A No-Nonsense Approach to Designing Horizon Zero Dawn's Robot Dinosaurs
Introduction
The speaker introduces themselves and expresses gratitude for being invited to the Art Director's Boot Camp. They mention that it has been six years since they last spoke at GDC and acknowledge the large audience.
Speaker Introduction
- The speaker is Jumbo Vanbake, the Studio Art Director and Animation Art Director at Guerrilla Games.
- Guerrilla Games is part of Sony Worldwide Studios, a group of 14 game developers.
- The speaker mentions that their last title was Horizon Zero Dawn, an open-world action role-playing game.
Horizon Zero Dawn Trailer
The speaker shows the E3 trailer from 2016 for Horizon Zero Dawn to provide a reminder of what the game is about.
Idea Behind Horizon Zero Dawn
The speaker explains how the idea for Horizon Zero Dawn originated after their team worked on the Killzone franchise for almost a decade. They wanted to explore new concepts and take advantage of their learnings from previous projects.
Development Process
- The development team went through a pitch process to gather ideas for a new game.
- They wanted to reboot completely and start from scratch with fresh ideas.
- Sony allows studios creative freedom in deciding what kind of games they want to make.
- The double diamond design process was instinctively followed during development, going wide with ideas and then narrowing down to define the core of the game.
Creative Freedom at Guerrilla Games
The speaker discusses how Guerrilla Games gives creative freedom to its development staff in choosing what kinds of games they want to make. However, this level of freedom requires guidance for success.
Sony's Structure
- Sony's structure is bottom-up, allowing studios to decide what games they want to make.
- Each studio has its own tendencies and specialties, but the choice of game development is up to them.
Development Process
- Guerrilla Games involves their development staff in deciding what kinds of games they would like to make.
- The double diamond design process was followed instinctively during the pitch process.
- Creative freedom needs guidance to be successful.
Developing Horizon Zero Dawn
The speaker explains that the entire company received a brief with a specific mission to develop an epic and cinematic character-driven game universe. They wanted to create a unique experience by combining different elements.
Development Mission
- The mission was to develop an epic and cinematic character-driven game universe.
- The goal was to create a unique experience by combining various elements.
Timestamps are provided for each section as requested.
The Creative Autonomy and Responsibility of the Studio
In this section, the speaker discusses the creative autonomy and responsibility of their studio in developing a new project. They emphasize the importance of doing things right both creatively and strategically.
Studio's Responsibility
- The studio feels an enormous responsibility to do things right, not just creatively but also strategically and commercially.
- A nine-page briefing was sent out covering a broad range of topics, without excluding any genre.
Considerations for Developing a New Concept
This section focuses on the considerations taken into account when developing a new concept. The speaker mentions Sony's perspective, missing genres in their portfolio, and leveraging their strengths while exploring new ideas.
Considerations for Development
- One consideration is to think about what is missing in Sony's portfolio, such as RPG and action RPG games.
- The studio has good technology, experience with combat mechanics, talented concept artists, and design teams. They aim to leverage these strengths while exploring new ideas.
- Market saturation and emerging trends were also discussed as factors to consider.
- The ambition was to create a world that could be explored across multiple mediums like games, books, and movies. Franchise building was emphasized rather than just focusing on a single game idea.
- Around 30 to 40 pitches were received for the new concept.
Moving Beyond Killzone
This section highlights the studio's desire to move beyond their previous work on Killzone while utilizing their knowledge and expertise in different ways.
Leveraging Knowledge from Killzone
- The studio wanted to utilize the knowledge gained from working on Killzone without repeating themselves.
- They aimed to create something unique that leveraged their experience with combat mechanics, art, and design.
- The goal was to avoid doing the same thing over and over again.
Thinking Big and Building a Franchise
This section focuses on the ambition of creating a franchise with a rich world that could extend beyond just games. The speaker discusses the importance of thinking big and standing out in the marketplace.
