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Lost Boys Games began developing [[Game Boy Color]] games with original characters, however, the studio found that [[Video game publisher|publishers]] would rather release games including licensed characters.<ref name="Gamasutra: Profile p1" /> Because the studio did not want to compromise on significantly altering the characters it had created, it was unable to find a publisher for them.<ref name="Gamasutra: Profile p1" /> Consequently, Lost Boys Games moved on to work-for-hire projects, creating four handheld games: ''Dizzy's Candy Quest'' (Game Boy Color, 2001), ''Rhino Rumble'' (Game Boy Color, 2002), ''Black Belt Challenge'' ([[Game Boy Advance]], 2002), and ''Invader'' (Game Boy Advance, 2002).<ref name="Gamasutra: Profile p1" /> The latter two games were published by [[Xicat Interactive]].<ref>{{cite web |url=http://www.nintendoworldreport.com/news/6698/lost-boys-games-find-publisher-in-xicat |title=Lost Boys Games Find Publisher in Xicat |first=Max |last=Lake |date=5 November 2001 |website=[[Nintendo World Report]]}}</ref> Mol later established a new media company, Media Republic, which acquired 75% of Lost Boys Games in 2003.<ref name="MT.nl: Guerrilla" /><ref name="The Player: Mol" /><ref name="MT.nl: Killzone">{{cite web |url=https://www.mt.nl/magazine-overzicht/hollands-glorie-killzone/39744 |title=Hollands Glorie – Killzone |language=nl |trans-title=Dutch Glory – Killzone |first=Rob |last=van Leeuwen |date=15 July 2011 |website=[[MT.nl]]}}</ref> Shortly thereafter, in July 2003, Lost Boys Games was renamed Guerrilla to reflect the style of its new parent company.<ref>{{cite web |url=http://www.gamespot.com/all/news/news_6071762.html |title=Lost Boys find Guerrilla |first=Justin |last=Calvert |date=16 July 2003 |website=[[GameSpot]] |archive-url=https://web.archive.org/web/20030802110611/http://www.gamespot.com/all/news/news_6071762.html |archive-date=2 August 2003 |url-status=dead}}</ref>
Lost Boys Games began developing [[Game Boy Color]] games with original characters, however, the studio found that [[Video game publisher|publishers]] would rather release games including licensed characters.<ref name="Gamasutra: Profile p1" /> Because the studio did not want to compromise on significantly altering the characters it had created, it was unable to find a publisher for them.<ref name="Gamasutra: Profile p1" /> Consequently, Lost Boys Games moved on to work-for-hire projects, creating four handheld games: ''Dizzy's Candy Quest'' (Game Boy Color, 2001), ''Rhino Rumble'' (Game Boy Color, 2002), ''Black Belt Challenge'' ([[Game Boy Advance]], 2002), and ''Invader'' (Game Boy Advance, 2002).<ref name="Gamasutra: Profile p1" /> The latter two games were published by [[Xicat Interactive]].<ref>{{cite web |url=http://www.nintendoworldreport.com/news/6698/lost-boys-games-find-publisher-in-xicat |title=Lost Boys Games Find Publisher in Xicat |first=Max |last=Lake |date=5 November 2001 |website=[[Nintendo World Report]]}}</ref> Mol later established a new media company, Media Republic, which acquired 75% of Lost Boys Games in 2003.<ref name="MT.nl: Guerrilla" /><ref name="The Player: Mol" /><ref name="MT.nl: Killzone">{{cite web |url=https://www.mt.nl/magazine-overzicht/hollands-glorie-killzone/39744 |title=Hollands Glorie – Killzone |language=nl |trans-title=Dutch Glory – Killzone |first=Rob |last=van Leeuwen |date=15 July 2011 |website=[[MT.nl]]}}</ref> Shortly thereafter, in July 2003, Lost Boys Games was renamed Guerrilla to reflect the style of its new parent company.<ref>{{cite web |url=http://www.gamespot.com/all/news/news_6071762.html |title=Lost Boys find Guerrilla |first=Justin |last=Calvert |date=16 July 2003 |website=[[GameSpot]] |archive-url=https://web.archive.org/web/20030802110611/http://www.gamespot.com/all/news/news_6071762.html |archive-date=2 August 2003 |url-status=dead}}</ref>


