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HORIZON: ZERO DAWN - OLD WORLD


Time: 2013–2014
Client: Guerrilla Games

For “Horizon: Zero Dawn”, Guerrilla Games had internal and external visual design teams exploring what the world of the year 3017 might look like. Karakter was responsible for various landmark buildings, as well as designing remains of US-American small towns.
Our research informed us that only few of the products we surround ourselves with today would actually survive 900 years of decay and sanding-up. Realism had to be counter-balanced with recognizability, if our designs were to evoke the desired emotional response.

Team Green:
Tobias Mannewitz – Creative Director
Christian Günther – Creative Writer
Floris Didden – Concept Artist
Dan Blomberg – Concept Artist
Viktor Jonsson – Concept Artist
Sebastian Gromann – Concept Artist
Henrik Bolle – Concept Artist
Marko Schöbel – Environment Previz Artist

Steffen Unger, Airborn – Environment Previz Artist
Boris Patschull – Environment Previz Artist
Sebastian Lochmann – Sculptor
Tom Hiebler – Matte Painter

Aloy exploring mysterious ruins. How did they come into existence? She might not know, but the game developer should!Tobias Mannewitz, Creative Director
The characteristical features of a typical US-American small town had to be condensed into a much smaller version of itself, to make it work in a video game. Once that had been achieved, we could work on its gradual decomposition through the centuries.Tobias Mannewitz, Creative Director Karakter
Brick facades are likely to survive for many centuries, but most of the wooden parts, plasterboards or concrete would have dissolved. For the sake of visual interest and variety though, we took some artistic license.Tobias Mannewitz, Creative Director Karakter
Other narratively important remnants of the "Old Ones" were military vehicles. Again, to produce convincing remnants one should know what things look like when intact and how they could theatrically crumble and fall apart.Tobias Mannewitz, Creative Director Karakter