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Horizon
Killzone
Life at Guerrilla
Publication
The AI of Horizon Zero Dawn
17 October 2017
Horizon
Publication
Some of the subjects we will cover are navigation for agents of varying size in a dynamic environment, how we use a combination of HTN planning and utility based decision making, and the systems we developed to coordinate groups of agents...
Putting the AI Back Into Air
17 October 2017
Horizon
Publication
In this talk, we explain the technology behind the aerial navigation in Horizon Zero Dawn...
Nubis: Authoring Real-Time Volumetric Cloudscapes with the Decima Engine
31 July 2017
Horizon
Publication
This talk will explain how and why the Nubis system works and highlight some advances beyond the prototype that we presented in 2015, including changes to the lighting model...
Decima Engine: Advances in Lighting and AA
31 July 2017
Horizon
Publication
In this talk we’ll cover some of the rendering techniques we developed for Horizon Zero Dawn...
Announcing Horizon Zero Dawn:The Frozen Wilds
15 June 2017
Horizon
Expanding the vibrant, post-apocalyptic world of Horizon Zero Dawn...
Horizon Zero Dawn Art Blast on ArtStation
08 May 2017
Horizon
We’re celebrating the beautiful art of Guerrilla’s own artists and art teams.
Creating a Tools Pipeline for Horizon Zero Dawn
02 March 2017
Horizon
Publication
In this session, Dan Sumaili and Sander van der Steen explain how Guerrilla defined and implemented a framework that would provide a robust basis of functionality, on which we built an integrated game development environment...
Player Traversal Mechanics in the Vast World of Horizon Zero Dawn
02 March 2017
Horizon
Publication
Paul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments....
GPU-Based Procedural Placement in Horizon Zero Dawn
01 March 2017
Horizon
Publication
Jaap van Muijden describes the GPU based procedural placement system that dynamically creates the world of Horizon Zero Dawn around the player...
Building Non-Linear Narratives in Horizon Zero Dawn
27 February 2017
Horizon
Publication
See how Guerrilla tackled the issue in Horizon Zero Dawn by creating a quest system which has non-linearity at its base...
Introducing Decima
24 February 2017
Horizon
Introducing Decima and our new partner Kojima Productions
The Real-Time Volumetric Cloudscapes of Horizon Zero Dawn
13 May 2015
Horizon
Publication
Real-time volumetric clouds in games usually pay for fast performance with a reduction in quality...
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