The Art of Horizon Zero Dawn
The Art of Horizon Zero Dawn
The Art of Horizon Zero Dawn
10 NORA
46 C A R JA J
76 OSERAM
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92 B A N D IT S
106 BANUK
124 ECLIPSE
13© M A C H IN E S
162 RUINS
192 AC KN O W LED G M EIMTS
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FOREWORD
BY ROLAND IJZER/AAN5
Being a concept artist is somewhat like being an explorer.
Thank you,
While the Nora are led by a council of female Matriarchs, both women
and men fulfil the role of'brave’, guarding tribal lands and hunting
the many machine species. The Nora often use deadly force to drive
intruders from their land. No other tribe in Horizon Zero Dawn
matches their skill in archery or exceeds their ability to track quarry.
Nora legend holds that the ruins of the ancient'Metal World’ are
tainted and corrupted by the avarice of their long-dead inhabitants. To
explore these ancient ruins is to break the most sacred of taboos. Those
who do risk permanent
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ff? ALOY
rom the earliest days of the Horizon Zero Dawn project, Guerrilla knew that Aloy
F would always be of the world but also somewhat separate. The character and design of
Aloy evolved over time, but stayed true to the core concept influenced by the story of David
and Goliath: the player cleverly hunts the machines, rather than using brute force. Early
concept paintings portrayed gigantic, ferocious machines contrasting with a tiny figure in the
foreground.
From here on in, Guerrilla created a character who was skilled, smart, strategic and agile, to
guide the player to this playstyle. Players would grow into this identity, rather than simply
an avatar. Even though they would have choice through conversation options and
playstyleTtheir
playstyle, options would always consist of things that Aloy could or would do.
Dan Calvert, Art-Director (C haracters)F rom its earliest beginnings, Horizon Zero Dawn
pivoted around three core concepts: animalistic machines, an open world of natural beauty,
and the defiant red-headed girl who makes her place in this land. Developing Aloy’s visual
ID was one of our first priorities, and her final look was key to the visual development of the
rest of the cast.”
Guerrilla's concept team toyed with the idea of making Aloy a younger girl
as seen in these images, before deciding that a more mature character
would create better narrative opportunities. Her deadly grace is captured
with flowing hair and wind-blown furs.
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NORA I ALOY 13
Earlier concepts used a looser, more illustrative and
expressive style to explore Aloy's personality and expressions.
Gradually this was honed to achieve realism and believability.
loy is motherless in a tribe that worships Guerrilla Games' artists took some liberties with
NORA I ALOY
5
"These are just a small selection of the experimental illustrations used
to develop Aloy's hair. Guerrilla carefully considered how the shape and
motion of the hair, combined with gestures and visage, could be used to
accentuate Aloy's expressiveness." Ilya Golitsyn, Senior Concept Artist
NORA I ALOY 17
great deal of thought has been given to Aloy’s personality
LEFT AND ABOVE: These sketches were among those used to develop
Aloy’s expressiveness and emotional range, from relaxed and charming, to
fierce and focused, through to thoughtful and pensive.
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THE AR T OF hj-O R iZO j\| Z E R O DAW N
he tools at Aloys disposal, weapons especially, are designed to
NORA I ALOY 23
s Aloy is an outsider, with no fixed place in any tribe, it makes
A sense for her to customize her look as she moves through the
world of Horizon Zero Dawn. Her wide range of costumes not only has
a gameplay function, with each one providing unique abilities when
worn, but also helps foster an understanding of Aloy as a character.
Although every outfit is unique and representative of a tribe, there is
still a distinct silhouette that preserves Aloys visual identity. It includes
repeating elements such as the skirts and bags, along with motifs that
are uniquely Aloy’, such as her hair.
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ith authenticity among the key design principles, the weapons
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I intellectual flexibility The Nora believe a womens even temperament makes her better suited to
be a leader, one that’s more conducive to long-term stability Hence, the most splendid character is
the elderly Matriarch, a grandmother worthy of the greatest honor. Matriarchs not only take care of
their own bloodline, but manage the welfare of their settlement as a whole - super mothers!
