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Killzone Shadowfall DLC - The Statue

The Statue is a map that is set in the same location as one of the KZ:SF single player levels. It is just set further on in time after the level has started to be rebuilt. Though a lot of the layout is similar to single player we needed to make a lot of changes for game flow and just to give it a different visual identity to single player. The smoggy dusk setting and the various states of repair of the level were key to this.
Please note that I worked with Piran Tremethick on this map, he deserves a very large chunk of the credit for the lighting on this map. I did 1st pass lighting tests and a lot of the polish and bug fixing for lighting. Piran did all of the Art 2 pass lighting.

This was a fun area to light. There were lots of ways we could create long dramatic shadows by attaching lights in just the right place. The exit to the HGH side is clearly marked in red.

This was a fun area to light. There were lots of ways we could create long dramatic shadows by attaching lights in just the right place. The exit to the HGH side is clearly marked in red.

We created some very strong volumetric light shafts from the large rear windows. These kind of volumetrics were always popular.

We created some very strong volumetric light shafts from the large rear windows. These kind of volumetrics were always popular.

This is a fairly typical cheap trick for the level. Hiding a light behind grating makes the area much more interesting.

This is a fairly typical cheap trick for the level. Hiding a light behind grating makes the area much more interesting.

These areas ran the risk of being too blue but they were right next to the VSA spawn. Plenty of yellow objects were used to balance this out.

These areas ran the risk of being too blue but they were right next to the VSA spawn. Plenty of yellow objects were used to balance this out.

An area with a typical HGH colour scheme. You know that any time you see a red light like this pointing at an exit that it will take you nearer to the HGH spawn.

An area with a typical HGH colour scheme. You know that any time you see a red light like this pointing at an exit that it will take you nearer to the HGH spawn.

Putting shadowcasting lights at a low level on key routes is a good way of guaranteeing a dramatic effect from players casting their own shadow as they traverse through the level.

Putting shadowcasting lights at a low level on key routes is a good way of guaranteeing a dramatic effect from players casting their own shadow as they traverse through the level.

Here you can see you are leaving the heat of the HGH section, the neutral green/yellow exit shows you will head towards the centre of the level.

Here you can see you are leaving the heat of the HGH section, the neutral green/yellow exit shows you will head towards the centre of the level.

These kind of large work lights were very useful for creating lights at interesting angles. This was only possible because the environment was intended to look partially constructed.

These kind of large work lights were very useful for creating lights at interesting angles. This was only possible because the environment was intended to look partially constructed.

Another example of low angle lights being deliberately placed to cast interesting shadows. The low cabling helps reinforce this.

Another example of low angle lights being deliberately placed to cast interesting shadows. The low cabling helps reinforce this.

Volumetrics and smoke were a key part of setting the atmosphere for the exterior parts of the level.

Volumetrics and smoke were a key part of setting the atmosphere for the exterior parts of the level.

The time of day here is a little unclear but is intended to be a deeply smoggy dusk. With hindsight this may not have been completely successful.

The time of day here is a little unclear but is intended to be a deeply smoggy dusk. With hindsight this may not have been completely successful.

This view is fairly typical of us trying to indicate a cool VSA side and warm HGH one. Sometimes these can feel heavy handed but it is important for gameplay.

This view is fairly typical of us trying to indicate a cool VSA side and warm HGH one. Sometimes these can feel heavy handed but it is important for gameplay.

This area was exceptionally busy in layout. The lighting had a lot to fight with here in helping communicate clear routing.

This area was exceptionally busy in layout. The lighting had a lot to fight with here in helping communicate clear routing.

The combination of saturated colours and dark flooring makes this area one of the harder to read sections of the map.

The combination of saturated colours and dark flooring makes this area one of the harder to read sections of the map.

Periodically an HGH cruiser would pass through the level overhead. Originally this cast bright light and long shadows over the rooftops but this became too expensive.

Periodically an HGH cruiser would pass through the level overhead. Originally this cast bright light and long shadows over the rooftops but this became too expensive.

The whole theme of the level is that it's being reconstructed. The large crane and the scaffolding on the statue help sell this.

The whole theme of the level is that it's being reconstructed. The large crane and the scaffolding on the statue help sell this.

The fallen statue head here was a callback to one of the single player levels where the head is destroyed in a cutscene. Creating memorable landmarks like this is really important for MP levels.

The fallen statue head here was a callback to one of the single player levels where the head is destroyed in a cutscene. Creating memorable landmarks like this is really important for MP levels.

These small blue huts provided an excuse for some big dramatic light shapes, these don't really make any sense though.

These small blue huts provided an excuse for some big dramatic light shapes, these don't really make any sense though.

Killzone Shadow Fall - The Statue DLC Map | PS4