Sneak Peek at Killzone 2’s AI in Guerrilla Studio Tour (Video)

Alex J. Champandard on July 25, 2008

A few weeks ago, 1UP visited Guerrilla Games and shot some footage of Killzone 2, its AI and the developers (among other things). They posted the video here, but the interesting part is buried deep within arty stuff. So here’s your chance to see the technical part!

Despite me not being on-site during the tour, I’m a little biased so I won’t provide my usual editorial comments — except to laugh at the editing error… No, Remco Straatman isn’t a Sr. Visual Designer. If you can find one that can put together such technology, then you should hang on to him! Remco is the Lead AI Programmer on Killzone 2.

Anyway, with that clarified, the video is below (24Mb). Click to find out what was said. The actual AI presentation starts at 1:30, but you can easily skip forward thanks to the new streaming server here at!

Discussion and demos cover the following topics:

  • Path-finding in a dynamic world.

  • Dealing with cover and destructible objects.

  • Player feedback mechanisms.

  • AI for autonomous control of vehicles.

You’ll also get an idea of the office at Guerrilla, as well as the number of developers in the AI Team! If you have any comments post them below, but questions will have to be left unanswered…

Discussion 6 Comments

Andrew on July 25th, 2008

Amsterdam does look rather pretty, and it looks like a good office :) The AI demos also look pretty neat. I was a bit surprised finding cover was something the original didn't have (I haven't played the original, and can't really play the next one without a PS3 :) ).

kofman on July 26th, 2008

This is very impressive. The franchise is very new to me as well, and so I was not in any great anticipation up until now. Seeing the one guy take charge at you towards the end of the video was a good hint that the game will include some form of planning and I'm very curious how the balance out everything that the game is already doing.

Dave Mark on July 26th, 2008

I could never work there. Too many stairs.

Arjen on July 29th, 2008

Andrew: The enemies already took cover in the first Killzone. In fact we gave a presentation about our terrain reasoning (including cover taking) at GDC 2005. What's new here is that we take into account destructible cover.

zoombapup on July 29th, 2008

Its a very interesting looking pathing system you have going on there. It looks like some kind of waypoint graph with radii at the nodes? I really wish I had more money to spend on art for my AI demos :)

PaulTozour on July 31st, 2008

Cool article :)

If you'd like to add a comment or question on this page, simply log-in to the site. You can create an account from the sign-up page if necessary... It takes less than a minute!