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Killzone
Life at Guerrilla
Publication
Release This! Tools for a Smooth Release Cycle
01 June 2011
Killzone
Publication
An overview of the improved Guerrilla release process and the tools to support it...
Practical Occlusion Culling on PS3
04 March 2011
Killzone
Publication
This presentation talks about the ideas (and dead ends) we explored along the way, as well as explaining in detail what we ended up with...
Killzone 2 Multiplayer Bots
11 June 2009
Killzone
Publication
This presentation the describes architecture behind the multiplayer bot AI for Killzone 2...
The PlayStation 3's SPUs in the Real World: A Killzone 2 Case Study
27 March 2009
Killzone
Publication
This session describes many of the SPU techniques used in the engine used to develop Killzone 2 for the PlayStation 3...
The Rendering Technology of Killzone 2
27 March 2009
Killzone
Publication
This presentation gives an overview of the rendering techniques used in Killzone 2...
A Hierarchically-Layered Multiplayer Bot System for a First-Person Shooter
31 August 2007
Killzone
Publication
This thesis research was the basis for Killzone 2's multiplayer bots...
Deferred Rendering in Killzone 2
26 July 2007
Killzone
Publication
In this talk, we will discuss how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA)...
Killzone's AI: Dynamic Procedural Tactics
31 August 2005
Killzone
Publication
Check out Killzone's AI: Dynamic Procedural Tactics...
The Guerrilla Guide to Game Code
14 April 2005
Publication
Check out the Guerrilla guide to game code
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