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Ultimate Hunting key art showing a hunter, deer, birds, and elephants across different wilderness environments

Interview Rafal Jeloneks Vision for Ultimate Hunting, the Next Leap in Hunting Games

Posted on June 29, 2024May 2, 2026 By Ronny Fiksdahl

Blending realism and ethics inside the vision of Ultimate Hunting

When it comes to hunting simulators, Ultimate Hunting aims to do more than recreate the thrill of the chase. The project focuses on realism, respect for nature, animal behavior, gear choice, and the responsibility that comes with taking a shot.

Leading the conversation is Rafał Jelonek, who speaks about the game’s direction, the challenges of building a realistic hunting simulator, and why ethical hunting sits at the center of the team’s design approach.

Editor’s note: This interview was originally conducted during an earlier development period for Ultimate Hunting. Some release plans and studio details may have changed since then. The current Steam page lists the release date as to be announced and identifies Wildlands Interactive as developer and Ultimate Games S.A. as publisher.

Ultimate Hunting – Official Reveal Trailer


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Interview with Rafał Jelonek

Q: Could you share your personal experience with hunting? How did you get started, and what aspects of hunting have most influenced your approach to developing Ultimate Hunting?

A: “Hunting has been part of my family for several generations. My sainted grandfather hunted, my father hunts, and I hunt. In fact, hunting surrounds each of us, every day – but not everyone wants to be a part of it, and this should be respected. I had the opportunity to be a part of it from an early age and learn about the circle of life, rules, principles, and, above all, animals.”

“However, I did not always go hunting or observing with my father. There came an age when I became more interested in computers and then my adventure with hunting games began. The beginnings were very interesting, as developers put in games what is in reality. Unfortunately, over the years, the growing political advocacy caused developers to portray hunting games in a very sensitive way.”

Q: Are there other hunters on the 3T Games team? If so, how have their experiences and insights contributed to the game’s development, particularly in achieving the realism and authenticity you aim for?

A: “I am the only hunter.”

Q: How do your real-world hunting experiences influence the mechanics and features in Ultimate Hunting? Are there specific practices or lessons from your hunting background that you’ve incorporated into the game?

A: “It always adds a more realistic overview of the game. You know what happens with animals, how they behave, and how to take down animals quickly without unnecessary suffering. Nowadays, games don’t show the brutality of hunting, and every hunter around the globe knows that in the end, we take lives – there is blood, and if you don’t place your shot precisely, animals will suffer. This is something I want to show in the game through, for example, shot reaction animations.”

Q: How did you decide on including specific animals like elephants and deer in Ultimate Hunting? What criteria did you use to select the various species represented in the game?

A: “The criteria are pretty simple – reserves and biomes. Every animal that we develop (or use) needs to be part of such a place in real life. If we have a Southern Africa reserve, we do proper research. We check what is hunted there in real life. There is always controversy, but this is the real world.”

Q: Elephants are majestic and complex creatures. How did you approach designing their behavior and interactions in Ultimate Hunting to reflect their real-world characteristics and challenges in hunting them?

A: “To be honest, there is not much complexity in their behavior. Like other animals in our game, they roam in packs or solo. They search for food, water, and a place where they can rest. The biggest challenge is to take down an elephant in an ethical way without being knocked out in the game. Do you know what is the most ethical shot for an elephant? A headshot. You break through the skull and hit the brain. The animal dies instantly without any suffering. That is why picking proper gear – weapons and ammunition – is crucial for a quick kill.”

Screenshots from Ultimate Hunting:


Q: Deer are a staple of many hunting games. What unique aspects of deer behavior and habitat did you focus on to differentiate the deer in Ultimate Hunting from those in other hunting simulators?

A: “Why differentiate from other hunting simulators when they have proper behaviors? We can improve them, but we won’t reinvent them.”

Q: What research and resources did you rely on to accurately portray the behaviors, habits, and ecosystems of animals like elephants and deer in the game?

