Horizon Zero Dawn’s spears are as essential to the story as Aloy herself, however they virtually didn’t characteristic.
Speaking at Reboot Develop Dubrovnik, the co-founder and managing director of Guerrilla Games, Hermen Hulst, revealed that with out cross-studio collaboration, Horizon Zero Dawn’s weapons design may have been very completely different.
Twice a 12 months, Sony Santa Monica and Guerrilla Games every embed a handful of promising professionals in one another’s studios, to offer new begins an opportunity to go to a brand new a part of the world and acquire precious expertise.
During a switch, a God of War fight design specialist with a powerful background in melee weapon design got here from Sony Santa Monica to work with Guerrilla Games on Horizon Zero Dawn.
Hulst recalled that the specialist prompt that Aloy have a spear as her principal melee weapon, to which he replied: “Well, why don’t you create a high-level design before you leave?”
A design was subsequently drafted and introduced to the game administrators. Needless to say, the pitch was profitable and using spears makes up an integral a part of Horizon Zero Dawn’s gameplay.
Hulst additionally spoke about different cross-studio liaisons, such Guerrilla Games sending sound engineers to help Media Molecule with tasks and frequent convention calls with Naughty Dog.
He additionally touched on engine sharing, stating that whereas he was happy to see different studios use the Decima engine, he prefered different studios to create their very own engines with the assistance of lead engineers, empowering different studios to create one thing higher.
They say data is energy, and we’re grateful that such an thought was shared.
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