- artistic design group of 10 people (engineers, industrial designers, etc.) used for development
- cities/environment had to ressemble the killzone universe.
- typical dutch items in the game (traffic signs, garbage containters), seems like a dutch style has been used throughout the game.
- helghast/environment must look very credible.
- you don't have a pick a side; gamers should ask themselves who the good guys ars (helghast or ISA).
- important that Killzone had an artistic unique look.
- inspiration from movies (paul verhoeven, robocop)
- we still have to explore the rest of the planet, still lot's to see and do.
- lot's of playtesting for achieving good AI (apparently, playtesters even were afraid of enemies sometimes
)
- they changed buddy AI to help the player more and get out of the way when engaging enemies.
- systems measure how people play: engaging players get shot more, defensive players get more cooked grenades. Buddies comment on how bad/well you play.
- focus on own games and achievement instead of looking at other games. They play other games but not with the means to eventually just copy stuff.
- still things to improve upon: interaction with buddies, more moves for enemies (eg hitting an enemy in the arm and he can't use a weapon anymore)
- check out the sniper kill @ 12.50, instant animation when hit (confirming what ttp said earlier
)