A womans capability to create new life has greatly inspired Nora spiritual sensibility, resulting in the
worship of an 'All-Mother' deity Beyond the ruling circle of High Matriarchs, leadership positions
are almost always held by women, including martial leaders such as the War-Chief. Since the Nora
are a devout and spiritual people, they do not dress exclusively in practical garb, but adorn their
clothes with iconography and trinkets designed to bestow the blessing and favor of the All-Mother.
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mong the tribes that feature in Horizon
NORA LOCATIONS 35
his impressive gateway [right] is covered in Nora symbolism
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seasons and the major cycles o f machine behavior, as well as to celebrate
the miracle o f childbirth. Every birthday is a significant event, although
celebrating the blessed mother as opposed to their fortunate offspring.
The children bring gifts to their mothers, not the other way around,
spending the entire day together. If the mother has passed, the child
spends all day beside her grave. There are rituals held before every hunt,
with blessings made and codes of proper behavior observed.
‘The Proving,’is the most significant Nora ritual, held every year, in
which youth compete to be recognized as adult N ora. To pass the
test is moderately challenging, but to win the contest is very difficult
indeed. Every year, The Proving’s winner is given a special audience
with the Matriarchs and is allowed to make a special request, such as an
immediate mate-blessing or a bow crafted by a master bowyer. So long
as die winners request is reasonable, the Matriarchs will grant it.
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LEFT: "The birth channel of All-Mother, a steel-ribbed tunnel that leads ABOVE AND TOP LEFT: "The All-Mother mountain is the Nora tribe’s most
to the womb of the mountain. Only Matriarchs may pass the threshold of sacred place of all. They believe it is the birthplace of life itself. I really
the tunnel. Within lies a large chamber that the Matriarchs regard as a wanted to emphasize the importance of this entrance into the All-Mother
sacred place, and use for monthly gatherings." Ilya Golitsyn by making it a huge and complex structure; with totems, candles, and
offerings to their goddess." Eric Felten
NORA I CULTURE 43
BELO\ Nora symbolism revolves around the worship
of the All-Mother - so the tribal patterns that adorn
these items are reminiscent of female anatomy,
particularly the life-giving womb. Each item on the page
is carefully designed by the Guerrilla team, showing a
meticulous attention to detail when building believable
and distinct cultures.
N around Bronze Age levels. The base material for any construction is wood, which carpenters
will neatly prepare by debarking and (usually) shaving to size and shape. The Nora are also skillful
leatherworkers, incorporating hide into their everyday items in both practical and decorative ways.
Though their technology is primitive compared to the likes of the Oseram and Carja tribes, the
Nora have a sophisticated culture, with an emphasis on spirituality. They make practical items that
can weather the rugged terrain of their home but also incorporate religious symbolism, so that they
may honor the All-Mother in their everyday life.
NORA I CULTURE 45
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mong all the tribes of Horizon Zero Dawn, the Carja Sundom
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s the only highly civilized culture, the Carja is also the tribe
A that has the most developed social hierarchy. At the top stands
the Sun-King, ruler of the Carja and living incarnation of the sun.
Below him are the Priests, who observe the sun and stars, cast
auguries, manage the treasury, and serve as magistrates to decide
conflicts among Carja of lesser rank. Next come the Nobles, typically
traders or military officers. Each noble belongs to a family house.
Distinguished nobles serve as commanders or provincial governors at
Carja outposts. Most of the tribes fighting men took the side of the
insurgency to become Shadow Carja, and so the Meridian military
now mainly comprises of city guards and Oseram mercenaries.
Beneath them are Artisans, Traders, and Merchants. Finally, the
lowest class belongs to Laborers: farmers, porters, and servants.
Sun-King, first of his name. High atop Meridian's mesa, from his golden
throne in the Palace of the Sun, he governs the Carja Sundom."
Ilya Golitsyn
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2 LOCATIONS
'm m ense is the word that best describes Meridians enviable location,
-as well as the architecture found within its walls. Its territory
extends to both sides of the Colorado River, absorbing the present-day
M onument Valley, now overrun ’ i teeming jungle growth. Inside the
city visitor^ are treated to some of the most sophisticated examples of
architecture that exists in their pleasant post-apocalyptic world. Owing
to its central location, trade has influenced Meridian’s construction
methods and building forms. Rooftops touch the sky, with richer
households boasting balconies and pavilions.
