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Publication
53 posts tagged with "Publication"
Tags:
Horizon
Killzone
Life at Guerrilla
Publication
Balancing Action and RPG in Horizon Zero Dawn Quests
20 March 2018
Horizon
Publication
Blake Rebouche 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 and the action focused level design....
Beyond Killzone: Creating New AI Systems for Horizon Zero Dawn
19 March 2018
Horizon
Publication
This session describes the changes that Guerrilla made to switch from having to support a single human enemy in closed corridor spaces to a game with more than 25 wildly different characters in a large open world...
Decima Engine: Visibility in Horizon Zero Dawn
24 October 2017
Horizon
Publication
This talk looks at the problems we faced moving from more constrained Killzone levels to Horizon's open world, and our approach to fast visibility queries using the PS4's asynchronous compute hardware...
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...
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...
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