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Decima
17 posts tagged with "Decima"
Tags:
Horizon
Killzone
Life at Guerrilla
Publication
Decima
Nubis³
05 August 2023
Horizon
Publication
Decima
Methods (and madness) to model and render immersive real-time voxel-based clouds.
Space-Efficient Content Packaging for Horizon Forbidden West
02 May 2023
Horizon
Publication
Decima
This talk presents an algorithm for deterministically analyzing the graph of game content to generate space-efficient content packages
Scaling Tools for Millions of Assets for Horizon Forbidden West
02 May 2023
Horizon
Publication
Decima
This talk explains how Guerrilla redesigned the asset database and content loading in the Decima engine to scale to millions of files.
Streaming the World of Horizon Zero Dawn
21 March 2023
Horizon
Publication
Decima
Find out more about the systems that enable the vast, rich world of Horizon Zero Dawn.
Nubis: Realtime Volumetric Cloudscapes In A Nutshell
19 April 2018
Horizon
Publication
Decima
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
19 March 2018
Horizon
Publication
Decima
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
Decima
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...
Nubis: Authoring Real-Time Volumetric Cloudscapes with the Decima Engine
31 July 2017
Horizon
Publication
Decima
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
Decima
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
Decima
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...
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