Outside the gates, the surrounding lands are rich in vegetation after
climate change, though the famous cliffs and gorges of the canyon
are still visible. Meridian is the center o f culture in the known
world, possessing every thinkable town facility,
ity, including sho
shops,
pubs, restaurants, crafters, musicians and guilds.
ilds. O n its stree:
streets Aloy
encounters a wide range of individuals: town criers, beggars, bards,
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eridian is exciting in part because of its density, and the sensation of being dwarfed
M by its highest peaks. The city is imposing in this respect; the traders that pass
through are merely in servitude to all its grandeur, like actors treading onto an elaborately
presented stage. These concepts clearly show the contrast between the more affluent quarters
[left] and the underprivileged areas [below]. However, in the way everything is presented,
the quality of life does not seem too far apart between the two. In the wealthier buildings,
tropical vegetation can be seen twisting around the pillars and bulging from the balconies.
In the shadows of the poorer alleyways the walls are completely bare, revealing construction
methods. The basics consist of local rocks and hewn blocks, sometimes covered in plaster.
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Q CULTURE
he Carja worship the Sun as a life-giving deity, and believe
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Composed of stylized machine feathers, the star with eight rays (occasionally seen with four or five raysl is a
representation of the Sun god of the Carja religion. It can be found everywhere in Meridian, from pavement mosaics and
door ornamentation to the High Priest's gowns and the Sun-King's symbols of power.
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C A R JA I CULTURE
ex H
SHADOW CARJA
he exiles of the Carja civil war, the hardline Shadow Carja, mainly consist of the deposed Sun-
King’s military, priests, and old aristocracy. Itamen, the young son of the late king, is held captive
by the Shadow Carja, who use him as a figurehead. They have taken refuge in the summer residence of
U the Carja kings, Sunfall, an imposing fortification now surrounded by rugged refugee camps. One of the
key locations found within Sunfall is a second Sun Ring, a huge arena for gladiatorial games and religious
I rituals. W hen the Mad Sun-King invoked brutal religious rituals from the distant past, thousands of
captives and dissenters were forced to battle machines to the death in ritual combat inside the Sun Ring.
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ere we see Itamen, son of the overthrown mad kingjahadin,
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Shadow Carja soldiers consider themselves
the unbroken continuation of ancient Carja
m ilitary tradition. Their organization, uniforms
and equipment are inherited from the historical
doctrine of the Sundom. Carja m ilitary is divided
into two sub-classes: Kestrels, elite warriors
who wear feathered uniforms, and rank-and-
file Soldiers. Most of them have followed their
general, Helis, into insurgency.
SHADOW CARJA
"As the pinnacle of craftsmanship in the Horizon
Zero Dawn world, Carja arm or had to look the most
advanced, without using any forged metal. We decided
to show it through more sophisticated ways of arm or
construction. Small scales of machine plating are
cut and polished in order to perfectly fit into complex
constructions, which give sufficient protection while
remaining quite flexible." Ilya Golitsyn
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SHADOW CARJA 75
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his rough-hewn wasteland is all that remains of a section of
The main concept for the Oseram is one of ruggedness and function
over form, although this isn’t to say that their output is without creative
thought. While the households and work areas are simple, mortar-less
stone affairs, the inhabitants are elaborately dressed. Furniture, accessories
and tools are likewise skillfully fashioned, ranging from practical wood-
mounted braziers to embossed and carefully tuned ceremonial gongs.
Although devastating, the Oseram treatment of the land and its resources
is efficient - expertly finished and mindful of diminishing supplies.
Oseram culture can be defined by pride of practice and the tendency to
reinforce with metal, even if it’s not always essential.
• CHARACTERS
he Oseram Vanguard are a member of the elite
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Oseram armor derives from their blacksmithing roots. Warriors first wore leather smocks into battle. Over time,
work robes were reinforced: aprons turned into cuirasses, smelting masks into helmets, blacksmithing gloves into
spiked gauntlets.
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OSERA/A ! CHARACTERS 81
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seram architecture marries stone wijrh wood, and welds it together with metal anchors.
