They felt that it ”pushed it absolutely to the max” when Killzone 2 was done, but they ”now know from experience” there’s always more to squeeze out.
”At the end of every project, we say, ‘we’ve maxed it out.’ I made that mistake at the end of Killzone 2,” Guerrilla Games co-founder Hulst admitted. “We felt that we’d pushed it absolutely to the max. We now know from experience there’s always more mileage in the tech. You can always find new techniques.”
The studio has learnt how to push their projects even further on the platform thanks to insider tips from Sony in-house developers and their own research. ”The guys that created LittleBigPlanet, I don’t think they would have been able to create a game that looks as great on someone else’s tech and that’s the same with us,” added Hulst.
”For example, in Killzone 2, we introduced anti-aliasing to get rid of the jagged edges. We’re using that, but an improved version that is much more efficient, so we actually leave space for more detail, bigger environments and more polygons.”
”Compared to Killzone 2, Killzone 3’s polygon count is three times as high, so we’ve been able to find new space, probably averaging out to 40 percent,” he continued.
He also stated that 3D was here to stay with the Killzone franchise. ”We’ve had one dedicated programmer on it and a number of designers that attend play test sessions and process the feedback. 3-D is here to stay.”
”It’s like going from mono to stereo sound. You don’t necessarily change the tune or the lyrics, but still the effect can have a profound impact, and from a tech perspective, it’s not that expensive to put into a TV,” said Hulst.
That extra space was also crammed with jetpacks and the all-new melee system. Killzone 3 releases exclusively on PS3 this week in North America and Europe.