The developer began work on its first two titles, ''[[Killzone (video game)|Killzone]]'', in development for Sony Computer Entertainment for the [[PlayStation 2]], and ''[[Shellshock: Nam '67]]'', in development for [[Eidos Interactive]], for the PlayStation 2, [[Xbox (console)|Xbox]] and [[Microsoft Windows]].{{citation needed|date=September 2019}} Both titles would be released the following year to mixed reception, however ''Killzone'' enjoyed pre-release hype and anticipation, and despite some backfire effect due to the media hype, ''Killzone'' went on to sell over a million copies worldwide, earning [[List of Sony Greatest Hits games|Greatest Hits]] and [[Platinum Range|Platinum]] status in North America and Europe respectively.{{citation needed|date=September 2019}} Guerrilla signed an exclusive development agreement with [[Sony Computer Entertainment]] in March 2004, that would see future development solely for Sony's line of video game consoles, the PlayStation 2, [[PlayStation Portable]] and [[PlayStation 3]].<ref>{{cite web |url=https://gamasutra.com/view/news/94566/Sony_Sign_Guerrilla_Exclusivity_Deal.php |title=Sony Sign Guerrilla Exclusivity Deal |first=David |last=Jenkins |date=23 March 2004 |website=[[Gamasutra]]}}</ref><ref name="Gamasutra: acquisition">{{cite web |url=https://gamasutra.com/view/news/98383/Sony_Acquires_Guerrilla_Games.php |title=Sony Acquires Guerrilla Games |first=Simon |last=Carless |date=7 December 2005 |website=[[Gamasutra]]}}</ref>
The developer began work on its first two titles, ''[[Killzone (video game)|Killzone]]'', in development for Sony Computer Entertainment for the [[PlayStation 2]], and ''[[Shellshock: Nam '67]]'', in development for [[Eidos Interactive]], for the PlayStation 2, [[Xbox (console)|Xbox]] and [[Microsoft Windows]].<ref> Lenting, T. (2019), ''Gamegeschiedenis van Nederland 1978-2018''. Karel van Mander Academy: Arnhem, p. 46-47. {{nl}}</ref> Both titles would be released the following year to mixed reception, however ''Killzone'' enjoyed pre-release hype and anticipation, and despite some backfire effect due to the media hype, ''Killzone'' went on to sell over a million copies worldwide, earning [[List of Sony Greatest Hits games|Greatest Hits]] and [[Platinum Range|Platinum]] status in North America and Europe respectively.<ref>Terpstra, A. (2016), ''Killzone Visual Design: Celebrating 15 Years of Killzone''. Cook and Becker: Amsterdam.</ref> Guerrilla signed an exclusive development agreement with [[Sony Computer Entertainment]] in March 2004, that would see future development solely for Sony's line of video game consoles, the PlayStation 2, [[PlayStation Portable]] and [[PlayStation 3]].<ref>{{cite web |url=https://gamasutra.com/view/news/94566/Sony_Sign_Guerrilla_Exclusivity_Deal.php |title=Sony Sign Guerrilla Exclusivity Deal |first=David |last=Jenkins |date=23 March 2004 |website=[[Gamasutra]]}}</ref><ref name="Gamasutra: acquisition">{{cite web |url=https://gamasutra.com/view/news/98383/Sony_Acquires_Guerrilla_Games.php |title=Sony Acquires Guerrilla Games |first=Simon |last=Carless |date=7 December 2005 |website=[[Gamasutra]]}}</ref>


