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Killzone: Shadow Fall - Pyrrhus Deep City

I worked on the Pyrrhus Deep City environment multiple times during the development cycle of Shadow Fall. The destroyed planet level was one of the first environments we prototyped for the project and I had significant experience with the theme from my time spent working on similar environments in Killzone 3.

I was responsible for working on multiple areas of the level, primarily the large buildings. I also worked on transitional areas of the level, where I had to come up with creative solutions to mask the loading of geometry between two separate files.