How did Guerilla Games turn concept art into a brand new IP? Killzone and a love for robot dinosaurs, apparently. Octopimp has the scoop!
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Written by Clara:
https://twitter.com/yay_im_clara
Animated by Nerogeist:
http://www.youtube.com/user/Nerogeist
Voiced by Octopimp:
https://www.youtube.com/user/MasterYorgi
Transcript:
With multiple Killzone games under their belt, Guerrilla Games began brainstorming a brand new IP in 2010. Among the pitches for zombies and puzzle games, came an idea from Guerilla’s art director combining tribes, machines, and nature -- hardly a complete concept.
After six months of developing two IPs, Guerrilla was torn over which to continue. Horizon was most risky, but the team was so passionate about robot dinosaurs, they chose to forge ahead. But the problem was that their expertise was in first person shooters and had no game engine that could power their idea -- they barely even had a story. So they started with what they knew: Killzone.
Guerrilla modified a Killzone gun and put Killzone 3's Jammer as a stand-in protagonist for early prototypes. They used their FPS expertise to create intense robotic beast combat on the Shadow Fall’s Decima engine. Personnel from Bethesda, and CD Projekt were brought in for their RPG and open world backgrounds while new quest designers and writers lead by John Gonzalez finally made sense of the lush post-apocalyptic world through Aloy.
But in 2014, the team was mortified when concept art found its way onto a Chinese forum… only to find out that everybody loves robot dinosaurs! So, after nearly 7 years, dozens of concepts, and some really stellar art, we’ll finally be shooting dino-mechs in 4K. That is, if you have a PS4 Pro, of course.
Have Fun!
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