Ambition for a Franchise
- The ambition was to create a world that could be explored not only through games but also potentially through books and movies.
- The studio encouraged people to think really big and consider franchise building instead of just focusing on a single game idea.
- They received numerous pitches, with this transcript providing only a small sample.
- The pitches naturally gravitated towards ideas that were different from Killzone, without specifically asking for opposite concepts.
- The desire was to move away from dystopian worlds filled with glass, steel, concrete, and bullets. Instead, they wanted to build lush and rich worlds.
Horizon's Unique Appeal
This section explores what drew people to Horizon as a concept. The speaker mentions contrasting elements, unique themes, positive tone, freshness, and its standout appeal.
Elements That Drew People In
- Horizon had many contrasting elements that created intrigue and tension.
- It presented a world where time appeared to have been reversed, with primitive age following high technology. Science became mythology and magic.
- It questioned the definition of life as artificial became natural.
- Despite high-concept science fiction being challenging to sell traditionally, Avatar's success showed an audience interest in such stories when delivering something new and fresh.
- Avatar's back-to-nature story resonated with audiences by celebrating the magic of nature alongside advanced technology.
- There was an appreciation for the natural world showcased in documentaries like Planet Earth, which were made possible by new film technology.
- The flip side of technological advances was also explored, highlighting the potential consequences of pushing nature too far.
- The post-apocalyptic genre often focuses on dark and dangerous worlds, but Horizon aimed to stand out with its lush and positive tone.
Intriguing Themes in Horizon
This section delves into the intriguing themes present in Horizon. The speaker mentions the reversal of time, the fusion of science and mythology, and the exploration of life's definition.
Themes in Horizon
- Horizon presents a world where time appears to have been reversed, with a primitive age following high technology.
- Science has become mythology and magic in this world.
- It explores the question of what defines life as artificial becomes natural.
Avatar's Influence on High Concept Science Fiction
This section discusses how Avatar influenced high-concept science fiction storytelling by delivering something relatable and fresh through its back-to-nature narrative.
Avatar's Influence
- Avatar demonstrated that high-concept science fiction can be successful when it delivers something new and fresh.
- Despite being a science fiction movie, Avatar's back-to-nature story resonated with audiences by celebrating the magic of nature alongside advanced technology.
- It raised important questions about the relationship between technology and nature.
Post-Apocalyptic Narratives
This section explores different types of post-apocalyptic narratives and their focus on disaster scenarios. It highlights the lack of conceptual variety in many post-apocalyptic stories.
Post-Apocalyptic Narratives
- There are various types of stories that describe apocalyptic events, ranging from alien invasions to nuclear wars or zombies.
- New societal fears have led to narratives about global environmental collapse, rise of machines, or smart monkeys.
- Most post-apocalyptic stories focus on the events preceding or during the apocalypse and tend to be disaster movies.
- However, there is often a lack of conceptual variety in post-apocalyptic narratives, resulting in dark and dangerous worlds filled with bad people.
These notes provide a comprehensive summary of the transcript, highlighting key points and insights discussed throughout.
The Post-Apocalyptic World of Horizon
In this section, the speaker discusses the concept of the post-apocalyptic world in the game Horizon. They highlight how the game offers a new perspective on the end of civilization and explores a world that has moved on from the apocalypse.
A New Type of World
- The post-apocalyptic world in Horizon is not dystopian or utopian but rather a world that has blossomed from the ashes of our own.
- It presents a hopeful view of the end of civilization, showcasing a new and brighter world that emerges after all the death and destruction.
- Horizon offers a unique exploration of what comes after an apocalypse, as there are not many stories that delve into this aspect.
- The element of mystery adds intrigue to these post-apocalyptic worlds, often incorporating detective stories and intellectual puzzles for the audience.
Creating Authenticity in Production Design
- Production design plays a crucial role in creating a believable and authentic post-apocalyptic world.
