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Guerrilla Hiring For A Senior Quest Designer

Horizon: Zero Dawn developer is looking to hire a new quest designer. Dutch-based studio turns gears into full throttle as they work hard to bring us they announced expansion with a sequel looming in the horizon as well.

Guerrilla Hiring For A Senior Quest Designer
The folks that gave us Horizon: Zero Dawn just posted a new job opening aim at developing an open world game. It is very safe to assume that they are working on a sequel to the early 2017 hit according to some talks that Guerrilla had with wccftech. In that interview, the developer stressed that a sequel to Horizon would aim at having a deep story along with more and newer machines. They also advised that they are working on an expansion first.

Now they are looking for a Regular/Senior Quest Designer for their future projects. The job details are very thorough and specific. Guerrilla is looking for a Quest Designer that has experience in either: "Quest or Mission design; player flow through space, player goals, focused story development" or "mechanics and level experience: player mechanics, mission design, etc." With the success of the Open World game Horizon, no doubt Guerrilla are looking to raise the bar for what players could expect from a new entry in this post-apocalyptic world. We can only image what new machines and story twists the new game will have.

Stay tuned here for all the latest in this development. Are our readers eager to return to the world of Aloy? Let us know in the comments below.

2 Comments

  1. Avatar photo

    Well it was Guerrilla Games’ first open world. They had only done first person shooters prior to this. I think they did a decent job but agree that the side content has a lot to improve on when compared to games like the Witcher 3 and Zelda: Breath of the Wild.

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  2. Avatar photo

    I enjoyed Horizon, and if given a chance, I’ll play their expansion to this game.

     

     

    But something about the game felt a bit draggy. It could stand to have a better quest system, with less running-around-in-circles to complete objectives. Oh, and make combat a bit more dynamic too, but that’s a job for the sequel.

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