Developing a new IP is a challenging process for a company's tools pipeline. Developing a new IP while changing to a new genre is even more challenging. At Guerrilla, we have done just that. With Horizon Zero Dawn, we transitioned from linear tactical first person shooters to a vibrant open world RPG, while completely rebuilding our tools pipeline from scratch. In this session, Dan Sumaili and Sander van der Steen explain how Guerrilla defined and implemented a framework that would provide a robust basis of functionality, on which we built an integrated game development environment. They present a clear picture of how the framework's capabilities took shape over time, by detailing systems they developed and how those systems interact. Redesigning Guerrilla's tools pipeline while in production was a significant risk, which paid off and greatly benefited the final quality of the game.
Paul van Grinsven, GDC 2017, San Francisco, 2 March 2017
Tags: Horizon Zero Dawn, Player Traversal Mechanics, Mechanics, gdc, Game Developers ConferencePaul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments.
Jaap van Muijden, GDC 2017, San Francisco, 1 March 2017
Tags: guerrilla, Horizon Zero Dawn, procedural, gpu, gdc, Game Developers ConferenceJaap van Muijden describes the GPU based procedural placement system that dynamically creates the world of Horizon Zero Dawn around the player.