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Guerrilla

Guerrilla is a video game studio based in Amsterdam, The Netherlands. Renowned for its technical prowess, and having forged its impressive reputation with the game series Horizon (Horizon Zero Dawn, Horizon Forbidden West) and Killzone (Killzone 1 to 3, Killzone: Shadowfall, and others) the studio has made several great artistic leaps over the years.

Designing technological subjects, like vehicles and weapons, has always been the studio's forte, courtesy of the industrial design background of many of Guerrilla’s founders. Yet the studio’s artistic language has considerably broadened over the years, culminating in the release of Horizon Zero Dawn (2017) and Horizon Forbidden West (2022), open-world role-playing games in which players combat gigantic, dinosaur-like robotic creatures in a post-post apocalyptic world.

Widely considered one of the most beautiful - and again one of the most technically impressive - games of their generations, the Horizon games bring a vibrant natural world to life, populated both by well-developed tribal (human) characters, and technically complex but strangely organic fauna, both reassuringly familiar and terrifyingly monstrous.

The Dutch outfit is part of Sony's worldwide network of PlayStation Studios and currently hosts some 350 staff in its Amsterdam offices. As a Sony studio, it has been actively involved in the development of Sony hard- and software, specifically parts of the PlayStation 4 and 5 consoles and controllers. In 2016, Guerrilla shared its proprietary game engine (dubbed the "Decima Engine") with fellow Sony studio Kojima Productions, where Hideo Kojima used Guerrilla's technology for his game Death Stranding.

> Biography

Horizon Forbidden West

"Whatever comes... I will be ready."

Horizon Zero Dawn Fine Art Prints and Notebooks

It's a world worth fighting for. Not just here. Everywhere.

Killzone Fine Art Print Collection

The essence of combat: kill or be killed!

How real wars shaped Killzone's red-eyed "Space Nazi's"

An excerpt from the Killzone Visual Design art book

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The art of Horizon Forbidden West

How do you improve on a captivating art style in a sequel?

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