A few days ago, I found Hermen Hulst, the former boss of Guerrilla. In his first interview since becoming Head of Worldwide Studios, Hulst provides insight into his new role for overseeing the PlayStation's global network of developers and designers.
Our discourse includes a too much world: from upcoming film and TV projects based on Unchched and The Last of Us, on the upcoming PC port of Horizon: Zero Dawn, in what is next for the PlayStation worldwide network
Listen to our full interview here, or read some important quotes, designed for fulfillment and clarity.
igamesnews: For years he has been a leader in Guerrilla, the studio behind Horizon Zero Dawn and the Killzone series. What have you pulled out lately?
Hermen Hulst: First of all, let me say that it is a great privilege for me to lead such a talented team. Having been appointed Head of International Studios I spent some time in various studios, wandering around listening to bands. Obviously I didn't know a lot of people (from my time in Guerrilla), but I've met a ton of new jobs. And I've been trying to get a better understanding of how we can work more closely than we already do.
I obviously participated in projects I had never done before. I am so excited to see how well the fans and media respond to the dreams. It's an overplaying game.
PSB: There are PlayStation fans out there who have heard of Worldwide Studios, but don't know what it is… How to describe Worldwide Studios?
HH: I think I would describe Worldwide Studios as perhaps the most universal network of game creators there is, or ever has. I mean, we have a worldwide studio from Sucker Punch in Seattle to Media Molecule in Guildford to Polyphony Digital in Tokyo. It's worldwide.
And of course all these groups are starting to become independent. Usually they have their own identity, their name, their studio culture. But at the same time, they are part of the Worldwide Studios network. So there you have it, in short.
PSB: Since coming on this board, has anything changed at Worldwide Studios?
HH: I think Worldwide Studios is in a really good place. We have been, and still are, the team with the highest quality products. We are storytellers, and we love creating new experiences.
And those are long-standing values that have been part of Worldwide Studios. And they will continue to be part of Worldwide Studios. But we are always looking at how we can improve things, how we work together, and how we are organized.
We had a wonderful selection of new couples for new leaders in studios lately. You've probably heard of Nicolas Doucet as the new head of Japan Studio… Alan Becker, many of my co-workers, has recently retired from Sony Interactive Entertainment. So Nick is a good appointment, he has been creating new PlayStation shows since his early days at London Studios. He worked at EyeToy… he is one of those guys who can pull through Hardware and bring innovation to the platform.
And Yumi Yang has been appointed as the new head of Santa Monica Studio. You know Yumi Yang, she's been there since the beginning. You know the people… you have been an integral part of building all these processes that have produced 20 years of great theater from Santa Monica.
You are one of those people who gets creative talent. And I think the creators love working for him as a result.
In fact, while talking about Santa Monica Studio, I would like to pay tribute to Shannon Studstill, with whom I have been sharing for many years. Thank you very much, and leave soon. And with his special type of leadership that promotes leadership, he has been great in succession planning. And that's why we have Yumi there now, everything is set.
PSB: In your opinion, what makes Worldwide Studios special? Can you threaten you with the plot, the people and the talent … or is the freedom given to these people?
HH: I think all those things are important to it. What’s different about Worldwide Studios is that everyone here loves making games with a lot of heart and soul. It is not a job at all. People on the radio are very connected to the topics they make.
And I think what's important here is Sony Interactive Entertainment's commitment to giving creative teams time to realize their vision. It takes time to create these heartfelt experiences, to create new experiences. And Tony gets that, so thank you very much for that.
I should also mention the PlayStation community. I think it's one of our biggest strengths in Worldwide Studios and in the great PlayStation. Increasingly, I see a deeper connection between developers and the community.
PSB: You've been with the company for a long time, you know what's coming in the year of Hardware launch. Many of the challenges and opportunities the studios face, including Worldwide Studios. What are the focus groups currently on?
HH: You know, these are the most exciting times when you grow up in the console. We're really busy at work right now … and frankly, I can't wait to talk to you in more detail about that.
Let me say – we have some of the big choices for PlayStation 4, which we just released as dreams, or will be coming out soon as the MLB The Show on March 13 (editorial note: first date to reach, pre order), The Last of Us Part II on May 29, we have a new IP that I'm really worried about, Ghost of Tsushima. So there's a lot coming out of the PS4.
PSB: Is there anything you can tell us about your vision for the future of Worldwide Studios, whether it's going to the next generation or more?
HH: We are very committed to Hardware applications, as we were before. We will continue to do so. And we are committed to quality content. And in strong, driven, one-player games.
At the same time, we will be more open to experimentation, new ideas. Just trying things out to see what works. I think it's also very much part of the DNA of Worldwide Studios.
PSB: Speaking of testing, there have been rumors of a full release of Horizon Zero Dawn that might be coming to PC … would you approve or reject that?
HH: Yes, I can confirm that Horizon Zero Dawn is coming to PC this summer…. There will be more details coming from Guerrilla, from new studio directors (Michiel van der Leeuw, JB van Beek, and Angie Sofia) soon.
PSB: PlayStation is not exactly known for publishing titles on PC, but Horizon: Zero Dawn is one of the big games to make that jump. Is there anything you can say to PlayStation fans? What does it mean for the future?
HH: Certainly. I think it's important that we stay open to new ideas on how to introduce more people to PlayStation, and show people maybe what they missed.
And to put a few minds at ease, releasing the AAA first-team title on PC does not mean that every game is now coming to PC. In my mind, Horizon Zero Dawn was simply the best in this regard. We have no day-to-day programming (PC release), and we remain 100% committed to dedicated desktop applications.
PSB: What do you think of dreams?
HH: I think what the Media Molecule took away is pure evidence. These captains give players the ability to make and share their games. If you look at that … they not only built a new engine, not only a editing suite, but a document for creating digital content on top of it.
I've been talking to a few coders that contain other groups about dreams, and it's hard for them to get their head on them: (they) are just as awkward about the way the media pulls out the Media Molecule.
PSB: PlayStation Productions has come out to expand PlayStation IP access by moving it to mediums such as film and TV. There isn't much information there – can you tell us about the plan?
HH: I would say that the purpose of creating PlayStation Productions is to introduce our stories, characters, and their world to new viewers while creating content that our fans will be proud of. This approach is to bring together movie and television directors, working with people who have a passion for our IP gaming.
We have been in love with IP for over 25 years now, and have enjoyed getting a few PlayStation fans among these film and television creators. What I also understand is that our IP is fully ready to adapt and communicate directly.
In the film and TV market, where IP and franchise are king, we are building one of the most exciting IP libraries in entertainment…. I should mention that we are incorporating the game makers into this expansion process. We want to make sure we are very honest with that approach.
It is very important that the actors are a big part of it. We do not build exact copies of our games, in fact we make an effort to adapt their stories to fit in the moment.
PSB: We know about film that is not included. What are some of the activities going on?
HH: We are very happy. The unreleased film starts shooting this month with Columbia photos. There’s a very good match – Tom Holland, Mark Wahlberg, and recently announced Antonio Banderas. It's going to be a really fun movie, (it) will help reach an audience who may not have heard of Unchched before.
The big one announced recently – a partnership with HBO on The Last of Us TV Show. We are so excited to be working with the award-winning team that brought you Chernobyl, when Craig Mazin wrote the show about our Naughty Dog Neil Druckmann.
There's more to come on PlayStation Productions, but that's all I can tell you right now.
There's also more at complete discussion! Hulst also shares how he got into the gaming industry, whether he included his Y-axis, and what he would do during his 1994 debut if he could see 2017's Horizon: Zero Dawn.