By late 2005, many companies, like [[Eidos Interactive]], eyed purchasing Guerrilla; ultimately, [[Sony Computer Entertainment]] bought out the entirety of Guerrilla in December 2005.<ref name="MT.nl: Killzone" /><ref name="Gamasutra: acquisition" /><ref>{{cite web |url=https://gamasutra.com/view/feature/134742/studio_profile_guerrilla_games.php?page=3 |title=Studio Profile: Guerrilla Games, Page 3 of 3 |first=Hasan Ali |last=Almaci |date=9 May 2011 |website=[[Gamasutra]] |access-date=29 September 2019 |archive-url=https://web.archive.org/web/20170629023651/http://www.gamasutra.com/view/feature/134742/studio_profile_guerrilla_games.php?page=3 |archive-date=29 June 2017 |url-status=live }}</ref> Guerrilla went on to release ''[[Killzone: Liberation]]'' for the [[PlayStation Portable]] in October 2006, ''[[Killzone 2]]'' for the [[PlayStation 3]] in February 2009, and ''[[Killzone 3]]'' for the PlayStation 3 in February 2011.{{citation needed|date=September 2019}} In February 2012, co-founder Brussee confirmed that he had left the studio to join [[Visceral Games]].<ref>{{cite web |url=http://www.edge-online.com/news/guerrilla-co-founder-quits-visceral/ |title=Guerrilla co-founder quits for Visceral |first=Nathan |last=Brown |date=23 February 2012 |website=[[Edge (magazine)|Edge]] |archive-url=https://web.archive.org/web/20120224160816/http://www.edge-online.com/news/guerrilla-co-founder-quits-visceral/ |archive-date=24 February 2012 |url-status=dead}}</ref> As of June 2018, Guerrilla employs 250 people in its Amsterdam offices; it planned to move into a new building on [[Nieuwezijds Voorburgwal]] in early 2019 and expand to at least 400 employees in this new location.<ref>{{cite web |url=https://www.parool.nl/nieuws/oud-telegraafgebouw-wordt-uitvalsbasis-guerrilla-games~be0fa296/ |title=Oud-Telegraafgebouw wordt uitvalsbasis Guerrilla Games |language=nl |trans-title=The Oud-Telegraaf building becomes the Guerrilla Games base |first=Herman |last=Stil |date=18 July 2018 |website=[[Het Parool]] |access-date=29 September 2019 |archive-url=https://web.archive.org/web/20190721084354/https://www.parool.nl/nieuws/oud-telegraafgebouw-wordt-uitvalsbasis-guerrilla-games~be0fa296/ |archive-date=21 July 2019 |url-status=live }}</ref> In November 2019, Hulst was appointed the head of Worldwide Studios and Angie Smets, Jan-Bart van Beek and Michiel van der Leeuw became joint [[studio head]]s in his place.<ref>{{cite web |url=https://www.gamesindustry.biz/articles/2019-11-07-guerrilla-games-hermen-hulst-is-playstations-head-of-worldwide-studios |title=Guerrilla Games' Hermen Hulst is PlayStation's new head of Worldwide Studios |first=Christopher |last=Dring |date=7 November 2019 |website=[[GamesIndustry.biz]]}}</ref>
