Abstract: Prior to creating Horizon Zero Dawn, Guerrilla did not have a quest design team. To meet the their vision of a vast open world filled with narratively driven quests, studio leadership identified early in production that a new group of designers would be necessary to supplement Guerrilla's existing design expertise. Blake Rebouche, Senior Quest Designer at Guerrilla, was hired in 2015 to be part of that new team and to bring his experience to the development of Horizon Zero Dawn. Blake will explain through his own experiences and anecdotes what it was like finding a happy medium between the systems-driven content of open-world RPGs like The Elder Scrolls and the action focused level design of games like Guerrilla's own Killzone.