Maneater - Hotspot Design
- Guilherme Martins

- Mar 5
- 4 min read
Role: Senior Level Designer / Quest Designer
Tools: Unreal 4, Maya
Studio: Tripwire Interactive
IP: Maneater
Gender: Action RPG
Platform: PC, Xbox, PlayStation
Overview
I created a hotspot concept for Maneater centered around a simple but strong image:
A shark fighting other sharks inside a Roman gladiator arena while a human audience watches from the surface above.
The goal was to create a space that immediately communicates its purpose, supports the quest objectives, and uses verticality as the core spatial concept.
Unlike traditional Maneater encounters where the player is the apex predator hunting prey, this hotspot inverts that dynamic. The player becomes part of a spectacle.
The arena is not a place of freedom.
It's a stage.
Initial Design Process
Before starting the layout itself, I followed a structured approach:
1. Gameplay Research
The first step was understanding the gameplay pillars of Maneater:
Three-dimensional movement
Surface-to-depth transitions
Breaching mechanics
Aquatic combat
Environmental traversal
The hotspot needed to support all of these systems naturally.
2. Metric Lab
Before touching the actual blockout, I built a dedicated Metric Lab.
This environment was used to validate:
Combat distances
Vertical traversal
Surface breaching
Arena dimensions
Navigation readability
For aquatic gameplay, scale errors become visible very quickly.
If distances are too small:
Combat feels cramped
If distances are too large:
Encounters lose intensity
Validating metrics first removed guesswork from the layout phase.
The Core Concept
The hotspot combines two spaces that exist simultaneously:
The Theater
Located at the water surface.
A Roman-style audience watches the event unfold.
The crowd serves as one of the primary objectives.
The Gladiator Arena
Located underwater.
This is where shark combat takes place.
The arena acts as the main combat bowl and creates the second objective.
Spatial Concept
The entire hotspot is built around a single vertical relationship.
Surface Layer
Human spectators
High visibility
Breaching opportunities
Fast-paced attacks
Underwater Layer
Shark combat
Structured encounters
Arena navigation
Sustained fights
The player constantly moves between these layers.
This creates a natural gameplay rhythm:
Surface → Crowd Hunt → Dive → Shark Combat → Surface Again
The hotspot therefore generates engagement through movement rather than scripted events.
Quest Structure
The quest is built around two parallel objectives.
Objective A
Kill:
50 Spectators
The crowd objective is intentionally large.
The goal is to encourage:
Chaos
Breaching attacks
Fast movement
Spectacle
Objective B
Defeat:
13 Sharks
This objective focuses on:
Combat mastery
Target prioritization
Arena navigation
The smaller number suggests tougher encounters and more deliberate gameplay.
Why The Numbers Matter
The contrast is intentional.
Objective | Player Behavior |
50 Humans | Fast, chaotic, high-volume action |
13 Sharks | Deliberate combat encounters |
The player constantly alternates between these two emotional states.
That contrast keeps the hotspot from becoming repetitive.
Quest Flow
Beat 1 - Tutorial Zone
The player begins inside a protected area.
Purpose:
Teach movement
Teach attacks
Reinforce core mechanics
Allow experimentation
This space is intentionally controlled.
Reducing complexity early prevents cognitive overload.
Beat 2 - Reveal
Leaving the tutorial zone triggers a short cinematic.
The camera reveals:
The underwater arena
The spectator theater
The full scale of the hotspot
The player immediately understands:
"I need to fight down there and hunt up there."
No dialogue is required.
The environment explains itself.
Beat 3 - Conflict
The player enters the main gameplay loop.
Two objectives become active simultaneously:
Surface
Hunt spectators
Underwater
Fight sharks
The player chooses how to divide attention between them.
This freedom creates emergent pacing.
Beat 4 - Resolution
Once both objectives are completed:
The arena is cleared
The crowd is gone
The spectacle ends
This moment could be reinforced with a final elite shark encounter or a memorable visual payoff designed to create a strong screenshot moment.
Environmental Storytelling
One of the strongest aspects of the hotspot is that its narrative is communicated through space.
The player is not simply a shark.
The player is a cloned shark created for entertainment.
The arena communicates this immediately.
No exposition is required.
The audience watching from above completely changes how the space is interpreted.
Instead of being the predator observing the world, the player becomes the creature being observed.
Hotspot Breakdown
Zone | Function | Layer | Design Purpose |
Tutorial Zone | Onboarding | Underwater | Controlled introduction to mechanics |
Transition Area | Reveal | Surface + Underwater | Establishes spatial understanding |
Theater | Crowd Objective | Surface | Encourages breaching and spectacle |
Gladiator Arena | Shark Combat | Underwater | Structured combat encounters |
Design Reflection
The strongest aspect of this hotspot is its clarity.
The entire experience can be summarized in a single sentence:
Fight sharks in an underwater Roman arena while attacking spectators watching from above.
Strong hotspot concepts are often simple enough to communicate instantly.
Beyond the concept itself, the design process emphasized validating gameplay metrics before building the final layout. This reduced iteration costs and ensured the space was designed around gameplay requirements rather than visual assumptions.
Several areas would benefit from further development:
Surface readability should be tested directly in-engine
Additional fallback onboarding could support players who skip tutorial interactions
Metrics should eventually be translated into expected completion times and encounter pacing targets
Despite these gaps, the foundation remains solid.
The hotspot presents a clear fantasy, a strong spatial identity, and gameplay systems that reinforce its central idea through player action rather than explicit instruction.


