If you really enjoyed the leaky pipes of level 2 and the sand worms on level 48 of Killzone 2, then you should probably thank lead level designer Neil Alphonso. Following his work on Guerilla Games' FPS for the PS3, Alphonso has left the company and taken up a position at Splash Damage. "He's the perfect man to lead our team of really skilled level designers," commented Paul Wedgwood, owner of Splash Damage.
Splash Damage has been recruiting new faces for some time now, and is becoming quite the powerhouse of talent. The developer is currently working on a title for Bethesda Softworks that has yet to be revealed.
Reader Comments (8)
Posted: Mar 10th 2009 1:24PM (Unverified) said
Hopefully the PS3 community doesn't get the shaft on this bathesda game.
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Posted: Mar 10th 2009 3:51PM (Unverified) said
Well, that shows the truth about all the comments on KZ's environments being "grey"- that explains why the lead designer has been headhunted by a project as massive as this one doesnt it?
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Posted: Mar 10th 2009 7:31PM (Unverified) said
Except that the palette was intentionally chosen that way. For a more cinematic feel and a "grimey and somber" tone. (Developers don't just throw a dart at a board and go with what they hit, that's why the industry uses Designers.) War movies often use a similar, less saturated color tone to be perpendicular along with the underlying theme: War is ugly.
As explained by Guerrilla Games - http://kotaku.com/5166439/the-art-of-war
Their lead *level* designer departing doesn't have any impact on the project, even more so since it's postmortem.
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As explained by Guerrilla Games - http://kotaku.com/5166439/the-art-of-war
Their lead *level* designer departing doesn't have any impact on the project, even more so since it's postmortem.
Posted: Mar 10th 2009 4:49PM (Unverified) said
Those sandworms on 48 were pretty neat. That said, the graphics on level 3 could have used some tightening up.
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