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Killzone Mercenary - M06

I was the lead lighting artist for Killzone Mercenary (2013) on PSVITA. M06 was our initial 'Visual Benchmark' level where we pushed our art and tech as hard as we could for the hardware. We ended up getting the game to look a lot closer in quality to a full console game than we first thought would be possible. This was despite the hardware running on about 2.5Watts compared to up to 100W for a home console.

This is one of our more dramatic views from the upper market section of the level. Fogging and neon lighting was key to the atmosphere of the level.

This is one of our more dramatic views from the upper market section of the level. Fogging and neon lighting was key to the atmosphere of the level.

This was the initial beach section the player arrives at. We deliberately wanted to limit the initial view of the surround to leave it as a payoff for progression further on.

This was the initial beach section the player arrives at. We deliberately wanted to limit the initial view of the surround to leave it as a payoff for progression further on.

This is the first large vista the player sees for the level. The overall level layout was massively vertical due to the environment being constructed on volcanic smoker stacks

This is the first large vista the player sees for the level. The overall level layout was massively vertical due to the environment being constructed on volcanic smoker stacks

Here is a view from exiting the large lift ride. We wanted to give an impression of a more organised checkpoint before entering the chaos of the urban marketplace.

Here is a view from exiting the large lift ride. We wanted to give an impression of a more organised checkpoint before entering the chaos of the urban marketplace.

The bar was a key part of story and gameplay. The colour palette in here is a bit warmer than the rest of the level to give it a unique atmosphere.

The bar was a key part of story and gameplay. The colour palette in here is a bit warmer than the rest of the level to give it a unique atmosphere.

On exiting the bar you begin a chase sequence. We wanted the view to be impactful but the silhouette of the intruder craft had to be very clear.

On exiting the bar you begin a chase sequence. We wanted the view to be impactful but the silhouette of the intruder craft had to be very clear.

This is a side view of the extraction view at the end of the map. There's a lot of non gameplay background geometry here to add scale to the city.

This is a side view of the extraction view at the end of the map. There's a lot of non gameplay background geometry here to add scale to the city.

In the background here is a paint of the refinery map - the next level the player travels to. We tried to connect levels like this where possible.

In the background here is a paint of the refinery map - the next level the player travels to. We tried to connect levels like this where possible.

This is where the players arrives by boat from the embassy. We wanted this cave to feel quite alien, I helped create the barnacles and other cave elements.

This is where the players arrives by boat from the embassy. We wanted this cave to feel quite alien, I helped create the barnacles and other cave elements.

Neon signage was a key light source for lots of the market area.

Neon signage was a key light source for lots of the market area.

Killzone Mercenary - Walkthrough "The Package"