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Guerrilla Games

Company

10 documents in the library are about Guerrilla Games, from writers such as Game Developers Conference, Game World Observer and SuperJoost. Each has a summary and key insights with the page they come from.

Documents
10
newest 19 Aug 2026

Connections

The documents about Guerrilla Games on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

Documents about Guerrilla Games

Cover of PlayStation's Live-Service Initiative Could Not Have Gone Worse
20 min
Jason Schreier20 min

PlayStation's Live-Service Initiative Could Not Have Gone Worse

PlayStation’s strategic pivot toward live-service gaming, initiated around 2020–2021 with the goal of launching a dozen such titles by 2026, has largely failed to yield the intended results.

  • Sony's live-service initiative, which aimed to launch a dozen live-service titles by 2025-2026, has largely failed, resulting in significant resource depletion and the cancellation of multiple high-profile projects.
  • Guerrilla Games has rebooted 'Horizon Hunters: Gathering' following poor performance in playtests conducted throughout 2026, casting doubt on the project's future.
  • Naughty Dog canceled its 'The Last of Us' online project in 2023 to avoid the long-term resource trap of becoming a dedicated live-service studio.
Jason SchreierAug 2026
Cover of Over 2,000 Games Industry Professionals Lost Their Jobs in February, 5x Year-Over-Year
Article

Over 2,000 Games Industry Professionals Lost Their Jobs in February, 5x Year-Over-Year

The global video game industry experienced a significant surge in workforce reductions during February 2024, with at least 2,027 professionals losing their jobs.

  • The video game industry recorded at least 2,027 layoffs in February 2024, a fivefold increase compared to the 386 jobs lost in February 2023.
  • Total industry layoffs for the first two months of 2024 have already exceeded 8,000, putting the sector on track to surpass the 10,500 total layoffs documented in all of 2023.
  • Sony Interactive Entertainment accounted for the largest share of February's reductions with 900 job cuts, including the closure of London Studio and staff reductions at Naughty Dog, Insomniac Games, and Guerrilla Games.
Game World ObserverMar 2024
Cover of The Great Danish Playbook
Article

The Great Danish Playbook

The European video games industry is characterized by a paradoxical relationship between high cultural impact and a lack of long-term independent ownership.

  • The European video games industry faces a structural vulnerability where successful studios like King, Supercell, and Guerrilla Games are frequently acquired by foreign conglomerates, leading to a decline in European-owned revenue between 2015 and 2019.
  • To achieve long-term sustainability, the European sector must transition from its current role as an incubator for foreign acquisition to developing the infrastructure required to maintain independent ownership of its cultural exports.
  • Denmark’s gaming ecosystem, which produced global hits like Subway Surfers, Hitman, and the Unity engine, utilizes a model of radical transparency and shared performance metrics to mitigate information asymmetries imposed by large tech platforms.
SuperJoostNov 2023
Cover of PlayStation Head of Internal Production Connie Booth Leaves Sony After 34 Years
Article

PlayStation Head of Internal Production Connie Booth Leaves Sony After 34 Years

Sony Interactive Entertainment has officially confirmed the departure of Connie Booth, the long-standing head of internal production at PlayStation.

  • Connie Booth, the head of internal production at PlayStation, has departed Sony Interactive Entertainment after a 34-year tenure.
  • Booth was a foundational figure in the development of major franchises including Crash Bandicoot, Spyro, Uncharted, The Last of Us, and Marvel’s Spider-Man.
  • Throughout her career starting in 1989, Booth contributed to over 120 titles and was inducted into the Academy of Interactive Arts & Sciences Hall of Fame in 2020.
Game World ObserverOct 2023
Cover of Dutch Games Association's Martine Spaans On The Meaning Of Games And Their Evolution In Blockchain
33 min
PocketGamer.biz33 min

Dutch Games Association's Martine Spaans On The Meaning Of Games And Their Evolution In Blockchain

The Dutch gaming sector has matured into a robust ecosystem of approximately 550 studios, spanning from independent developers to major industry players like Guerrilla Games.

