The Dutch team (who previously worked on the Killzone series and Horizon: Zero Dawn) thinks there’s a lot of opportunities in game development.
Jan-Bart van Beek, the creator of the internal pitch of Horizon: Zero Dawn, as well as the art and animation director of Guerrilla Games, got interviewed by GamesIndustry, where he says how they created the world of Aloy, pointing out how there’s a unique opportunity for the games.
„We wanted something that had a sense of relevance, that people could understand, but at the same time is unfamiliar and fresh. You could do it in a comic book, but video games are the medium that allows you to do these crazy things. It used to be the ’80s and ’90s Saturday morning cartoons, with their crazy, exuberant worlds, but we can still do them in games.
That’s what we find exciting about games that there’s still this levity to it, where you can go crazy and come up with combinations that people don’t necessarily expect. Gamers are more open to accepting new ideas, so it’s an ideal market.”
He’s right – after Killzone, Horizon: Zero Dawn was an entirely fresh feeling altogether, mixing the future with the past…
Source: GamesIndustry
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