HERMEN HULST / Managing Director & Co-Founder
As Managing Director, Hermen is responsible for the company's direction and ultimately for Guerrilla’s games from a creative and commercial perspective. He gained his first experience in the games industry during his student years at Ubisoft in the USA, and started his professional career at Philips Electronics in Strategic Marketing. He subsequently worked as a management consultant at Andersen Consulting before returning to the games industry. Hermen has been the Managing Director of Guerrilla since 2001, and the Vice President for Sony Computer Entertainment’s World Wide Studios in Europe since 2011. He holds a Master of Science in Industrial Engineering and Management and graduated in Philosophy from the University of Amsterdam.
MICHIEL VAN DER LEEUW / Technical Director
As a Technical Director, Michiel van der Leeuw defines Guerrilla’s overall technology strategy. Proficient in a broad range of programming fields from an early age, Michiel worked on Epic MegaGames’ Jazz Jackrabbit 2 engine while he was still in high school. He left college to pursue a full-time career in the games industry, successively becoming Guerrilla’s Lead Programmer on Killzone 1, Lead Tech on Killzone 2, and Technical Director from Killzone 3 onwards.
JAN-BART VAN BEEK / Art Director
As Art Director, Jan-Bart van Beek oversees the art and animation quality at Guerrilla and Guerrilla Cambridge. A photography student at the Royal Academy of Fine Arts in The Hague, Jan-Bart turned to computer graphics software to enhance his work. After graduation he applied his knowledge as a CG artist in the field of advertising. His ambition to create something more enduring led him to join Guerrilla, where he quickly became the Lead Artist on Killzone 1 and the Art Director on Killzone 2 and beyond.
STEVEN TER HEIDE / Game Director
As Game Director, Steven ter Heide is responsible for the vision and quality of the design of Guerrilla’s upcoming project, Killzone: Shadow Fall. Steven began his career designing pilot training programs at KLM, before making the jump to educational games for children at CMG. In 2005 he joined Guerrilla, where he went from Producer on Killzone: Liberation to Senior Producer on Killzone 2 and Killzone 3. Somewhere along the way, Steven’s talent for creating ingenious schedules helped him discover his creative side.
ANGIE SMETS / Executive Producer
As Executive Producer, Angie Smets coordinates and supervises the development of Guerrilla's latest title. A Design Academy Eindhoven alum with a keen interest in Human-Computer Interaction, Angie began her career as designer on a variety of media platforms, both traditional and digital. After joining Guerrilla in 2003, she rose from the role of Interface Designer on Killzone 1 to Visual Design Manager on Killzone: Liberation, to Senior Producer on Killzone 2 and Killzone 3, to Executive Producer on Killzone: Shadow Fall.
Guerrilla is a growing game development studio with an established reputation as one of Europe's leading game companies. It was founded in 2000 as the result of a merger between three smaller Dutch studios, and acquired by Sony Computer Entertainment in 2005. In 2012, it welcomed the SCE Cambridge Studio into the fold. Guerrilla now operates in the Netherlands and the United Kingdom, employing over 200 developers from 25 different nationalities. The Dutch studio is located in the bustling cultural center of Amsterdam, while the British studio is based in the beautiful university town of Cambridge.
After the successful release of the original Killzone on PlayStation 2 (2004), Guerrilla went on to create the critically acclaimed PlayStation Portable spin-off, Killzone: Liberation (2006), and the award-winning PlayStation 3 sequels, Killzone 2 (2009) and Killzone 3 (2011). The company released Killzone Trilogy to eager audiences in October of 2012, and is currently woring on three new titles: Killzone: Mercenary for PlayStation Vita, Killzone: Shadow Fall for PlayStation 4, and a brand-new, as-yet unnamed IP.