O The most common of all structures is the beehive hut, but its usage has shifted
from residential to storage due to aging design, Oseram villages are predominantly made
up of central domed buitdings, with outbuildings used for baking and larders. Houses are
often built into the slopes of hills, so that the terrace of one home might become another’s
front yard. As more houses are built, the number of interconnecting staircases organically
increases. Modern Oseram architecture now integrates some outbuildings, plastering on
chimneys where needed, and patios for decorat^Sni. W ith no mortar used, the weight of the
material and strength of the binding keep^ thingf upright. Wood is considered to be a weak
material, greatly improved by adding metal.
Oseram villages are remarkable for their lack of grandeur. Even those
that have existed for hundreds of years retain the rustic look of frontier
outposts and forts. Rugged exteriors reflect values of functionality over
ostentation. Villages are independent political entities with clearly defined
territorial holdings. In theory they would come to each other's defense
when attacked by an external enemy, but in practice the impregnability of
the villages has rendered this a moot point.
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OSERA/A I LOCATIONS
CULTURE
he Oseram are tinkerers - they constantly seek to improve the
OSERA/A i CULTURE 89
90 THE ART OF
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visual guide was shared among all members of the creative team to instruct them
O S E R A /A | CULTURE 91
andits are parasites, feeding off the endeavors of fellow
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BANDITS CHARACTERS 95
LOCATIONS
II describing the Bandit influence on the land, Guerrilla’s artistic
BANDITS I LOCATIONS 99
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materials from the mechanical beasts, which the Bandits use to fortify
their camps.
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The nomadic nature of the Banuk is immediately
apparent in this nighttime view of an encampment.
Fires glowing within as chill winds blow outside
may be analogous to the Banuk people's
indomitable spirit. Tent profiles mirror the
mountain peaks in the distance. * ., „
CHARACTERS
he Banuk are skilled warriors but even better hunters.
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T The struggle for heat, a captured machine ready to be transported to the camp,
domesticated machines that help in the hunt, dressed up to the need of the hunter. This
is a very early concept of a Banuk scene, where we suggest they have the ability to ride on
machines. Later on it was removed, and machine riding was limited to Aloy. Still, among
all the tribes of Horizon Zero Dawn, they are the closest to gaining any sort of control over
machines, though they move in this direction almost blindfolded, through sheer trial and
error.” Luc de Haan.
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BANUK I CULTURE
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BANUK I CULTURE 15
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he shadowy Eclipse are not so much a tribe as an army on the move. They
T Their foes are intended to tremble at the sight of such strong and
determined warriors. Many of their number are famed for their individual
exploits, and are encouraged to adopt distinctive attire on the battlefield. This
warlike motif appears in the use of ejected bullet casings from ancient war
machines, which they work into totems and rosaries, as well as their masks,
which they used to hide their identity.
ECLIPSE 127
he Eclipse are a group of religious fanatics that are
T their destructive abilities. The designs for the war machines are
very non-organic, putting them at odds with other machines. They
are also used as a visual device, to emphasize the stark contrast with
the natural world in all its glory. The war machines seem to have
been around before the end of the world —it's possible they even had
a part in it...
ECLIPSE 13'
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significant part of the mystery that Aloy needs to solve in Horizon Zero Dawn is the
A origin of the machines. Their creation and purpose are only explained towards the end
of the game, but it’s clear from the outset that they’ve been roaming around for much longer
than the tribes. Just like animals, machines are sentient creatures with their own ecosystem.
N o single machine type can function outside of this system; each type has its own role to
fulfill, and it needs the other types to survive.
To reflect this naturalistic approach, Guerrilla tried to have as many machines work and
relate together as possible. The artists were quick to adopt highly optimized shapes and
forms for the machines, to suggest different roles and functions for each type. O ther aspects
of the machine designs took longer to crystalize, as a delicate balance needed to be struck
between organic shapes and advanced mechanical elements.
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MACHINES 14
he machines form an ecosystem and work
THE AR T OF
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MACHINES 14:
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O M A C H IN E ESSENCE
ne o f the strongest design decisions in
MACHINES 141
FORM AND FUNCTION
n designing the Tallneck, one of the toughest challenges was to come up with a
I purpose for its graceful aesthetic. Essentially an enormous, mobile focus point
for the player, the Tallneck requires a lot of space to move around it. This makes
the machine less suitable to certain environments. As such, it took a while for
the idea of the Tallneck to click’. The initial concept was well-liked, but finalizing
it required approval from a lot of different stakeholders, who all had different
demands and restrictions for the machine.
