Follow along as Guerrilla Games' Senior Producer Dave Gomes describes the development history for the Machines (aka 'robots') in Horizon Zero Dawn. How do you scope and schedule a complex feature you've never built before? How do you create commonalities and systems for elements that desire to be special cases? How can you manage unknown iterations towards an unwavering quality bar under time and resource constraints? This talk will cover production process, best practice and lessons learns for producing one of the largest and most complex gameplay feature areas on a new IP AAA project.