Hello everybody,
This is also my very first post and i am very excited to show a selection of Robots and Weapons that I had the Pleasure Working on for Horizon Zero Dawn.
Here we Go!
- Flying scavengers that travel in groups, swooping to use ranged Freeze attacks or razor-sharp claws - Had the opportunity to work on the Robots with some of the very talented people.
I was responsible for the highres mesh and detailing pass, and engineering the elements to a functional and final working Product. Art Direction: Jan Bart van Beek / Roy Postma
Concept/visualization: Miguel Angel Martinez, Mike Nash https://www.artstation.com/artist/miguelmartinez
Texturing Daan Meysman: https://www.artstation.com/artist/daanmeysman
- Behemoths are transport-class Machines that resemble rhinos, using anti-gravity technology to move large loads - Had the opportunity to work on the Robots with some of the very talented people.
I was responsible for the main body highres mesh and detailing pass, and engineering the elements to a functional and final working Product. The platings was done by Lennart Franken: https://www.artstation.com/artist/lennartfranken Art Direction: Jan Bart van Beek / Roy Postma
Concept: Koen Wijfelaar, Mike Nash
Texturing Tom Delboo: https://www.artstation.com/artist/tomdelboo
- The LongLeg has deafenning sonic blast attacks, powerful jump jets and an alarm call make it a tricky opponent - Had the opportunity to work on the Robots with some of the very talented people.
I was responsible for the highres mesh and detailing pass, and engineering the elements to a functional and final working Product. Art Direction: Jan Bart van Beek / Roy Postma
Concept: Koen Wijfelaar
Erik Helvoirt : https://www.artstation.com/artist/phade01
Mike Nash
Texturing: Tom Delboo https://www.artstation.com/artist/tomdelboo
- Sensitive to sound, this massive machine burrows underground and surfaces with devastating force - Had the opportunity to work on the Robots with some of the very talented people.
I was responsible for the highres mesh and detailing pass, and engineering the elements to a functional and final working Product. Art Direction: Jan Bart van Beek / Roy Postma
Concept:
Koen Wijfelaar
Erik Helvoirt: https://www.artstation.com/artist/phade01
Mike Nash
Texturing Lennart Franken: https://www.artstation.com/artist/lennartfranken
-This Cheeta-like Machines prefer attacking through stealthy means. Stalkers are able to turn invisible- Had the opportunity to work on the Robots with some of the very talented people.
I was responsible for the highres mesh and detailing pass, and engineering the elements to a functional and final working Product. Art Direction: Jan Bart van Beek / Roy Postma
Concept:
Koen Wijfelaar
Erik Helvoirt: https://www.artstation.com/artist/phade01
Texturing: Daan Meysman: https://www.artstation.com/artist/daanmeysman
After a long period of pre-production, where we developed the style and ideas behind the robots, I took back work on this concept as a 3D mockup in ZBrush.
The concept evolved and changes in many different directions, integrating the vision from art and game direction, and the input from all departments involved.
In this stage, I still had the horns attached close to the shoulders. I wanted to experiment with those, unfolding in a way that is closer to a machine instead of an animal.
I gave it a big heavy head, in order that is able to charge with weight against the ground or rocks and break them into parts.
In the last stage of this concept version, I gave the 3D model an appearance similar to the other Horizon robots, styled by Mike Nash. On this model, still many tests were done, like clearance of movements of all the functional parts.
Horizon Zero Dawn - Shell Walker Concept Development
These are some of the concept stages for the Shell Walker. Its main function was to transport resources to the Robot Foundry. Over that function, in the early concept version, I gave it more personality, by making it handling and protecting the box like if it was a precious treasure.
I added a shield that he could handle in its arms and experimented with some ideas on it loading the box showing effort, like a person loading a heavy object.
On the first stage, I sketched the first ideas for this design (More 2D concepts for it at http://www.bymonje.com/horizon-zero-dawn-shell-walker/ or https://www.artstation.com/artwork/oPv6q) Then, I switched to work on Zbrush to develop the concept.
From this point on, I started iterating on the concept, integrating art and game direction.
While this final concept iteration looks much more detailed than the starting one, the overall idea and main functionality, stayed quite intact during all the design process.
In the last version, we substituted the hand shield by a gravity shield system and added a weapon based on a "pistol shrimp".
I gave the 3D model an appearance similar to the other Horizon robots, styled by Mike Nash.