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Publication
53 posts tagged with "Publication"
Tags:
Horizon
Killzone
Life at Guerrilla
Publication
Nubis, Evolved
05 August 2022
Publication
Real-Time volumetric clouds for skies, environments and VFX
Building Machines for a Better Future in Horizon
29 July 2022
Horizon
Publication
Guerrilla's Maxim Fleury and Lennart Franken break down the process of creating Horizon's iconic machines.
Architecting Jolt Physics for Horizon Forbidden West
25 July 2022
Horizon
Publication
Find out more about the Jolt Physics engine from Guerrilla expert Jorrit Rouwe.
Adventures with Deferred Texturing in Horizon Forbidden West
25 July 2022
Horizon
Publication
Check out James McLaren's GDC 2022 presentation on deferred texturing in Horizon Forbidden West.
Level Design Summit: Knocking on Death’s Door
25 July 2022
Horizon
Publication
Blake Rebouche's level design summit from GDC 2022 was ranked as #1 session!
Nubis: Realtime Volumetric Cloudscapes In A Nutshell
19 April 2018
Horizon
Publication
This talk is a distillation of all of the previous publications about our cloud system, Nubis...
Horizon Zero Dawn: An Open World QA Case Study
23 March 2018
Horizon
Publication
A retrospective of how Developer (Guerrilla) and Publisher QA (SIE) worked together in partnership to help deliver a AAA experience.
Horizon Zero Dawn: A Game Design Postmortem
22 March 2018
Horizon
Publication
In this 2018 GDC talk, Guerrilla Games' Eric Boltjes gives insight into the journey Horizon Zero Dawn's game design went through while moving from an ambitious paper concept to a finished open world action RPG..
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...
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