Guerrilla Games · Sony Interactive Entertainment
Defining the machines · Establishing a new IP
Brief & Contribution
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 — Horizon Zero Dawn preproduction concept
Thunderjaw — Horizon Zero Dawn preproduction concept · Miguel Angel Martinez
Process & Exploration
From rough sketches to behaviour research and final ZBrush concept models — exploring how Horizon's machines look, move, and live in the world.
01 — Early Sketch
Shellwalker, silhouette and form exploration
02 — Behaviour Concept
Shellwalker, defining how it moves and lives in the world
03 — Functional ZBrush
Shellwalker, full mechanical breakdown
04 — Final ZBrush Concept
Shellwalker, production-ready concept model
Thunderjaw detail — weapon systems and mechanical anatomy · Miguel Angel Martinez
Early Vision
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.
Horizon Zero Dawn — early preproduction concept
Series Evolution
Across multiple titles, I contributed to the design evolution of the mechanical language first established for Horizon Zero Dawn.
Defined the machine aesthetic and early visual language
Expanding the world — new machine designs for the DLC
New machines, new world — Forbidden West
Expanded the world and evolved the design language
From Game to Collector's Edition
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.
Step 01
Concept Design
Step 02
In Game
Step 03
Collector's Edition
Worldbuilding
Exploring how nature, ancient ruins, and living machines blend into one coherent ecosystem — a world reclaimed and alive.
Underground bunker — production concept · Miguel Angel Martinez
Ancient ruins reclaimed by nature — environment concept
Environment concept — overgrown landscape
Environment concept — machine in natural habitat
Ancient bunker structures — worldbuilding exploration
Signature Shots