- The visual design process involves extensive research to ensure every element contributes to the final piece.
- Inspiration was drawn from Alan Weisman's book "The World Without Us," which describes how traces of mankind would disappear over time.
- By studying desert environments and how buildings would deteriorate, collapse, and be covered by shifting sands, they aimed to create an authentic depiction of lifelessness and subsequent regrowth.
Evolving Landscapes Over Time
- As time progresses in Horizon's narrative, landscapes continue to change dramatically.
- Skyscrapers crumble and become hills again due to erosion caused by rivers changing course.
- The whole landscape becomes unrecognizable yet retains an ancient feel.
First Art Benchmark: Visualizing Horizon's World
This section focuses on the first art benchmark created for Horizon. It provides a glimpse into the visual design process and the progress made in production.
Visualizing the World
- The first art benchmark was created about one year into production, showcasing the initial visual direction of Horizon.
- The artwork reflects a stage that is approximately two and a half years before the game's release.
(No further timestamps are available for this section.)
Conclusion
Horizon presents a unique take on the post-apocalyptic genre, offering a world that has moved beyond the apocalypse and highlighting the mysteries and adventures that come with it. The production design aims to create an authentic and believable environment, depicting both lifelessness and regrowth. Through evolving landscapes and meticulous attention to detail, Horizon brings forth a visually stunning depiction of its post-apocalyptic world.
Introduction
The speaker introduces the topic and mentions a talk on how they made sugar that will be happening on Friday.
How Horizon's Pillars are Developed
- Horizon has three conceptual pillars: wilderness and overgrown ruins, tribal culture, and machines.
- These pillars are carefully crafted through a game design process called the pillar mythology.
- The pillar statements are key statements about the intended experience of the game.
- Crafting these pillars takes time to ensure every word accurately represents the creative intent.
- The pillar statement for tribal culture emphasizes volume, diversity, distinction, and believability.
- Achieving believability is done through intrinsic ideation, where every design choice must have a reason and purpose.
Developing Tribal Cultures
The speaker discusses how culture develops in the real world and how it applies to designing tribal cultures in Horizon.
Culture Development Based on Resources
- Culture is defined by the resources provided by the environment.
- The Nora tribe in Horizon lives in rocky mountains, indicating a hunting-gathering lifestyle due to unsuitable terrain for agriculture.
- Without agriculture, there are limitations on tribe size and specialization of professions.
- High mountain passes suggest self-reliance and uniqueness within this tribe.
Clothing Design Considerations
- In Horizon's background story, large animals like cows or horses do not exist anymore.
- This limitation affects clothing design as only small hides from rabbits and foxes are available for patchwork clothing.
- Cotton is difficult to grow but wool from wild mountain goats could be used for braiding and knitting instead of weaving.
Importance of Rope in Tribal Construction Techniques
- Rope plays a significant role in hunting gear such as traps, bows, fish snatchers, etc.
- Due to their expertise with rope, the Nora tribe may incorporate it into various construction techniques.
The transcript is in English, so the summary and study notes are also in English.
New Section
This section discusses the process of ideation and the development of a unique culture in the world of Horizon.
Development of Culture
- The early stages of ideation involve layering elements on top of each other in a logical structure, with everything having a purpose.
- The presence of giant animal-like machines has a significant impact on the development of all cultures.
- Experimentation is done to embed metal plates in clothing, creating a distinct look for the world of Horizon.
- Balancing variation and impact is crucial to create an authentic yet visually distinct culture.
New Section
This section showcases one of the trailers that provide insight into the tribes in Horizon.
Trailer: Insight into Tribes
- The trailer depicts a protagonist who has been searching her whole life and faces challenges from elders and societal norms.
- The presence of mysteries, buried secrets, and forbidden knowledge adds intrigue to the narrative.
- Trust becomes an important factor as characters navigate through darkness and uncertainty.
New Section
This section focuses on the design process for robot dinosaurs in Horizon.