  • The Dutch gaming sector has grown into a robust ecosystem comprising approximately 550 studios, ranging from independent developers to major entities like Guerrilla Games.
  • The Dutch Games Association is actively lobbying for government funding to address a competitive disadvantage against neighboring European nations and ensure long-term industry viability.
  • Blockchain integration in gaming is shifting away from speculative play-to-earn models toward circular, play-and-own economies that prioritize interoperable assets and player ownership.
PocketGamer.bizMay 2023
Cover of Sony's Obsession with AAA Blockbusters Damages Small Studios and Leads to High Turnover
Article

Sony's Obsession with AAA Blockbusters Damages Small Studios and Leads to High Turnover

Sony’s strategic pivot toward high-budget AAA blockbusters has created significant internal friction and operational challenges within its PlayStation division.

  • Sony has shifted its internal strategy to prioritize high-budget AAA blockbusters, effectively abandoning support for smaller games and niche markets like Japan.
  • The reorganization of Japan Studio, known for titles like Gravity Rush and Knack, resulted in mass staff departures as Sony moved away from smaller-scale development.
  • Sony rejected a pitch for Days Gone 2 from developer Bend Studio in 2019, despite the first game's commercial success, citing lengthy development times and mixed reviews.
Game World ObserverApr 2021
Cover of A No-Nonsense Approach to Designing Horizon Zero Dawn's Robot Dinosaurs
61 min
Game Developers Conference61 min

A No-Nonsense Approach to Designing Horizon Zero Dawn's Robot Dinosaurs

Guerrilla Games developed Horizon Zero Dawn to revitalize its creative output following a decade of work on the Killzone franchise.

  • Guerrilla Games developed Horizon Zero Dawn to pivot away from the Killzone franchise and establish a distinct, vibrant post-apocalyptic intellectual property.
  • The design team utilized intrinsic ideation, a methodology that grounds all visual elements, architecture, and societal structures in logical environmental and resource-based constraints.
  • To ensure intuitive combat, the studio transitioned from military-inspired aesthetics to biomimetic designs modeled after real-world animal and dinosaur behaviors.
Game Developers ConferenceOct 2020
Cover of Horizon Zero Dawn: A QA Open World Case Study
61 min
Game Developers Conference61 min

Horizon Zero Dawn: A QA Open World Case Study

The transition from linear, corridor-based shooters to a sprawling open-world environment necessitated a fundamental restructuring of quality assurance processes at Guerrilla Games.

  • Guerrilla Games shifted from traditional checklist-based testing to a model where testers were embedded directly within development teams to foster project ownership and provide design feedback.
  • The testing strategy prioritized flexibility and risk assessment, with approximately 70 percent of total testing effort dedicated to exploratory sessions focused on high-impact, A-class stability issues.
  • The studio utilized specialized debug tools, including collision viewers and AI-driven bots, to automate repetitive tasks and generate data-driven insights into player behavior.
Game Developers ConferenceOct 2019
Cover of Zen and the Art of Game Audio Maintenance
29 min
Game Developers Conference29 min

Zen and the Art of Game Audio Maintenance

The art of game audio maintenance centers on managing the complex relationship between creative ambition, technological constraints, and the high-pressure environment of game development.

  • Audio designers should adopt a cyclical workflow based on project states—pre-wave, wave, and post-wave—to manage the technical and psychological pressures of game development.
  • During the pre-wave phase, designers must map the entire signal chain and implement standardized test signals like pink noise to ensure consistent hardware calibration.
  • Proactive signal verification allows for the rapid identification of hardware failures, such as blown tweeters, which are often obscured by the complexity of a full game mix.
Game Developers ConferenceNov 2018
Cover of Three Reasons Why the Dutch Games Industry Doesn't Suck
Article

Three Reasons Why the Dutch Games Industry Doesn't Suck

The Dutch games industry maintains a vibrant and globally active ecosystem despite the small geographic footprint of the Netherlands.

  • The Dutch games industry derives its global influence from a dense ecosystem of small and medium-sized enterprises rather than relying solely on large entities like Guerrilla Games and Spilgames.
  • Distimo demonstrates the sector's technical maturity by providing independent, self-funded app store analytics to major global publishers.
  • Independent developer Vlambeer contributes to the region's creative reputation through critically acclaimed titles such as Ridiculous Fishing and Luftrausers.
SuperJoostApr 2013