Paul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments. Various traversal mechanics are 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 are explained, and Van Grinsven looks at the underlying reasoning and design decisions.
Dan Sumaili & Sander van der Steen, Game Developers Conference 2017, San Francisco, 2 March 2017
Tags: Horizon Zero Dawn, guerrilla, tools, pipeline, Game Developers Conference, gdcDan Sumaili and Sander van der Steen explain how Guerrilla defined and implemented a framework that would provide a robust basis of functionality.
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.