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Guerrilla Games, the wholly owned subsidiary of Sony Computer Entertainment, has for the better part of a decade focused solely on its Killzone franchise. With Killzone: Shadow Fall releasing day-one as a PlayStation 4 exclusive, the Amsterdam based studio has something new planned for the future.
In an interview with Eurogamer at EGX 2013, Guerrilla Games lead designer, Eric Boltjes, confirmed that the studio was working on a new IP.
I can be true about it, yes. That’s definitely what’s happening right now. I can’t tell you what we’re thinking of but yes.
As a studio we do want to branch out, and we have started work on a new IP, something completely different to Killzone. I don’t want to say anything about it right now, but as a studio we do want to keep it fresh.
In the past, when the industry was not the behemoth it is today, studios would only be in production of one game at a time. But now, studios are regularly dividing their internal talent into two teams. This is what Naughty Dog did in regards to Uncharted 3 and The Last of Us. Early stage development for The Last of Us began before Uncharted 3 was shipped. As soon as Uncharted 3 was finalized that team shifted their focus to The Last of Us. The principle strategy behind overlaying game development is to have multiple games in the pipeline at one time. This is better for business as you can create more games more quickly.
This is exactly what has happened at Guerrilla.
The artists and the coders work the longest, and then QA. But the designers, at some point their work is done. They’re not allowed to touch the game because that changes everything for all other departments.
So about three to four months before you ship, the designers sit down and think, what can we do for the next one.
That happened then [with Killzone 3 to Shadow Fall] as well. So, about three years ago we went into that phase. The really tricky part about that phase is not trying to do too much. You have a room full of people and they all have a different idea of what they want to change about the game. They can’t do everything, especially if you only have two-and-a-half years to build it.
So it’s streamlining that process of what we want to do to this is what we’re actually going to do. That’s the tricky part.
Seeing as Guerrilla has only developed FPS games, it’s a safe bet they will continue to do so; it’s their bread and butter so-to-speak. But they have the talent to try something new and take a risk. Stay tuned.