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Guerilla Games Principal FX Artist Andrew Schneider said the following about the game during their SIGGRAPH 2015 presentation based on the real-time Volumetric Cloudscapes in Horizon Zero Dawn:

“In the past, Guerrilla has been known for the KILLZONE series of games, which are first person shooters, ” said Andrew in the presentation. “FPS usually restrict the player to a predefined track, which means that we could hand place elements like clouds using billboards and highly detailed sky domes to create a heavily art directed sky.”

Andrew also detailed the key points that they had in mind for Horizon Zero Dawn.

•Horizon is a vastly open world where you can pretty much go anywhere that you see, including the tops of mountains.
•Since this is a living real world, we simulate the spinning of the earth by having a time of day cycle.
•Weather is part of the environment so it will be changing and evolving as well.
•There’s lots of epic scenery: Mountains, forests, plains, and lakes.
•Skies are a big part of the landscape of horizon. They make up half of the screen. Skies are also are a very important part of storytelling as well as world building.

“They are used to tell us where we are, when we are, and they can also be used as thematic devices in storytelling, ”

Video:

http://www.dailymotion.com/video/x32wuz7_horizon-zero-dawn-time-lapse_videogames

http://gearnuke.com/horizon-zero-dawn-dev-shows-stunning-time-lapse-world-talks-building-open-world-rpg/

How big is your hype for the game?



Nintendo is selling their IPs to Microsoft and this is true because:

http://gamrconnect.vgchartz.com/thread.php?id=221391&page=1