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M

eet Aloy. A huntress

estranged from her

people, she must fight

to regain their trust and save

her world from the Machines

that now ravage the post-

apocalyptic terrain of

Horizon

Zero Dawn.

Back before development even began

on the new project, the team at Guerrilla were

itching to create something different to their

Killzone games. They wanted something new,

and

Horizon Zero Dawn

[HZD] was the last man

standing after a exhaustive pitching war.

“There were a whole bunch of different

ideas at the start,” acknowledges senior

producer Joel Eschler. “A lot of the team had

been working on fairly similar style games.

We wanted to challenge ourselves. HZD was

the most difficult pitch, but it was the one that

resonated most. There was this fascination

with a lot of members of the team, and a

lot of people in general at the time, with the

whole ‘what if?’ scenario: what if there was

this apocalypse? The artists wanted to create

a beautiful world that was kind of broken, and

an apocalypse was the perfect setting for that.

It was cool of Sony to sign up to us

choosing the most difficult pitch

that we could come up with.”

Once they had decided on the

direction they wanted to take the

game, they needed a protagonist.

According to Eschler, Aloy was

one of the most organic decisions the team has

ever made.

“For HZD, there were these three pillars we

were working with, even in the pitching phase.

First was that it had this kind of natural, lush

environment that has taken over the world,

and then there were of course the Machines,

and finally there was Aloy. She was less of a

conscious effort, or a focus-tested decision, in

that she existed for as long as HZD existed.

Everyone in the studio just kind of latched on to

those early visions of her, and her and HZD had

always just gone hand-in-hand with each other.

Internally, everyone’s been really happy, and

we’re ecstatic with the response to Aloy so far.”

While the inclusion of this strong, female

presence may have seemed straightforward

to the studio, that certainly doesn’t mean that

the inception of a new IP is without its trials

and tribulations. Eschler explains that the team

faced a number of challenges during production.

“Internally, the first big challenge is getting

buy-in from the team. For a game that’s going

to be in development for so long, there are

always risks involved, especially when it’s a

new intellectual property. For us to take on

something so much bigger than what we’d

previously done was a big ask. The first step

was definitely convincing everyone in the studio

that the next six or so years of their lives was

going to be worth it. The games industry can be

a difficult place to work in at times. It was made

We wanted to challenge

ourselves. HZD was the

most difficult pitch

jbhifi.com.au

50

MARCH

2017

visit

stack.net.au

GAMES

FEATURE

Broaden

your horizons

What exactly are the challenges in

bringing an entirely new game like

Horizon Zero Dawn

to life?We spoke

with senior producer at Guerrilla Games,

Joel Eschler, about the nitty gritty of

crafting a new IP.

Words

Alesha Kolbe

Joel Eschler