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Publication
53 posts tagged with "Publication"
Tags:
Horizon
Killzone
Life at Guerrilla
Publication
Decima
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
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...
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...
Building Non-Linear Narratives in Horizon Zero Dawn
27 February 2017
Horizon
Publication
See how Guerrilla tackled the issue in Horizon Zero Dawn by creating a quest system which has non-linearity at its base...
The Real-Time Volumetric Cloudscapes of Horizon Zero Dawn
13 May 2015
Horizon
Publication
Decima
Real-time volumetric clouds in games usually pay for fast performance with a reduction in quality...
Killzone Shadow Fall: Threading the EntityUpdate on PS4
11 August 2014
Killzone
Publication
This presentation will also show how we spread out entity updates across frames...
The Server Architecture Behind Killzone Shadow Fall
22 June 2014
Killzone
Publication
This session describes the server architecture behind it and touches on the various decisions we made to support scalability and maintaining the servers without downtime...
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