Guerrilla to attend Game Developers Conference 2017

Guerrilla; 24 February 2017

Gg At Gdc

Next week, the 31st edition of the Game Developers Conference kicks off in San Francisco.

Several developers from Guerrilla will be attending and partaking in talks at GDC 2017. If you're attending, and you're curious to learn more about various aspects of Horizon Zero Dawn's development, be sure to sign up for the sessions below.

Player Traversal Mechanics in the Vast World of 'Horizon Zero Dawn'

  • Speaker: Paul van Grinsven (Game Programmer)
  • Location: Room 2001, West Hall
  • Date: Thursday, March 2
  • Time: 11:30am-12:30pm

During this lecture, Paul will show what is needed to make Aloy traverse the vast world of 'Horizon Zero Dawn' with its complex and organic environments. Various traversal mechanics will be covered from a gameplay programmer's perspective, focusing on the interaction between code and animations. The different systems and techniques involved in the implementation of these mechanics will be explained, and he will look at the underlying reasoning and design decisions.

Click here to view and schedule this session on the GDC website.

Building Non-linear Narratives in 'Horizon Zero Dawn'

  • Speaker: Leszek Szczepanski (Gameplay Programmer)
  • Location: Room 3016, West Hall
  • Date: Monday, March 27
  • Time: 4:40pm-5:10pm

Summary: Open world RPGs require deep stories, which emphasize player choice and freedom. The bigger the games grow, the more complex systems managing these stories get. See how Guerrilla tackled the issue in 'Horizon Zero Dawn', by creating a quest system which has non-linearity at its base.

Click here to view and schedule this session on the GDC website.

GPU-Based Run-Time Procedural Placement in 'Horizon Zero Dawn'

  • Speaker: Jaap van Muijden (Senior Programmer)
  • Location: Room 3005, West Hall
  • Date: Wednesday, March 1
  • Time: 5:00pm-6:00pm

Summary: Jaap van Muijden from Guerrilla will describe the GPU based procedural placement system that dynamically creates the world of 'Horizon Zero Dawn' around the player. Not limited to just rocks and trees, the procedural system assembles fully-fledged environments while the player walks through them, complete with sounds, effects, wildlife and game-play elements. He will show the entire pipeline, from the graph editor where artists can define the procedural placement rules to the GPU algorithms that create a dense world around the player on the fly. He will demonstrate the power of this procedural approach by showing how painting in a tree line and redirecting roads can be just as easy as moving mountains and changing a desert into a tropical swamp.

Click here to view and schedule this session on the GDC website.

Creating a Tools Pipeline for 'Horizon Zero Dawn'

  • Speaker: Dan Sumaili (Senior Tools Programmer) & Sander van der Steen (Principal Tools Programmer)
  • Location: Room 2016, West Hall
  • Date: Thursday, March 2
  • Time: 4:00pm-5:00pm

Summary: 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, they have done just that. With 'Horizon Zero Dawn', they transitioned from linear tactical first person shooters to a vibrant open world RPG, while completely rebuilding their tools pipeline from scratch. In this session, Dan and Sander will explain how Guerrilla defined and implemented a framework that would provide a robust basis of functionality, on which they built an integrated game development environment. They will 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 their game.

Click here to view and schedule this session on the GDC website.