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Killzone
Life at Guerrilla
Publication
Killzone Shadow Fall: Threading the EntityUpdate on PS4
11 August 2014
Killzone
Publication
This presentation will also show how we spread out entity updates across frames...
The Server Architecture Behind Killzone Shadow Fall
22 June 2014
Killzone
Publication
This session describes the server architecture behind it and touches on the various decisions we made to support scalability and maintaining the servers without downtime...
Taking Killzone Shadow Fall Image Quality into the Next Generation
21 April 2014
Killzone
Publication
This talk focuses on the technical side of Killzone Shadow Fall, the platform exclusive launch title for PlayStation 4...
Killzone Shadow Fall - Creating art tools for a new generation of games
21 April 2014
Killzone
Publication
This talk describes the tool improvements Guerrilla implemented to make Killzone Shadow Fall shine on the PlayStation 4....
Out of Sight, Out of Mind: Improving Visualization of AI Info
21 April 2014
Killzone
Publication
In this presentation some features of ReView will be demonstrated as how it was used for debugging the multi-player bots in Killzone Shadow Fall...
The Next-Gen Dynamic Sound System of Killzone Shadow Fall
21 March 2014
Killzone
Publication
We'll describe our new audio run-time and toolset that was built specifically for Killzone Shadow Fall on PlayStation 4.
The Production and Visual Effects of Killzone Shadow Fall
14 March 2014
Killzone
Publication
Take an exclusive look behind the scenes of this PlayStation 4 launch title and hear about the challenges the team were faced with during production.
Lighting Killzone Shadow Fall
14 May 2013
Killzone
Publication
This talk describes the tool improvements Guerrilla implemented to make Killzone Shadow Fall shine on the PlayStation 4....
Killzone Shadow Fall Demo Postmortem
30 April 2013
Killzone
Publication
This talk is about our experiences gained during making of the Killzone Shadow Fall announcement demo...
The Creation of Killzone 3
11 August 2011
Killzone
Publication
This talk details various aspects of designing and developing videogames at Guerrilla...
Practical Occlusion Culling in Killzone 3
11 August 2011
Killzone
Publication
This talk presents an overview of the approach and key lessons learned during development...
Automatic Annotations in Killzone 3 and Beyond
24 June 2011
Killzone
Publication
This talk shows how voxel data was used to automatically extract cover planes and more information in Killzone 3's toolset...
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