All Work © 2009 Sony

This is a collection of my work in Killzone 2 for the Playstation 3.

The screenshots below are of areas I worked on in the Maelstra Barrens level from start to finish.

This included creating the structures by modeling and texturing static geometry (BSP) and placing building blocks (modular, referenced LODing geometry objects).

These weathered buildings served some function of maintenance for the huge energy pipeline in the level. Some of the crashed spaceship wreckage has also caused them damage.

I modeled and textured the static geometry (BSP) and placed the building blocks (bb's). It was a lot of fun to make them all askew.

Below I decided it would make the silhouette more interesting, as well as create a functional connection between the two structures, by adding a pipeline between them.

In additional, the original gameplay had the player turning this corner and facing a tank, so I thought it would also be a nice way to frame the last enemy of the level.

Here below we needed to resolve a level design issue with art.

Although ISA cavalry arrives from this path, the player needed to be blocked off from it and directed towards the next objective with some visual language.

To solve this problem, I made it look like the cliffside had fallen away, structure had been added to keep the remaining road intact, and an APC still remains to block the player.

I made several building block presets of damaged debris clusters from the crashed space ship in the game and they were used throughout this level.

Below a giant piece of the Cruiser has crashed into the main energy pipeline on the planet. I placed or polished a bunch of the debris lining the crater.

Below is a ramp added onto the trains in a Killzone 2 Multiplayer DLC Map.

I was responsible for making a new set of building blocks and constructing the ramps out of them.

Some of the building blocks are damaged alternates. These were made after the initial prototype and were easily swapped in to add variation.

Photo-based textures. All of the building blocks in this set use the same shader, except the low LOD's of the grating use a small alpha map instead of geometry.

The specular is encoded into the normal map.

I was responsible for building all the ramps out of the building blocks and fitting them into the various ledges of the opposing trains.

My first task on KZ2 was a first-pass on the train level in Tharsis Refinery.

I modeled the sets of train building blocks. After they were approved, they could be exported and placed into the game levels.

While I constructed the train level out of building blocks and static geometry, artists at another Sony studio in the UK textured and polished the building block models.

Once they were finalized they were updated in the game.

Static Geometry

Building Blocks

Combined they make a Helghast train. I made this based off of provided concept designs and reference.

Some screenshots of the final result of the level.

I worked on second and third pass for Suljeva Village. Everything from first pass was just thrown in there, so we had to take it, work with it, and make it ours.

In the end it felt like ours. Here are some screenshots from some areas I worked on.

In the screenshot below, the player could originally walk onto this platform.

I essentially remade the platform to make it more visually appealing, less expensive, and inaccessible to the player.

In this screenshot below, I used some elements from another building I had made in Maelstra Barrens to make the structure more of a focus point.

Added detail to the ground to smooth it out so it would flow in harmony with the structures and have nice ambient occlusion where they connected.

Below, I did a pass on this hallway area of the antenna.

This included rebuilding a lot of the bb's so that they would have better connections and edge definition, and be used more efficiently.

Throughtout level, there were gaps at the ends of the fences without anything to justify the collision. I added bb's to these gaps to visually block the player.

Below, I worked on third-pass for Salamun Bridge, which included a lot of polish and optimization.

In general, my work included set dressing with decals, props, vertex coloring, building block tweaks, fixes to several other eye sores, and some last minute gameplay changes.

This was all in order to get the level running within memory, to raise the art quality, and to get the game shipped on time.

And here is my one little gameplay easter egg I managed to place into the game.

The player can use the grenade launcher to bounce a grenade off the building block backboard above the turret nest and take out the gunner!

All Work © 2009 Sony