A: “That’s a solid question. As I live in Poland and I know our local wildlife, it was a challenge to get a lot of information about animals. To be honest, finding information about animals’ habitats and behavior, videos from real-life hunting, or just chatting with some of our community fans from the US and Africa – gave us a lot of information. The hardest thing was to find proper scientific names and pick proper sub-species. Here we relied on books like “Polish Names of Mammals of The World,” which included Latin and English names that are the most up-to-date.”

Q: Creating realistic animal behaviors must be challenging. Can you discuss the process of simulating the behavior of large animals like elephants and smaller, more agile ones like deer?

A: “I believe everything was said in points 5 and 6. Each species has individual speed, size, or weight. We need to remember about creating animations to give them a proper feel of animal “weight.” As you said, deer will be more agile, so during fleeing, it will be able to go fast and change directions pretty easily. Meanwhile, elephants will run straight – sometimes in your direction. So behaviors are one thing, but during creating animations, we need to remember to give animations a proper feel, move the mass center, etc. There is a ton of work for animations, and it will be a direct reflection of what players see and what they will feel.”

Q: How do you balance the need for realism with the necessity of making the game engaging and accessible for players? Are there specific compromises you’ve made or innovative solutions you’ve implemented?

A: “We don’t want the game to be arcade-like, but at the same time, ultra-realism is annoying for players who just want to turn on the game after a hard day at work and go on a virtual hunt. One of the approaches is game difficulty modes. Ultimate Hunting is supposed to bring fun and challenges. Compromises? Yes, we had to buy a few models from third-party companies/stores. Innovations? Some, but I believe most of them were implemented in different hunting games in the last 25 years. We have dynamic need zones, animal interactions, weapons customization, horse riding, and a few more in progress.”

Q: What unique challenges did you face in animating and programming the behaviors of animals, such as tracking and luring elephants, deer, and other species? How did you overcome these challenges?

A: “First of all, there are no calls for elephants; you can use bait, but it is unlikely to be a very popular solution. As I mentioned earlier, finding articles and descriptions of animal behavior is not problematic. However, when it comes to animations – here it is much more difficult. Finding videos of animal behavior that will help us understand their movements, how the weight is transferred between the legs, or what characteristic behaviors/movements they have – is already very hard. Some of the animals we animated simply had a few videos that would allow us to replicate the animals’ animations. Then we have to rely on what we have, our knowledge, and our experience. This is much more time-consuming, and we often conduct numerous revisions of such animations.”

Q: Does Ultimate Hunting include any messages or educational elements about wildlife conservation? If so, how do you integrate these aspects into the gameplay and narrative?

A: “In general, it’s a video game, but we want to send a message that trophy hunting is something normal. People complain that animals take to the streets, destroy crops, and pose a danger on the roads. Unfortunately, the progress of civilization means that we are reducing the size of animal habitats. Hunting has been with humans for thousands of years, and with our development, controlling animal populations has become an essential part of our lives. Do we want to educate the players? Maybe in terms of ethical hunting – it is the responsibility of the hunter to kill any game animal as quickly and humanely as possible.”

Q: Given that hunting can be a contentious topic, have you faced any issues or concerns from wildlife organizations or advocacy groups? How do you address these concerns, and what steps do you take to ensure the game respects wildlife conservation principles?

A: “Trophy hunting is a real thing in the real world. Money raised from selling tags – especially in Africa – usually goes to wildlife conservation, park rangers, etc. They take care of wildlife and fight with poachers who don’t care if it is a big, healthy male that can pass on genes to future generations or just a young specimen. Bones are money, trophies are money – poachers only care about money. Meanwhile, hunters, in the end, are part of the circle of life. People think that you can shoot anything you want, whenever you want – and this is the biggest lie in the narration about hunters, as we have regulations, limitations, and protection seasons.”

Q: Ultimate Hunting is scheduled for release in 2025/2026. What factors influenced this release window, and how is the timeline shaping up in terms of meeting development milestones?

