Building Non-Linear Narratives in Horizon: Zero Dawn

In this 2017 session, Guerrilla Games’ Leszek Szczepanski explains how Guerrilla Games tackled sidequests and open-world activities in Horizon: Zero Dawn, by creating a quest system which has non-linearity at its base. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault
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