Killzone 2 - Development

Development

At E3 2005, Killzone 2 was debuted with a trailer depicting soldiers landing in a hostile war-zone on Helghan and fighting Helghast forces. Critics in the media argued that the trailer shown at the trade show did not show actual gameplay footage, as its high level of visual detail has been argued to be impossible to render in real-time on the PlayStation 3 and the audio mix of the trailer was slightly delayed. SCEA's Vice President, Jack Tretton, stated that the footage of Killzone 2, that was believed to be pre-rendered, "is real gameplay everybody's seeing out there". Several days later, Phil Harrison, SCE Europe's Vice President of Development, stated in an interview that all of the footage of PlayStation 3 games at E3 2005 were "running off video" which was "done to PS3 spec". Further interviews eventually revealed the trailer was indeed a "target render", a prerendered video showing the developer's goals for the finished product.

At the Game Developers Conference in 2007, a Killzone 2 teaser was shown behind closed doors, and was never released to the public. It featured various battles, destructible environments, and lighting effects among others. Killzone 2 was shown to a panel of journalists at a special pre-E3 2007 event in Culver City, California, and then the next day to the public at Sony's E3 press conference. An in-game trailer showing real-time gameplay of Killzone 2 was also released, along with several videos of extended gameplay. A number of media outlets since E3, such as the BBC, have referred to Killzone 2 as being "one of the most cinematic and immersive games ever produced on a console." At the Leipzig Games Convention in 2007, Killzone 2 was presented in playable form to the media. It was the same demo level as shown at E3 2007, although journalists were allowed to play it hands-on. At Sony's PlayStation Day 2008, the first level in Killzone 2’s single-player campaign was presented, named "Corinth River".

Michal Valient, a Senior Programmer at Guerrilla Games, presented details of their Killzone 2 proprietary game engine at a Developers Conference in July 2007. As with many other titles published by SCE, including LittleBigPlanet and inFamous, Killzone 2 uses a deferred shading engine which enables far greater control over the game's characteristic lighting palette, while maximising processor throughput and limiting shader complexity. Other games to use similar approaches include Rockstar Games' Grand Theft Auto IV and GSC Game World's Stalker: Shadow of Chernobyl. However, this approach does create some additional problems; notably with respect to anti-aliasing and transparencies. The former was solved using a MSAA Quincunx (multisample anti-aliasing) solution, and the latter by the addition of a standard forward rendering path. The game's graphics were universally praised by critics.

The animation was done in Maya 8.5 with some motion capture animations tweaked in MotionBuilder. 3D artists, animators and level designers used Maya as their production environment, which is unusual considering that most 3D games are produced using 3ds max. A large library of custom Maya tools and scripts was created to support these different disciplines. Tools like "Hyperion", a lightmap rendering software, where used in place of Maya’s viewport rendering software. In-game animation was assisted with another tool they created called "AnimationBlender" and particle effects were edited using a tool called "Particle Editor". They also created a tool called "ColorTweaker", which gave them the possibility to do color correction on the PS3 in real-time.

Most of the animation was done using motion capture with some animations, reload animations for example, done by hand. Facial animation was done using blendshapes with bones for the jaw and the eyes. Lead tech artist, Paulus Bannink, explains that "The main reason for going with blendshapes was the relative ease with which they can be transferred to different faces, it would also provide a more artist friendly way of editing the facial animation rig.". The cut scene facial animation was done using marker motion capture. In game dialog was done generically using MotionBuilder after audio files were plugged in. The game was developed not only by artists in Amsterdam, but also by people living in New Zealand, Australia, Japan, Korea, the UK and the US. The data files, gigabytes in size, were sent over the internet.

Killzone 2's development cost over US$20 million. The score to Killzone 2 was composed by Joris de Man, who scored 60 minutes of in-game music and 30-minutes of live orchestral score for the game, recorded at Abbey Road Studios in London, with the Nimrod Studio Orchestra. The score was produced and mixed by Rich Aitken, regular mix partner for Joris de Man and Marc Canham, at Nimrod Productions.

Read more about this topic:  Killzone 2

Other articles related to "development":

Economy Of The Maldives - Macro-economic Trend
... years, Maldives has received economic assistance from multilateral development organizations, including the United Nations Development Programme, Asian Development Bank, and the World Bank ... and Arab countries (such as Islamic Development Bank and the Kuwaiti Fund) also have contributed ...
Economy Of The Maldives - Investment in Education
... already committed $17 million for education development in 2000-04, and plans to commit further $15 million for human development and distance learning during this period ... Over 2001-03, the ADB planned to support post-secondary education development in Maldives ...
Batman (1989 film) - Production - Development
... was less willing to move forward on development, despite their enthusiasm for Hamm's script, which Batman co-creator Bob Kane greeted with positive feedback ...
Leonard McCoy - Development
... Kelley's first broadcast appearance as Doctor Leonard McCoy was in "The Man Trap" (1966) ... Despite his character's prominence, Kelley's contract granted him only a "featuring" credit it was not until the second season that he was given "starring" credit, at the urging of producer Robert Justman ...
Economy Of The Maldives - Poverty, Income and Gender Inequality - Current Efforts
... these issues of income and gender disparities and with the United Nations Development Programme (UNDP), Maldives has implemented policies that directly address these issues ... In 2011, President Nasheed said, “The most important facility for a country’s development is its people… and since women are half of the population in any country, for a certainty their full participation ...

Famous quotes containing the word development:

    The American has dwindled into an Odd Fellow—one who may be known by the development of his organ of gregariousness.
    Henry David Thoreau (1817–1862)

    I’ve always been impressed by the different paths babies take in their physical development on the way to walking. It’s rare to see a behavior that starts out with such wide natural variation, yet becomes so uniform after only a few months.
    Lawrence Kutner (20th century)

    Good schools are schools for the development of the whole child. They seek to help children develop to their maximum their social powers and their intellectual powers, their emotional capacities, their physical powers.
    James L. Hymes, Jr. (20th century)