Website powered by

Killzone Shadowfall DLC - Cruiser, Canyon and Terminal

These are screenshots for the remaining KZ:SF levels we worked on at the studio. Please note I was NOT the primary lighting artist on this level, I'm just uploading it for completeness. I was the lighting lead on the DLC levels and touched most levels for early lighting tests, I was also part of bug fixing and polish for all levels.
The majority of the work for the Cruiser and Terminal lighting was done by Hus Zekayi.
The majority of the work for the Canyon lighting was done by Piran Tremethick.

This is a view of the vertical shaft that ran down every floor of the cruiser. It's base shape is a copy of the single player cruiser content. We deliberately made the top and bottom overbright to give a big sense of scale.

This is a view of the vertical shaft that ran down every floor of the cruiser. It's base shape is a copy of the single player cruiser content. We deliberately made the top and bottom overbright to give a big sense of scale.

Here's a view of one of the many corridors in the cruiser. The polygon density was actually pretty high for this level, this did give some good excuses for dramatic shadows though.

Here's a view of one of the many corridors in the cruiser. The polygon density was actually pretty high for this level, this did give some good excuses for dramatic shadows though.

This is a view of the HGH base, this area has a direct view out into a nearby sun. As such this area has a very large, intense and expensive spotlight with volumetric shadows.

This is a view of the HGH base, this area has a direct view out into a nearby sun. As such this area has a very large, intense and expensive spotlight with volumetric shadows.

This is quite a typical example of how we would try and break up a fairly rigid scene. Disrupting some of the floor panels and adding a strong low angle worklight makes the room a lot more interesting.

This is quite a typical example of how we would try and break up a fairly rigid scene. Disrupting some of the floor panels and adding a strong low angle worklight makes the room a lot more interesting.

Killzone Shadow Fall | FREE DLC Multiplayer Maps | The Cruiser

Large parts of the canyon were lit by petrucite flares. Pretty much every crevice around the rock has very strong electric blue uplighting.

Large parts of the canyon were lit by petrucite flares. Pretty much every crevice around the rock has very strong electric blue uplighting.

The actual level of ambient light wasn't too high, it was quite a cloudy level so the sun wasn't that strong. This allowed man made lights to still punch through.

The actual level of ambient light wasn't too high, it was quite a cloudy level so the sun wasn't that strong. This allowed man made lights to still punch through.

Here you can see some more petrucite uplighting contrast with a high powered manmade light.

Here you can see some more petrucite uplighting contrast with a high powered manmade light.

Killzone Shadow Fall - Canyon DLC Map

The Terminal was a really cool map for lighting and atmospherics. The centrail train section needed a really big sense of scale, adding repeating shapes and strong fogging help with this.

The Terminal was a really cool map for lighting and atmospherics. The centrail train section needed a really big sense of scale, adding repeating shapes and strong fogging help with this.

This is a view from deep inside the HGH section of the map. The heat from all the screens was really important to give an aggressive atmosphere.

This is a view from deep inside the HGH section of the map. The heat from all the screens was really important to give an aggressive atmosphere.

This is one of the few areas of the map that was touched by natural light. It was quite rainy out here so materials got pretty dark.

This is one of the few areas of the map that was touched by natural light. It was quite rainy out here so materials got pretty dark.

This is one of the cooler areas in the VSA base. These large warehouse rooms needed a large number of incidental lights for scale.

This is one of the cooler areas in the VSA base. These large warehouse rooms needed a large number of incidental lights for scale.

Killzone Shadow Fall - Terminal DLC Map | PS4