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Level Design Workshop: Balancing Action and RPG in 'Horizon Zero Dawn' Quests
Prior to creating 'Horizon Zero Dawn', Guerrilla Games did not have a quest design team. To meet their vision of a vast open world filled with narrative-driven quests, studio leadership identified early in production that a new group of designers would be necessary to supplement Guerrilla's existing design expertise. Blake Rebouche, Senior Quest Designer at Guerrilla Games, was hired in 2015 to be part of that new team and bring his experience to the development of 'Horizon Zero Dawn'. In this session, Blake will explain through his own experiences and anecdotes what it was like finding a happy medium between the systems-driven content of open-world RPGs like 'The Elder Scrolls' and the action focused level design of games like Guerrilla's own 'Killzone'.
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