Designing Robot Dinosaurs
- Inspiration for machine design comes from military industrial design, aiming for war-like aesthetics.
- Initial attempts at making broken or zombie-like machines did not resonate emotionally with players.
- The core experience should evoke feelings of hunting rather than warfare or soldiering.
- Designs should convey a sense of life form rather than soulless machines.
Timestamps are provided throughout the summary to help locate specific parts in the video.
New Section
In this section, the speaker discusses the initial concerns and inspiration behind the concept of dinosaurs and robot animals in a game. They also explore the concept of biomimetic design and its influence on industrial engineering.
Concerns and Inspiration for Dinosaurs and Robot Animals
- The idea of combining dinosaurs and robot animals initially seemed ridiculous, but it sparked curiosity.
- The imagery created emotionally resonated with people, even though it didn't make intellectual sense.
- Familiar shapes like the T-Rex helped establish a clear understanding of danger without complex explanations.
- Real-life examples of robot animals, such as Boston Dynamics' robo-dogs, provided precedence for acceptance.
Biomimetic Design in Industrial Engineering
- Biomimetic design is an industrial design philosophy that looks to nature for efficient engineering solutions.
- Japanese engineers found inspiration from the kingfisher bird's shape to solve air pressure issues in bullet trains.
- Ailerons on airplane wings are influenced by birds of prey to reduce drag through turbulence.
- Engineers at Delft Technical University confirmed that biomimetics plays a significant role in modern robotics.
- Algorithms mimicking evolutionary design processes generate interesting organic-looking designs.
New Section
In this section, the speaker explores how nature's designs can be improved upon through biomimetics. They discuss sub-optimal solutions in nature and introduce concepts like exoskeletons and artificial primatic muscles.
Improving Nature's Designs through Biomimetics
- Internal skeletons are considered a sub-optimal solution as they make creatures vulnerable to damage.
- Exoskeletons provide sturdier protection on the outside but may not be visually appealing for humans.
- Concepts like artificial primatic muscles and algorithmically generated reinforcements are used to create believable machines.
Niche Adaptation and Evolutionary Processes
- A creature's niche in an ecosystem influences its evolutionary processes and shapes.
- Behaviors and physical characteristics are driven by the need to adapt to specific environments.
The transcript provided does not have timestamps for every section. I have summarized the available sections based on the given timestamps.
New Section
In this section, the speaker discusses the design process of creating animalistic machines in the game Horizon. They explore how they could change the shape and features of these machines while still effectively communicating their function to players.
Designing Animalistic Machines
- The team discovered that they could change the shape of the machines significantly and still convey their purpose.
- They didn't need to make the machines literal representations of animals like dogs or meerkats.
- A designer proposed the idea of a snake on legs, which could run fast on two legs and slide up to look bigger when needed.
- The key was getting the behavior right so that players could understand and see them as living creatures.
New Section
In this section, the speaker shares a movie showcasing their first prototype and animated robot in the game. They discuss how these robots felt alive and how players could empathize with them.
Animated Robot Prototype
- The speaker shows a movie of their first prototype, featuring animated robots called "watchers."
- The robots were designed to feel alive, and players could empathize with them through their behavior.
- Players could anticipate what the robots wanted based on their communication style.
- This realization confirmed that animalistic machines were the way forward for Horizon.
New Section
In this section, the speaker talks about resolving cognitive dissonance by aligning intellectual disbelief with emotional clarity. They discuss how robo dinosaurs became an integral part of Horizon's DNA.
Resolving Cognitive Dissonance
- The team had initial doubts about incorporating robo dinosaurs into Horizon's world.
- However, they were able to rationalize their intellectual disbelief by aligning it with the emotional clarity they felt when first considering the concept.
- This alignment led to the decision to codify animalistic machines into the DNA of Horizon.
New Section
In this section, the speaker discusses how they designed machines based on existing or extinct creatures. They explain how this approach allowed players to anticipate the behavior of these machines.