A single sketch drove the concept
of the Tallneck, which has been
through many iterations since that
earliest design. The core idea of a
communication disc replacing the
head of a giraffe has stuck with the
concept that is still in the game. Its
image is now iconic, impossible to
separate from Horizon Zero Dawn.
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O FIRST CONCEPTS
hen work on the machines started, the
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MACHINES 15:
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These machines are evolving and adapting.
Their structure has become more open, but
also more armored. The neck of this giant
Thunderjaw machine is comprised of several
armored plates that protect the delicate system
underneath. Parts of its body can be blasted
away, including its defensive systems, which
can then be used against it.
T consulted with a robotics professor. They talked extensively about how the machines
would be produced from a technical perspective - whether they could be 3D-printed, and
how that might allow for better integrated functionality, combining structural strength
with a nervous system. Thinking along organic lines drove the team back to the drawing
board, where they reconstructed the machines with functional skeletal systems.
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160 THE ART OF H "C X ^|Z O pi ZERO DAW N
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® SECRET L IV E S
OF M A C H IN E S
t took a while for Guerrilla to settle on a specific look that worked
I for all machines. The Watcher, for instance, went through one
of the longest design trajectories of any machine in Horizon Zero
Dawn. Initially based on a small bipedal dinosaur, his appearance
kept changing and evolving throughout the project. However, there
was a sense of personality in the appearance, poses and movements
of the Watcher that made him a team favorite. Unsurprisingly,
the machines that made it into the final game all had similarly
recognizable personalities.
MACHINES
s mysterious and awe-inspiring as the ancient cities of the past, this is what our cities
could look like 1000 years from today. W hen Aloy enters the world of her forebears,
it is no less breathtaking than expected. Gazing upon these structures with her own eyes
for the first time, she realizes that there is truth to the stories her people tell about the Old
Ones. From afar the ruins appear majestic, though the towers resemble nothing so much as
epitaphs to a dead civilization. They have a magnetic hold on Aloys curiosity, and players are
compelled to investigate along with her.
Though nature laid a blanket over the remains, laying the Old Ones to rest, the secret of the
machines still stirs somewhere within. Beneath towers so tall they disappear into clouds,
Aloy will have her answers revealed. She would stop and marvel at this fateful moment, but
the silence of the lost city has an unnerving effect.
^& }E S O LA T IO N
r ith the natural landscape obscured from view, all that lays
However, there is also the sense of a new day dawning - and with
it, an air of discovery. There is hope amid the rubble, and a sense of
excitement over the possible avenues of exploration.
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BELOW: Aloy stands atone in what might once have been a busy thoroughfare, the overgrown setting a far cry from the bustle of burger stands, ticket
booths and fast food restaurants. She would have no concept of this, and we are encouraged to leave such imagery behind.
RUINS 16"
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Ik ORGANIC DEGRADATION
ne of the problems with creating sci-fi imagery that’s intended to look prehistoric, is
O that almost nothing has symmetry. Gazing upon something that’s decrepit, we expect
the unevenness; the broken, sagging and lopsided. Such models almost need to be sculpted,
rather than mathematically rendered. Texture artists also face a colossal challenge to show
the patchiness of the weather-worn effects. If the player spots repeated patterns, the illusion
is broken. This is why such scenes are rarely attempted to the degree seen in Horizon Zero
Dawn. Sorrowful shapes are deliberately imposed on the structures, while light and shadow
A cross section of the ancient city reveals are used to describe detail in sepulchral hues. It all appears chillingly real.
mysterious structures below.
k-J-ORiZO-fsl Z E R O DAW N
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RUINS 17c
Living waters and an imagined hillside breeze make this scene
feel refreshing, like it was intended for players to breathe in
its beauty. Much like gameplay pacing and story pacing, visual
pacing is important to keep an adventurous spirit alive and
eager to face the next challenge.
4 .