By late 2005, many companies, like [[Eidos Interactive]], eyed purchasing Guerrilla; ultimately, [[Sony Computer Entertainment]] bought out the entirety of Guerrilla in December 2005.<ref name="MT.nl: Killzone" /><ref name="Gamasutra: acquisition" /><ref>{{cite web |url=https://gamasutra.com/view/feature/134742/studio_profile_guerrilla_games.php?page=3 |title=Studio Profile: Guerrilla Games, Page 3 of 3 |first=Hasan Ali |last=Almaci |date=9 May 2011 |website=[[Gamasutra]] |access-date=29 September 2019 |archive-url=https://web.archive.org/web/20170629023651/http://www.gamasutra.com/view/feature/134742/studio_profile_guerrilla_games.php?page=3 |archive-date=29 June 2017 |url-status=live }}</ref> Guerrilla went on to release ''[[Killzone: Liberation]]'' for the [[PlayStation Portable]] in October 2006, ''[[Killzone 2]]'' for the [[PlayStation 3]] in February 2009, and ''[[Killzone 3]]'' for the PlayStation 3 in February 2011.{{citation needed|date=September 2019}} In February 2012, co-founder Brussee confirmed that he had left the studio to join [[Visceral Games]].<ref>{{cite web |url=http://www.edge-online.com/news/guerrilla-co-founder-quits-visceral/ |title=Guerrilla co-founder quits for Visceral |first=Nathan |last=Brown |date=23 February 2012 |website=[[Edge (magazine)|Edge]] |archive-url=https://web.archive.org/web/20120224160816/http://www.edge-online.com/news/guerrilla-co-founder-quits-visceral/ |archive-date=24 February 2012 |url-status=dead}}</ref> As of June 2018, Guerrilla employs 250 people in its Amsterdam offices; it planned to move into a new building on [[Nieuwezijds Voorburgwal]] in early 2019 and expand to at least 400 employees in this new location.<ref>{{cite web |url=https://www.parool.nl/nieuws/oud-telegraafgebouw-wordt-uitvalsbasis-guerrilla-games~be0fa296/ |title=Oud-Telegraafgebouw wordt uitvalsbasis Guerrilla Games |language=nl |trans-title=The Oud-Telegraaf building becomes the Guerrilla Games base |first=Herman |last=Stil |date=18 July 2018 |website=[[Het Parool]] |access-date=29 September 2019 |archive-url=https://web.archive.org/web/20190721084354/https://www.parool.nl/nieuws/oud-telegraafgebouw-wordt-uitvalsbasis-guerrilla-games~be0fa296/ |archive-date=21 July 2019 |url-status=live }}</ref> In November 2019, Hulst was appointed the head of Worldwide Studios and Angie Smets, Jan-Bart van Beek and Michiel van der Leeuw became joint [[studio head]]s in his place.<ref>{{cite web |url=https://www.gamesindustry.biz/articles/2019-11-07-guerrilla-games-hermen-hulst-is-playstations-head-of-worldwide-studios |title=Guerrilla Games' Hermen Hulst is PlayStation's new head of Worldwide Studios |first=Christopher |last=Dring |date=7 November 2019 |website=[[GamesIndustry.biz]]}}</ref>

