correctness before shipping.

Reusable Tech Across Games

  • Architected the system so it can be reused in future projects, not tied exclusively to Hunting Battle.
  • The pathing framework is modular, meaning it can be extended to drive NPCs, scripted events, or even non-animal characters in narrative-driven experiences.
  • This tooling foundation is already being leveraged in the studio’s next unannounced title to deliver storytelling content at a scale and speed no competitor currently matches.

Achievements

  • Helped launch Hunting Battle into the top 25 grossing sports games globally.
  • Delivered a high-fidelity hunting experience with realistic AI, physics, and shooting systems.
  • Built robust tools that allowed designers to author content at scale without constant engineering support.
  • Architected a future-proof results and environment system to support new modes and expansions.

Picture
  • Projects
    • Hunting Battle
    • NBA All World
    • PlayOcean
    • Trials of Set
    • Black Sun
    • UnZipped
    • Sinopa
  • About/Contact