Hermen Hulst on making Horizon happen

After years of working on the largely unevocative Killzone franchise, not many expected Guerrilla Games to come up with something as intriguing as Horizon Zero. With its absence of guns and giant robo dinosaurs, Horizon is shaping up to be one of the most anticipated games on PS4 (even if the game did leak seven months early). In a previous issue of Edge, managing director Hermen Hulst discusses how the Dutch studio brought the world of heroine Aloy to life...

You moved to a bigger studio around the time you started work on Horizon. Were the two connected?
It was an evolution more than a hard connection tied to the project. Our studio had grown beyond 100 people, which was the capacity at the old building, and it was on a UNESCO protected waterfront. It was very important that we stay in that area, because I feel it defines who we are. We’ve always been in the heart of Amsterdam. I worked on getting [the new] building for four or five years. The investor was trying to make a hotel out of it; that didn’t work out, and we seized the opportunity. It’s pretty much the only modern building in the heart of Amsterdam.

The latest issue of Edge, with Horizon: Zero Dawn on the cover, is out now. Download it here or subscribe to future issues.

Dom has been a freelance journalist for many years, covering everything from video games to gaming peripherals. Dom has been playing games longer than he'd like to admit, but that hasn't stopped him amassing a small ego's worth of knowledge on all things Tekken, Yakuza and Assassin's Creed.