Designing Machines Based on Creatures
- The team decided to stay with existing or extinct creatures for their machine designs.
- This choice allowed players to anticipate the behavior of the machines based on their visual resemblance to familiar creatures.
- For example, they designed a version of a terror bird, which lived 10,000 years ago in South America and hunted horses.
- While visual design was relatively easy, determining movement and attack styles posed challenges that were overcome through inspiration from nature and paleontology.
New Section
In this section, the speaker presents a trailer that emphasizes the concept of being a hunter in Horizon. It showcases various machines in action.
Trailer: Being a Hunter
- The trailer highlights the vast wilderness and untamed nature of Horizon's world.
- It introduces the idea that these lands are ruled by steel beasts (machines) who guard secrets buried beneath ruins.
- To survive, players must become skilled hunters capable of making kills.
Timestamps have been associated with relevant bullet points as requested.
Introduction and Q&A Session
The speaker thanks the audience and invites them to ask questions.
Morale of the Team during the Search for New IP (0:53:11 - 0:53:44)
- The team was generally excited about the opportunity to start a new IP.
- Some individuals may feel disappointed if their ideas don't become successful, but overall morale is good.
Creative Control in Idea Pitching (0:53:52 - 0:54:33)
- People who pitch ideas stay involved as stakeholders, but they may not necessarily have control over the entire process.
- Junior team members may pitch great ideas but lack the necessary skills to lead the project.
- Usually, after pitching, ideas are taken over by the entire team with a clear structure in place.
Design Pillars and Their Evolution (0:54:52 - 0:55:32)
- Design pillars are considered core principles that ideally should not change significantly.
- However, they may be slightly tuned over time to better fit the game's development.
Balancing Logic and Creativity in Game Design (0:55:53 - 0:56.45)
- It can be challenging to find the right balance between logical aspects and adding creative or ridiculous elements to a game.
- Over-rationalizing can lead to missing something important, so gut instincts and professional experience play a role in decision-making.
- Sometimes, convincing each other becomes more important than sticking strictly to established design processes.
Integrating Functionality and Narrative into Creature Designs
The speaker discusses how functionality and narrative purpose are incorporated into creature designs.
Balancing Ecology with Combat Design Requirements (0.57.25 - 0.58.01)
- The team aims to give creatures a function in their ecology, but sometimes it's challenging to balance this with combat design requirements.
- In some cases, functionality may be sacrificed for better gameplay experience.
Outsourcing and Scope of Creature Designs
The speaker talks about outsourcing and the scope of creature designs.
Outsourcing Art Assets (0.58.29 - 0.59.09)
- The studio outsources certain aspects of game development, such as cinematics, modeling, and texturing.
- By focusing on their core business of designing and developing games, the core team can stay more focused.
Managing the Scope of Creatures in an Open World Game (0.59.09 - end)
- With an open-world game like theirs, managing the scope of creatures was challenging due to the variety and number of creatures.
- Some designs may not make perfect sense but are included because they play well or enhance gameplay experience.
Timestamps provided are approximate and should be verified against the actual video for accuracy.
New Section
In this section, Eric discusses the challenges and time-consuming nature of creating expensive designs like the Thunderjaw.
Challenges in Design Process
- Creating designs like the Thunderjaw is a complex and expensive process that takes a lot of time.
- The development of the Thunderjaw took approximately 18 months from concept to full delivery.
- Initially, going through the design and development processes can be difficult and time-consuming.
Importance of Mechanics and Design Structure
- Once all the necessary ingredients are gathered and the design structure is established, it becomes easier to create things efficiently.
- Having all the mechanics in place makes it simpler to produce desired outcomes.
Unique E3 Demo Experience
- The demo showcased during E3 was interesting because it provided a rare glimpse into the initial phases of game development.
- It is uncommon to see such detailed demonstrations at E3 events.