“\Ne designed different vehicles and drones for our pre-apocalyptic vision of the future. These are now rusted wrecks scattered
throughout the world, giving the players a glimpse of the futuristic things that are now in Aloys past.” Lloyd Allan
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Art Directors Jan-Bart van Beek I Roy Postma I Dan Calvert I Alex Zapata I Maarten van c
Concept Artists Lloyd Allan [Lois van Baarle IRichard Dumont I Eric Felten I Ilya Golitsyn I Luc de Haan I Erik Helvoirt I Kait Kybar
I Miguel Angel Martinez I Joseph Noel I Jorry Rosman I Michel Voogt I Koen Wijffelaars I Miles Williams I Roland Ijzermans
Guerrilla Games Management: iTermen Hulst I Steven ter Heide I Angie Smets I Mathijs de Jonge I Michiel van der Leeuw I
Lambert Wolterbeek Muller tag —
Concept Art interns and temps Thomas Abna I Bob Albers I Robin Bouwmeester I Terrence Carter I Alanay Cekic I Charly Cheung
I Yu Ting Chiu I Maurice Diemeer I Joris Dijkhuis I Scott Gravee I Suzanne Helmich I Rolandos Jankauskas I Daniel Joustra I
Hakan Kamar I Matthias Kapuvari I Robert Kiss I Rutger Klunder I Isabella Koelman I Tom Kolbeek I Tino Kort I Guido Kuip I
Malte Langheim I Chander Lieve I Stan Loiseaux I Yannick Maaskant I Ruben Matevosyan I Marinda Mensch I Chereton Mercelina
I Jonas Minnebo I Danar Mohamed I Lisa Plokker I Damir Popovic I Siim Rimm I Ramtin Saeedi I Adriaan Stam I Thomas Stoop I
Samantha van der Touw I Willem van Lelyveld I Noud van Miltenburg I Eelco van Rooij I Inge van Schallenburg I Jort van Welbergen
I Sander Verhoeven I Max Wedding I Ab Wienk I Danar WoryaJ Robin Wouters
Guerrilla Team: Elroy Aarts I Kim Aava I NasierAbdoel I IsakAberg Nordmark I Nikhat Ali I Daniele Antinolfi I Leo Arler I Sem
Assink I Brian Baltus I Ana Barbuta I Denis Barth I Karim Baz I Jelle van der Beek I Richard van Beersum I Arjen Beij I Desmond
van den Berg I Felix van den Bergh I Yvonne von Berg-Meijboom I Julian Berteling I Bas Bijpost I Stuart Billinghurst I Cesar Bittar
\ . I Tony Blokker I Lucas Bolt I Eric Boltjes I (Js£ar van den Bosch I Lucas Bramlage I Dennis van den Broek I Wim van Brussel I
' Gary Buchanan I Giliang de Carpentier I Fries Carton I Neil Chatterjee I Jonathan Colinl Frank Compagner I Lennart Denninger
I Bernd Efiemer I Andrius Drevinskas I Kenzo ter Elst I Benjamin Erdt I Joel Eschler I Jose Ayllon Escribano I Fenske Everhartz
Jaap Fahner I Martir).Felis I Niko Fernandez I David Ford I Jonny Frammington ILennart Franken I Rigel Freeman I Julian
Fries I Joshua van Gageldonk I Victor Gaza I Cayle George I M^rijn Giesbertz I Angela Gillespie^ Robin Gomar I Dave Gomes I
, John Gonzalez I Paul van Grinsven I I Niels de Groen I Stefan Groenewoud I Guido de Haan I Riem Hatawani FRob Heald I Jeroen
Heemskerk [Kim van Heest JErJile van der Heide I Paul van der Heijden I Mas Hein I Sjoerd Hendriks I Anthonie van der Heul I
Tim Hijkema I Trevor van Mfcof I Paul-Jon Hughes I Alexander Hush I Ivana tvakii I Olaf Jansen I Willem Janssen I Ben Jaramillo
I Wouter Josemans I Hakan Kamar I Annika Kappner I Bryan Keiren I Pieter van de Kerkhof I Jacqueline Kerkmeijer I Bjorn
Kjerrgren I Hylke Kleve^l James Kneuper II I Oliver Kogelriig I Tom Kolbeek I Floris Kooij I Chaime Korper I Jeroen Krebbers I Thijs
Kruithof I Midas de Laat I Francois Lacfiarriere I Stefan Lauwers I Perry Leijten I Peer Lemmers I Nick Liburd I Delano Lobman I
Vladimir Lopatin I Hu^h Malan I Troy Mashburn I Yannick Massa I Benjamin McCaw I Ronnie McFarlane I Joseph McKernan I David
