Jan-Bart van Beek
@janbartvanbeek
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Studio Director & Art Director at Guerrilla Games. Original concept creator of Horizon Zero Dawn. BAFTA & Golden Calf winner. Poweruser of the word Basically.
Joined August 2013
From the first moment we imagined Horizon, we always thought about it as a multiplayer game. LEGO Horizon Adventures was our first small step, with Steel Frontiers we’re taking a bigger one. There is much more to come, and we’re excited to show you what is coming.
We’re very excited about the latest announcement from our friends at NCSOFT: Horizon Steel Frontiers, a cross-platform MMORPG for Mobile and PC (PURPLE). #HorizonSteelFrontiers
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A friend on mine made a really, really crazy game. You are are an insect, and you have take take out humanity ! It is what you all need to play ! https://t.co/cUQsphjO85
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But we are sitting in the room. Seeing Steven miss. Once, twice. Oh, no. Are we going to see this thing fail and reboot ? He gets the third shot. The demo ends as it should do. We all sigh of relief and head to a dive bar to drink the anxiety away.
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Near the final scene, there was a segment, where the player get three shots to kill the bad guy. If the player failed. Game over. Let’s forget about the wisdom of that design decision, or why we should have kept that in our announce demo.
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The whole announce of the game was an actual part of the game, running in real-time, being controlled by Steven, our game director. If he messed up, it would be live broadcasted. If it crashed, dito.
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Killzone Shadow Fall was a unique moment. After the release of Killzone 2, Guerrilla took a silent oath to never use out-of-engine footage again. Shadow Fall’s announce wasn’t just in-engine… it was in-game.
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Revisiting The BIG PS4 Reveal: Killzone Shadow Fall Looked Amazing... An... https://t.co/bDZch4eqh1 via @YouTube Oh, stay a while and listen. We have tales to tell.
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As the human brain runs for an hour on a banana, wasn’t it always a race to the bottom of what AI actually needs ?
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For my last GOTY piece on GI, I finally gushed about how much I love Horizon: Forbidden West (and Zero Dawn), why I owed @janbartvanbeek an apology, and how foolish @Guerrilla were to give me access to a Photo Mode https://t.co/vCJIOXeqse
gamesindustry.biz
In late 2017, I interviewed Guerrilla Games' Jan-Bart Van Beek about his original pitch for what would become Horizon: …
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One of the best PlayStation ads of that era.
It pains me to say this but the PlayStation episode of Secret Level might be the worst one of the entire series. Felt like a soulless Ready Player One style ad that totally fumbles the crossover potential. Just save your time and watch this Michael ad from the PS3 era instead
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I’m really loving the art style of Songs of Silence ! Can’t wait to dive in and play it :) https://t.co/gHbMATZ5kg
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So excited to see the first billboard for LEGO Horizon Adventures ! With gaming being ever more a pure digital product, we rarely get to enjoy seeing our games appear on a store shelf, so it’s great to be able to see it out on the streets. Hope you enjoy it !
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Horizon Zero Dawn was our first open-world game. It featured locations over a 30+ square kilometer area in a 24-hour light cycle. It was extremely hard to check every nook and cranny of the world to see if the lighting functioned correctly. This was a location that malfunctioned
Updated comparison of HZD and #HorizonZeroDawnRemastered. This is absolutely insane. The improved foliage, the reflections, the increased light bounces and the new textures make this scene look brand new! This feels like a remake! Great job, @NixxesSoftware !
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Very honored to be back at The View conference this year. Go check out the program. So much good stuff !
@ViewConference proudly announces that @Guerrilla Games @janbartvanbeek’s masterclass on: “Talking a Video Game into Existence: The Importance of Verbal Communication in Art Direction.” #meetyourheroes Register! https://t.co/rMW7idcPLB
#animation #vfx #games
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And the cinematic depth-of-field has been upgraded to avoid the ‘halo’ effect we had in HFW
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The forward rendered shell that covers here eyes and skin can now hold multiple full res (2k) shadowmaps allowing us to place more lights around her and add more specular highlight in her eyes, which allow us to light her in a way that emphasizes her emotional state
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Thin hair resolves better with improved anti-aliasing and also has a better lighting model to simulate the real-world light transfer on the inside of hair strands
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The skin and hair shaders are upgrades significantly. The lighting on the skin now uses a dual specular lobe for both direct lighting and environmental reflection to more accurately represent the epidermal and subdermal layers of the skin.
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The big delta ofcourse comes from matching the remaster with the lighting style we developed for HFW, but the are tons of rendering upgrades underneath it.
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We brought over Aloy’s model from Forbidden west. We also reworked the character lighting to match the look of HFW and improve skin tones. Hair shaders are also improved. The slight blurring you see between ps4 and ps5 is because the PS4 image here has motion blur turned off
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