Revision as of 14:00, 28 November 2019

Guerrilla B.V.
Guerrilla Games
FormerlyLost Boys Games (2000–2003)
Company typeSubsidiary
IndustryVideo game industry
Predecessors
  • Orange Games
  • Digital Infinity
  • Formula Game Development
Founded1 January 2000; 24 years ago (2000-01-01)
Founders
Headquarters,
Netherlands
Key people
  • Angie Smets (studio head)
  • Jan-Bart van Beek (studio head)
  • Michiel van der Leeuw (studio head)
Products
Number of employees
250 (2018)
Parent
Websiteguerrilla-games.com

Guerrilla B.V. (trade name: Guerrilla Games) is a Dutch video game developer based in Amsterdam. The company was founded as Lost Boys Games in January 2000 through the merger of three smaller development studios as a subsidiary of multimedia conglomerate company Lost Boys. Lost Boys Games became independent the following year and was acquired by Media Republic in 2003, which renamed the studio Guerrilla Games and sold it to Sony Computer Entertainment in 2005. The company employs approximately 250 people under the leadership of joint studio heads Angie Smets, Jan-Bart van Beek, and Michiel van der Leeuw. Guerrilla Games is best known for its Killzone series and the 2017 game Horizon Zero Dawn.

History

Guerrilla is the result of a merger between three Dutch video game studios: Orange Games, Digital Infinity, and Formula Game Development.[1][2] Orange Games was founded in 1993 by Arjan Brussee, the co-designer of the 1994 game Jazz Jackrabbit;[3] Digital Infinity was founded by Arnout van der Kamp in 1995;[2] and Formula was founded by Martin de Ronde in 1998 and sold to Lost Boys (a multimedia conglomerate company owned by Michiel Mol) in 1999.[4][5] The three studios merged, forming Lost Boys Games as a subsidiary of Lost Boys on 1 January 2000.[1][6][7] With de Ronde as managing director, the new company employed 25 people, growing to 40 by November 2000.[4][6] Hermen Hulst was hired from a consulting firm to replace de Ronde as managing director the following year.[1][8] In 2001, when Lost Boys merged with Swedish media company IconMediaLab, Lost Boys Games was spun off into an independent entity, though under the continued ownership of Mol.[4][9]

Lost Boys Games began developing Game Boy Color games with original characters, however, the studio found that publishers would rather release games including licensed characters.[1] Because the studio did not want to compromise on significantly altering the characters it had created, it was unable to find a publisher for them.[1] Consequently, Lost Boys Games moved on to work-for-hire projects, creating four handheld games: Dizzy's Candy Quest (Game Boy Color, 2001), Rhino Rumble (Game Boy Color, 2002), Black Belt Challenge (Game Boy Advance, 2002), and Invader (Game Boy Advance, 2002).[1] The latter two games were published by Xicat Interactive.[10] Mol later established a new media company, Media Republic, which acquired 75% of Lost Boys Games in 2003.[5][9][11] Shortly thereafter, in July 2003, Lost Boys Games was renamed Guerrilla to reflect the style of its new parent company.[12]

The developer began work on its first two titles, Killzone, in development for Sony Computer Entertainment for the PlayStation 2, and Shellshock: Nam '67, in development for Eidos Interactive, for the PlayStation 2, Xbox and Microsoft Windows.[13] Both titles would be released the following year to mixed reception, however Killzone enjoyed pre-release hype and anticipation, and despite some backfire effect due to the media hype, Killzone went on to sell over a million copies worldwide, earning Greatest Hits and Platinum status in North America and Europe respectively.[14] Guerrilla signed an exclusive development agreement with Sony Computer Entertainment in March 2004, that would see future development solely for Sony's line of video game consoles, the PlayStation 2, PlayStation Portable and PlayStation 3.[15][16]

By late 2005, many companies, like Eidos Interactive, eyed purchasing Guerrilla; ultimately, Sony Computer Entertainment bought out the entirety of Guerrilla in December 2005.[11][16][17] Guerrilla went on to release Killzone: Liberation for the PlayStation Portable in October 2006, Killzone 2 for the PlayStation 3 in February 2009, and Killzone 3 for the PlayStation 3 in February 2011.[citation needed] In February 2012, co-founder Brussee confirmed that he had left the studio to join Visceral Games.[18] As of June 2018, Guerrilla employs 250 people in its Amsterdam offices; it planned to move into a new building on Nieuwezijds Voorburgwal in early 2019 and expand to at least 400 employees in this new location.[19] In November 2019, Hulst was appointed the head of Worldwide Studios and Angie Smets, Jan-Bart van Beek and Michiel van der Leeuw became joint studio heads in his place.[20]

Games developed

As Lost Boys Games

Year Title Platform(s)
2001 Dizzy's Candy Quest Game Boy Color
2002 Rhino Rumble Game Boy Color
Black Belt Challenge Game Boy Advance
Invader Game Boy Advance

As Guerrilla

Year Title Platform(s)
2004 Shellshock: Nam '67 Microsoft Windows, PlayStation 2, Xbox
Killzone PlayStation 2
2006 Killzone: Liberation PlayStation Portable
2009 Killzone 2 PlayStation 3
2011 Killzone 3 PlayStation 3
2013 Killzone Shadow Fall PlayStation 4
2017 Horizon Zero Dawn PlayStation 4

