Miguel Angel Martinez holding the Zunken bike model

Holding the Zunken —
from Skorpicus, personal project

Miguel Angel Martinez Monje is a Principal Concept Designer with over 20 years at Guerrilla Games, where he originated the visual language of two franchises. On Horizon Zero Dawn he defined the logic and identity of its robotic machines from the ground up. On Killzone he built the industrial design language and hard-surface architecture that became the series' visual signature.

He now works independently, taking on senior concept and design direction work for studios where the thinking behind the design matters as much as the output.

20+
Years at Guerrilla
2
Franchises Defined
AAA
Production Level

Design Follows Conditions

Every project starts with constraints. Technical limits, screen readability, gameplay role, how the design lives in the world and what it demands of the player. These aren't restrictions. They're the parameters the design has to answer.

And within those parameters, the goal is always to make something that hasn't been seen before.

I work from 3D mockups early, building concepts that can be studied from every angle and discussed by the team before any painted delivery. The design has to work before it gets finished.

It also has to carry the story. Without words. What the player sees has to pull in the same direction as the experience, not fight it. When that works, the design becomes part of the project's identity, something strong enough to outlast the game, to sell a toy, to grow a franchise.

The challenge I set myself every time is to make something that hasn't been seen before. In the shape, the logic, the style, how it functions in the world. Always within the conditions. Always original.

For me, design is the relationship between shape and function, and it runs both ways. A shape can find its reason. A function can earn its form. That's what makes it worth doing.

Sharing the Process

Teaching & Talks

"Hunting the Idea" — Masterclass for ArtStation & Gnomon School
Guest speaker · Horizon GAIA Cast, Episode 7: "Awe-Inspiring Machines"

Books & Features

The Art of Horizon Forbidden West · Dark Horse
The Art of Horizon Zero Dawn · Titan Books
Killzone Visual Design · Cook & Becker
Sketching — Drawing Techniques for Product Designers · Koos Eissen & Roselien Steur
The Art of the Videogame · Josh Jenisch

Available for Select Projects

After 20 years defining the visual language of two major franchises, I'm now taking on select projects where design, function, and world-building matter.

I work with studios as a design consultant and concept artist, helping define the visual logic of their worlds: machine ecosystems, vehicle language, creature design, environmental identity, faction systems. From short creative direction sessions to embedded production work.

[email protected]