Our Publications
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Nubis: Realtime Volumetric Cloudscapes In A Nutshell
This talk is a distillation of all of the previous publications about our cloud system, Nubis. -
Beyond Killzone: Creating New AI Systems for Horizon Zero Dawn
This session explains how Guerrilla implemented the navigation and animation systems that made the characters in Horizon Zero Dawn move realistically. -
Horizon , Decima , Graphics , Programming
Decima Engine: Visibility in Horizon Zero Dawn
This talk looks at the problems we faced moving from more constrained Killzone levels to Horizon Zero Dawn's open world. -
Putting the AI Back Into Air
In this talk, we explain the technology behind the aerial navigation in Horizon Zero Dawn. -
The AI of Horizon Zero Dawn
In this session we will describe the challenges we faced when developing the AI for Horizon Zero Dawn and the solutions we chose. -
Horizon , Decima , Tools , News
Decima Engine: Advances in Lighting and AA
In this talk we’ll cover some of the rendering techniques we developed for Horizon Zero Dawn (Guerrilla Games) and Death Stranding (Kojima Productions). -
Nubis: Authoring Real-Time Volumetric Cloudscapes with the Decima Engine
This talk will explain how and why the Nubis system works and highlight some advances beyond the prototype that we presented in 2015. -
Horizon , Programming , Tools
Creating a Tools Pipeline for Horizon Zero Dawn
Dan Sumaili and Sander van der Steen explain how Guerrilla defined and implemented a framework that would provide a robust basis of functionality. -
Player Traversal Mechanics in the Vast World of Horizon Zero Dawn
Paul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments. -
Horizon , Programming , Tools
GPU-Based Procedural Placement in Horizon Zero Dawn
Jaap van Muijden describes the GPU based procedural placement system that dynamically creates the world of Horizon Zero Dawn around the player. -
Building Non-Linear Narratives in Horizon Zero Dawn
See how Guerrilla tackled the issue of Non-Linear Narratives in Horizon Zero Dawn by creating a quest system which has non-linearity at its base. -
Killzone , Multiplayer , Programming
The Server Architecture Behind Killzone Shadow Fall
This session describes the server architecture behind Killzone Shadow Fall, and touches on the decisions made to support scalability & maintaining the servers. -
Killzone , Graphics , Production , Programming
Taking Killzone Shadow Fall Image Quality into the Next Generation
This talk focuses on the technical side of Killzone Shadow Fall, the platform exclusive launch title for PlayStation 4. -
Killzone , Graphics , Production , Programming
Killzone Shadow Fall: Creating Art Tools for a New Generation of Games
This talk describes the tool improvements Guerrilla implemented to make Killzone Shadow Fall shine on the PlayStation 4. -
Killzone , AI , Programming
Out of Sight, Out of Mind: Improving Visualization of AI Info
This presentation demonstrates how some features of ReView were used for debugging the multiplayer bots in Killzone Shadow Fall. -
Killzone , Programming , Sound
The Next-Gen Dynamic Sound System of Killzone Shadow Fall
We'll describe our new audio run-time and toolset that was built specifically for Killzone Shadow Fall on PlayStation 4. -
Killzone , Graphics , Production , Programming
Killzone Shadow Fall Demo Postmortem
This talk is about our experiences gained during making of the Killzone Shadow Fall announcement demo. -
Killzone , Graphics , Production
The Creation of Killzone 3
This talk details various aspects of designing and developing video games at Guerrilla. -
Killzone , Graphics , Production
Practical Occlusion Culling in Killzone 3
Killzone 3 features complex occluded environments. This talk presents an overview of the approach and key lessons learned during its development. -
Killzone , AI , Programming , Tools
Automatic Annotations in Killzone 3 and Beyond
This talk shows how voxel data was used to automatically extract cover planes and more information in Killzone 3's toolset. -
Killzone , Production , Tools
Release This! Tools for a Smooth Release Cycle
An overview of the improved Guerrilla release process and the tools to support it. -
Killzone , Graphics , Programming
Practical Occlusion Culling on PS3
For Killzone 3 we use the SPUs to render a conservative depth buffer and perform queries against it. This allows us to cull objects very early in the frame. -
Killzone , AI , Multiplayer , Programming
Killzone 2 Multiplayer Bots
This presentation describes the architecture behind the multiplayer bot AI for Killzone 2. -
Killzone , Graphics , Programming
The Rendering Technology of Killzone 2
This presentation gives an overview of the rendering techniques used in Killzone 2. -
Killzone , Graphics , Programming
The PlayStation 3’s SPUs in the Real World: A Killzone 2 Case Study
This session describes many of the SPU techniques used in the engine used to develop Killzone 2 for the PlayStation 3. -
Killzone , AI , Multiplayer , Programming
A Hierarchically-Layered Multiplayer Bot System for a First-Person Shooter
This thesis proposes a hierarchically structured system to control the multiplayer bots. It formed the basis for Killzone 2's multiplayer bots. -
Killzone , Graphics , Programming
Deferred Rendering in Killzone 2
In this talk, we discuss how we designed a deferred rendering engine that uses multi-sampled anti-aliasing (MSAA). -
Killzone , AI , Programming
Killzone's AI: Dynamic Procedural Tactics
Dynamic tactical position evaluation functions are procedures that use static and dynamic information about the world to make tactical decisions at run-time. -
The Guerrilla Guide to Game Code
A good structure will reduce risk and increase the efficiency of the team.