{"id":1523,"date":"2024-03-05T16:46:33","date_gmt":"2024-03-05T15:46:33","guid":{"rendered":"https:\/\/stefan-loser.de\/wordpress\/?page_id=1523"},"modified":"2025-07-17T22:08:38","modified_gmt":"2025-07-17T20:08:38","slug":"call-of-the-wild-the-hunter","status":"publish","type":"page","link":"https:\/\/stefan-loser.de\/?page_id=1523","title":{"rendered":"theHunter: Call of the Wild"},"content":{"rendered":"\n<p><strong>Call of the Wild<\/strong> is an open-world hunting experience built in <strong>Apex Engine<\/strong>, Avalanche Studios\u2019 proprietary game engine, known for its vast environments and detailed simulation systems.<\/p>\n\n\n\n<p>In my role, I worked across multiple disciplines to support the game&#8217;s technical and visual development. My responsibilities included:<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Shader development<\/strong> using HLSL and Apex\u2019s custom material systems to create performant, high-quality visuals.<\/li>\n\n\n\n<li><strong>Tool creation and pipeline automation<\/strong> with Python and C++ to streamline artist workflows and improve asset integration.<\/li>\n\n\n\n<li><strong>Procedural systems and content generation<\/strong> using <strong>Houdini<\/strong> and VEX to support large-scale world building and environmental variety.<\/li>\n\n\n\n<li><strong>DCC integration<\/strong>, working with <strong>Maya<\/strong>, Houdini, and Apex to ensure smooth cross-software asset flow.<\/li>\n<\/ul>\n\n\n\n<p>This role required deep technical flexibility and problem-solving \u2014 bridging the gap between artists and engineers to help bring the natural world of <em>Call of the Wild<\/em> to life. <\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"theHunter: Call of the Wild  |  Announcement Trailer\" width=\"819\" height=\"461\" src=\"https:\/\/www.youtube.com\/embed\/VGOTYfGMyoE?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>Read more about my time at Avalanche, developing the Nepal DLC for theHunter. <\/p>\n","protected":false},"author":1,"featured_media":1532,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"pgc_sgb_lightbox_settings":"","footnotes":""},"class_list":["post-1523","page","type-page","status-publish","has-post-thumbnail","hentry"],"_links":{"self":[{"href":"https:\/\/stefan-loser.de\/index.php?rest_route=\/wp\/v2\/pages\/1523","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/stefan-loser.de\/index.php?rest_route=\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/stefan-loser.de\/index.php?rest_route=\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/stefan-loser.de\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/stefan-loser.de\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1523"}],"version-history":[{"count":7,"href":"https:\/\/stefan-loser.de\/index.php?rest_route=\/wp\/v2\/pages\/1523\/revisions"}],"predecessor-version":[{"id":1712,"href":"https:\/\/stefan-loser.de\/index.php?rest_route=\/wp\/v2\/pages\/1523\/revisions\/1712"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/stefan-loser.de\/index.php?rest_route=\/wp\/v2\/media\/1532"}],"wp:attachment":[{"href":"https:\/\/stefan-loser.de\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1523"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}