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Guerrilla Games

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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 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 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