Guerrilla Games · Sony Interactive Entertainment

Horizon Zero Dawn

Series

Defining the machines · Establishing a new IP

Role Principal Concept Designer
Studio Guerrilla Games / SCEE
Years 2011 – 2024
Tools Photoshop · ZBrush

The Machine Design Language

As part of the early vision team, I worked on the mechanical design language that helped define Horizon's identity.

My approach was to design machines that instantly communicate what they do in the world, while feeling efficient, well-engineered, and grounded in reality. Their elegant shapes are the result of the design evolving to be as efficient as possible in their function, just as animals are shaped by how they live in nature.

The early exploration sketches I developed contributed to the design DNA that shaped the franchise, and I continued creating new designs as the world evolved in close collaboration with the broader Guerrilla team.

Grazer concept

Grazer — Horizon Zero Dawn preproduction concept

Role

Principal Concept Designer

Contribution

Design DNA · Machine language · New IP

Series

Horizon Zero Dawn · Forbidden West · Burning Shores · Frozen Wilds

Studio

Guerrilla Games / Sony Interactive Entertainment

Thunderjaw concept full

Thunderjaw — Horizon Zero Dawn preproduction concept · Miguel Angel Martinez

Process & Exploration

From Sketch to Final

From rough sketches to behaviour research and final ZBrush concept models — exploring how Horizon's machines look, move, and live in the world.

Shellwalker sketch

01 — Early Sketch

Shellwalker, silhouette and form exploration

Shellwalker behaviour

02 — Behaviour Concept

Shellwalker, defining how it moves and lives in the world

Shellwalker functional

03 — Functional ZBrush

Shellwalker, full mechanical breakdown

Shellwalker final

04 — Final ZBrush Concept

Shellwalker, production-ready concept model

Thunderjaw concept detail

Thunderjaw detail — weapon systems and mechanical anatomy · Miguel Angel Martinez

Where It Started

Early concept exploration from the preproduction phase — before the world had a name. These sketches helped establish the tone, the relationship between humans and machines, and the sense of scale that would define the franchise.

Early Horizon concept

Horizon Zero Dawn — early preproduction concept

Series Evolution

Across Multiple Titles

Across multiple titles, I contributed to the design evolution of the mechanical language first established for Horizon Zero Dawn.

Horizon Zero Dawn
Horizon Zero Dawn

Defined the machine aesthetic and early visual language

Frozen Wilds
The Frozen Wilds

Expanding the world — new machine designs for the DLC

Forbidden West
Horizon Forbidden West

New machines, new world — Forbidden West

Burning Shores
Burning Shores

Expanded the world and evolved the design language

From Game to Collector's Edition

The Tremortusk

The Tremortusk was originally designed as a massive, siege-class creature for Horizon Forbidden West. Its functional design and sculptural form led to its inclusion as the centerpiece of the Collector's and Regalla Editions.

Balancing massive weight with precision by transforming the tusks into fast, articulated combat arms.

Tremortusk concept

Step 01

Concept Design

Tremortusk in game

Step 02

In Game

Tremortusk collectible

Step 03

Collector's Edition

Worldbuilding

Environments & Ecosystems

Exploring how nature, ancient ruins, and living machines blend into one coherent ecosystem — a world reclaimed and alive.

Underground bunker concept

Underground bunker — production concept · Miguel Angel Martinez

Horizon ruins concept

Ancient ruins reclaimed by nature — environment concept

Environment concept

Environment concept — overgrown landscape

Environment crab concept

Environment concept — machine in natural habitat

Bunkers concept

Ancient bunker structures — worldbuilding exploration

Signature Shots

Selected Works

Tremortusk concept 2
Dreadwing concept
Deathbringer concept
Clamberjaw concept
Rollerback concept
Clamberjaw mouth anatomy
← Back to Portfolio Next Project
Killzone Series →