Technology

Guerrilla uses a proprietary game engine known as Decima.[21]

References

  1. ^ a b c d e f Almaci, Hasan Ali (9 May 2011). "Studio Profile: Guerrilla Games, Page 1 of 3". Gamasutra. Archived from the original on 29 December 2017. Retrieved 29 September 2019.
  2. ^ a b 't Hooft, Niels (17 July 1999). "Het bloed en de shotgun voorbij" [The blood and the shotgun passed]. NRC Handelsblad (in Dutch).
  3. ^ Hakker, Bas (27 January 2016). "Droombaan: gameontwikkelaar Arjan Brussee (43)" [Dream job: game developer Arjan Brussee (43)]. Intermediair (in Dutch). Archived from the original on 25 September 2019. Retrieved 29 September 2019.
  4. ^ a b c Culculoglu, Eylem (12 June 2011). "The Man Behinnd Killzone". Startup Magazine. Archived from the original on 2 June 2012. Retrieved 29 September 2019.
  5. ^ a b Kuiken, Ben; Mulders, Robert (2003–2004). "Software is king". MT.nl (in Dutch).
  6. ^ a b "Game-industrie zoekt jong ontwerptalent" [Game industry is looking for young design talent]. Computable (in Dutch). 1 November 2000.
  7. ^ IGN Staff (1 September 2000). "Lost Boys and Sony Hook Up for PS2". IGN.
  8. ^ Terpstra, Arjan (11 November 2014). "Tien jaar knallen. Hoe doet Guerilla dat?" [Party for ten years. How does Guerilla do that?]. NRC Handelsblad (in Dutch).
  9. ^ a b "Spaceman: in conversation with Michiel Mol". The Player International. No. 19. 30 November 2011.
  10. ^ Lake, Max (5 November 2001). "Lost Boys Games Find Publisher in Xicat". Nintendo World Report.
  11. ^ a b van Leeuwen, Rob (15 July 2011). "Hollands Glorie – Killzone" [Dutch Glory – Killzone]. MT.nl (in Dutch).
  12. ^ Calvert, Justin (16 July 2003). "Lost Boys find Guerrilla". GameSpot. Archived from the original on 2 August 2003.
  13. ^ Lenting, T. (2019), Gamegeschiedenis van Nederland 1978-2018. Karel van Mander Academy: Arnhem, p. 46-47. Template:Nl
  14. ^ Terpstra, A. (2016), Killzone Visual Design: Celebrating 15 Years of Killzone. Cook and Becker: Amsterdam.
  15. ^ Jenkins, David (23 March 2004). "Sony Sign Guerrilla Exclusivity Deal". Gamasutra.
  16. ^ a b Carless, Simon (7 December 2005). "Sony Acquires Guerrilla Games". Gamasutra.
  17. ^ Almaci, Hasan Ali (9 May 2011). "Studio Profile: Guerrilla Games, Page 3 of 3". Gamasutra. Archived from the original on 29 June 2017. Retrieved 29 September 2019.
  18. ^ Brown, Nathan (23 February 2012). "Guerrilla co-founder quits for Visceral". Edge. Archived from the original on 24 February 2012.
  19. ^ Stil, Herman (18 July 2018). "Oud-Telegraafgebouw wordt uitvalsbasis Guerrilla Games" [The Oud-Telegraaf building becomes the Guerrilla Games base]. Het Parool (in Dutch). Archived from the original on 21 July 2019. Retrieved 29 September 2019.
  20. ^ Dring, Christopher (7 November 2019). "Guerrilla Games' Hermen Hulst is PlayStation's new head of Worldwide Studios". GamesIndustry.biz.
  21. ^ Maessen, Len Mariken (21 January 2019). "Why Guerrilla Games stubbornly built its amazing game engine from scratch". The Next Web. Archived from the original on 2 July 2019. Retrieved 29 September 2019.