A: “Team size and budget. We are currently the smallest team that worked on a hunting game. When the competition has a team size of over 50 workers, our team is between 3 and 5 people, depending on the current feature development.”

Q: With plans to release on PC, PlayStation 5, Xbox Series X|S, the Nintendo Switch successor, and VR platforms, what challenges have you faced in ensuring the game performs well across different hardware? How are you addressing these challenges?

A: “It is too early to talk about cross-platform as the game will first be released on PC. When we deliver a good product that is in a good state without plenty of bugs, we will release it on consoles.”

Q: As technology evolves, especially with new hardware expected in 2025/2026, how do you plan to leverage advancements like ray tracing, DLSS, and FSR to enhance the game’s realism and performance?

A: “Yes, the game will include DLSS, FSR, and ray tracing.”

Q: How do you plan to gather and incorporate player feedback post-launch to improve the game? Are there particular areas of the game you are keen to get player insights on?

A: “Players can talk directly with us on Discord, Facebook, or send us their hunting stories through our website. When the story is good enough, we want to consider this as an in-game mission.”

Q: Are there plans to include additional species or expand on the wildlife in future updates? What new animals or ecosystems are you excited to explore in the game’s future?

A: “Many players asked us to include the Big 5 of Africa in our game. So far we have 3 animals from this list: elephant, buffalo, and lion. In the future, we would probably consider creating a second map in Africa with leopards and rhinos being added, but that is the “future,” and no one knows how it will look. So I can just say that we see the request from the community, and we would like to fulfill some of them one day.”

Q: As you approach the release window, what are the key challenges you anticipate in the final stages of development, and how are you preparing to address them?

A: “I believe the biggest concern will be game optimization. Maps are over 64 km2, filled with fauna and flora, and Unreal Engine 5 can be heavy for PCs. I can say right now this will be the biggest and hardest task to perform.”

Q: What long-term vision do you have for Ultimate Hunting beyond its release? How do you see the game evolving in the next few years, and what are your goals for its impact on the hunting simulator genre?

A: “As I said, I am focusing on present problems and challenges.”

Q: When can players expect to see demos or playtests from Ultimate Hunting? How will these opportunities shape the final release of the game?

A: “We don’t have a date yet, but when there is one, we will let everyone know.”

Ultimate Hunting Game Info

Ultimate Hunting

Release: To be announced

Genre: Adventure, Simulation, Sports, Early Access

Developer: Wildlands Interactive

Publisher: Ultimate Games S.A.

Platform: PC via Steam

Final Thoughts

Rafał Jelonek’s passion comes through clearly in this conversation. Ultimate Hunting is not being presented as a simple arcade hunting game. The vision is built around realism, animal behavior, shot placement, gear choice, research, and the difficult line between simulation, accessibility, and a topic that can create strong opinions.

Whether players agree with every design philosophy or not, the interview gives a direct look at what the team is trying to build: a hunting simulator that treats the subject as something grounded, technical, and connected to real-world practices.

You can visit the official Ultimate Hunting website, wishlist the game on Steam, join the Discord community, or follow the game on Facebook.

Related Reading

For more developer conversations, visit our Developer Interviews hub. You can also read our SERUM review for another survival-focused feature.


Written by Ronny Fiksdahl, Founder & Editor of Fix Gaming Channel.

For interview requests, game tips, and coverage pitches, contact us at contact@fixgamingchannel.com.

Developers, Indie, Interviews, News Tags:3T Games, animal behavior, DLSS, ethical hunting, Fix Gaming Channel, FSR, game developers, game development, hunting ethics, hunting game, hunting simulator, indie game developer interview, Indie Games, interviews, PC Gaming, Rafał Jelonek, ray tracing, realistic gameplay, Simulation Game, Steam games, Ultimate Games S.A., Ultimate Hunting, Ultimate Hunting interview, Unreal Engine 5, Wildlands Interactive, wildlife simulation

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