Horizon Zero Dawn - Neil Druckmann Interviews Hermen Hulst | PS4

PlayStation2 minutes read

The development process of Horizon Zero Dawn and Killzone spanned over many years, with a shift from the latter to the former in 2010. Hermen and Neil emphasize the importance of character development, diversity, and representing strong female characters in their games.

Insights

  • Horizon Zero Dawn underwent a six-year development process, while Killzone was in development for approximately thirteen to fourteen years, showcasing the extensive time and effort invested in creating these games.
  • The character Aloy in Horizon Zero Dawn was meticulously crafted, involving input from voice talent, lead writers, and the selection of the right actress for motion-capture performance, highlighting the importance of creating a relatable and complex protagonist with diverse representation in the gaming industry.

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Recent questions

  • How long did it take to develop Horizon Zero Dawn?

    Over six years.

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Summary

00:00

Long development process of Horizon Zero Dawn

  • Hermen Hulst and Neil Druckmann discuss the lengthy development process of their games.
  • Horizon Zero Dawn was worked on for over six years.
  • Killzone was worked on for around thirteen to fourteen years.
  • The decision to move away from making another Killzone game was made in 2010.
  • Forty-five team members pitched various game ideas in November or December 2010.
  • Two pitches were taken forward, one being a steampunk idea and the other being Horizon Zero Dawn.
  • The pitches varied from shooters to different mechanics and ideas.
  • The original pitch for Horizon Zero Dawn included robotic dinosaurs and a redheaded lead character.
  • The core combat of fighting robotic dinosaurs took a long time to develop.
  • The development team faced challenges in creating new tools and overhauling the engine for the open-world game.

11:49

"Creating Aloy: Diversity in Character Development"

  • Hermen and Neil discuss the need for more foliage in their project.
  • They mention a friendly competition with Worldwide Studios.
  • Neil expresses excitement for the hard work put into the game.
  • Hermen discusses the development of the character Aloy.
  • Aloy's creation involved input from voice talent Ashley and lead writer John Gonzalez.
  • The character Aloy was always intended to be an outcast with specific traits.
  • The team searched for the right face for Aloy, eventually choosing actress Hannah Hoekstra.
  • Aloy's character is based on three different people: the face, the voice, and the motion-capture performance.
  • Neil praises the representation of a strong, non-objectified female character in the game.
  • Hermen and Neil discuss the importance of relatability and complexity in characters, emphasizing the diverse representation in the game.

23:32

Neil's Game Studio Visit and Success

  • Neil spends a few days at the game studio when their games ship, immersing himself in the process, feeling the need to unwind afterward. Hermen mentions the overwhelming amount of reading material available, suggesting the necessity of taking a vacation to disconnect. They discuss the game's success, with Hermen congratulating Neil and expressing pride in the team's hard work. Hermen offers to provide copies of the game to those interested, but Neil reveals they have already been purchased.
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