They are one of Europe’s leading game developers. Guerrilla Games are known to push the boundaries of technical and artistic excellence, which is one of the main reasons for their products selling millions of copies worldwide. Seekers in innovation, they always surprise their audiences with new things and unexpected developments. We took a peek into their creative process during The Art Department 2019 and we are very excited to have them back on our stages discussing their more recent projects.
Founded in the early 2000s, they quickly made a name for themselves releasing the multi-platform Shellshock: Nam ’67, followed by the first Killzone – a game meant for PlayStation 2.
In 2015 they released Horizon Zero Dawn a game that not only ended up selling more than 2.6 million copies in the first two weeks alone, but brought them recognition and acclaim as innovative storytellers.
In 2013 Guerrilla Games also launched Decima property game engine implementing artificial intelligence (AI), physics, rendering and game logic as well as incorporating world creation tools.
Roland IJzermans joined Guerrilla right after finishing his Industrial Design study at the TU Delft in 2002, as part of the concept team on the many titles that Guerrilla produced over the years. During development of both Horizon Zero Dawn and Horizon Forbidden West, Roland was Lead concept artist working with the talented team at Guerrilla to design the environments of Horizon.
The talk will be together with Karakter studio where they’ll take you on a concept-art tour of their latest title Horizon Forbidden West. Visiting some of the key locations from the game and sharing our design thoughts behind them.