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Hunt: Showdown dev Q&A — Bounty hunting with lead designer Dennis Schwarz

To ring in Hunt: Showdown’s four-year anniversary, PC Gamer’s most avid Hunt players, Jacob and Morgan, jumped into a few games with lead game designer Dennis Schwarz.

What was meant to be an hour’s worth of gaming turned into just under two hour’s worth—but who can say no to playing Hunt: Showdown during work hours? We used that time to ask plenty of questions: All about the history of Hunt: Showdown, what’s new, what’s important to the developers, and behind-the-scenes knowledge on the game’s development.

[00:01:05] How important is it that you keep playing the game?
[00:03:58] How difficult is it to balance the new skins in the game?
[00:05:41] Will there be any more changes to the Cain skin?
[00:07:07] How often do you look at a map location for tweaks?
[00:08:52] What data do you use to decide what to change at different map locations?
[00:10:37] Have you played Battlefield 2042’s Hazard Zone mode?
[00:12:23] How do you see Hunt: Showdown’s past four years?
[00:14:34] What do you see as the biggest changes since Hunt: Showdown’s release?
[00:19:42] What’s the response been like to the new De Salle map?
[00:21:15] Has Hunt: Showdown always been a rifles game?
[00:24:32] How do you keep every gun, perk, skin, and ammo viable for hunters?
[00:27:00] What’s your favourite map location in-game?
[00:28:13] Do you play in Hunter or Gunslinger mode?
[00:31:08] Have you considered new weather modes?
[00:36:35] Are there any guns or gun variants you want to see in Hunt:Showdown?
[00:41:28] Was Scupper Lake the only map location you felt needed significant changes?

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