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RIGS released!

RIGS released!

Finally, it is here! RIGS, a PlayStation 4 title exclusive for the Morpheus headset, has been released. Working on this game was an amazing experience, having to create a game in parallel with the hardware being developed (and being told “Don’t drop it, there’s only four of those in the world”). In addition to the

Implementing 3D audio with FMOD

Implementing 3D audio with FMOD

One of the great things about FMOD is its ability to play sounds in 3D space, internally handling all the details of panning, volume rolloff and Doppler effects without requiring too much trouble from the developer’s side. I’ve recently started adding sound effects to Tannhauser and I’d like to share with other people some of

August development highlights

August development highlights

With having to split time between programming the game, creating the art assets and trying to get the game out there while juggling a family and a full time job, time is a rare commodity these days! To try and make more progress in the actual game, I’m starting a monthly column of development highlights, showcasing the

Killzone Shadow Fall – Intercept

Killzone Shadow Fall – Intercept

Something that we’ve been working at for a while at Guerrilla Games is a DLC for Shadow Fall, called Intercept. This adds a new game mode where the player fights cooperatively (with three other players) against the Helghast hordes, having to keep uplink connections active as the enemy waves become harder and harder. This game

And we’ve shipped!

And we’ve shipped!

After much work from the Cambridge team and many days spent implementing all sorts of special abilities, tweaking the radar and optimising data packets to make our multiplayer run smoothly, Killzone: Mercenary is finally out there! Single player campaign, multiplayer (8 players!) over wireless and 6 maps to start with, it is by far the