McMullen 1 Guy Michielsens I Klaas van der Molen I Robert Morcus I Jaap van der Muijden I Patrick Munnik I Florentina Neagu I
Niek Neervens I Daniele Niero I Eva Nieuwdorp I Eri Noda.1 Riesh Varma Oedayrajsingh I Bo van Oord I Bart van Oosten I Wilbert
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I Jessica Riga I Brian Roberts I Jeroen Roding I Tommy de Roos I Mathijs Roosen I Carles Martinez Ros I Jorrit Rouwe I Adriaan
de Ruijter I Ahmed Salama [Gilbert Sanders I Jelle van Scherpenzeel I Eelke Schipper I Arno Schmitz I Andrew Schneider I
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Voorrips I Nathan Vos I Elco Vossers I Steven de Vries I Joeri Vromman I Nick Watkins I Kasper Wessing I Ryan Wetherall I Daniel
Wewerinke I Anton Wiegert I Bart Weijsman I Sietske Wielsma I Jochen Willemsen I Marcel de Wit I Anton Woldhek I Cho Yan Wong
I Tyler Woodburn I Jessica Wyeth I Anne van der Zanden I Dennis Zoetebier I Dennis Zopfi I Victor Zuylen
karakter
DESIGN STUDIO
THE ART OF HORIZON ZERO DAWN
ISBN: 9781785653636
Lim ited Edition ISBN: 9781785653711
-oduct
GUERRILLA
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First edition: February 2017 No part of this publication may be reproduced, stored in a retrieval systeni, or transm itted,
1098765432 in any form or by any means w itho u t the p rio r w ritte n perm ission of the publisher, nor be
otherwise circulated in any form of binding or cover other than that in w hich it is published
Horizon Zero Dawn™ ©2017 Sony Interactive anc( w ithout a s im ila r condition being imposed on the subsequent purchaser.
Entertainm ent Europe. Published by Sony Interactive
E ntertainm ent Europe. Developed by G uerrilla. A CIP catalogue record fo r this title is available from the British Library.
Horizon Zero Dawn" is a tra d e m a rk of Sony Interactive
Entertainm ent Europe. A ll rights reserved. Printed and bound in Spain.
The Art of Horizon Zero Dawn takes you through the vast and vibrant world
of Guerrilla Games’ newest title, featuring detailed sketches and gorgeous
concept artwork as well as insight from the artists and creators. From
magnificent cities and lush plains, to the diverse cultures of the tribes and the
amazing machines that roam the lands, this stunning visual companion is the
ultimate guide to the creation of a world as beautiful as it is dangerous.
' Official I
ILicensed I
Product J WWW.TITANBO OKS.COM
Horizon Zero Dawn™ ©2017 Sony Interactive
Entertainment Europe. Published by Sony
Interactive Entertainment Europe. Developed
by Guerrilla. "Horizon Zero Dawn" is a trademark
of Sony Interactive Entertainment Europe.
All rights reserved.
PAUL DAVIES has worked in gaming journalism for
twenty years, writing and editing magazines and
websites including Official Nintendo and Computer
& Video Games. He is the co-founder and director
of media agency Unlikely Hero Ltd. whose clients
include Yahoo! UK and Microsoft. He is the author
of several acclaimed gaming art books such as The
Art of Deus Ex Universe and the bestselling The Art
of Assassin's Creed Unity.
Over 1000 years ago a cataclysm destroyed life
as we know it, forcing humans to the brink of
extinction. In our place machines rose, and nature
took back our cities, until all that was left of our
world was the rumours of the old ones and the
ruins of a civilisation long past. The tribes of the
new world live scattered, some small and humble,
some as powerful as kings. If Aloy, an outcast and
hunter, is to find her true place in this world she
must combat the great robotic creatures of the land
and uncover the mysteries of a lost civilisation.