Killzone: Liberation interface designer interview

Killzone Liberation - Image 1 

Get to know how it was like working on one of the most successful games for the PlayStation Portable, Killzone: Liberation, as well as a few tidbits of info about Killzone for the PS3 in this interface designer interview. We get you the facts and only the facts that a Guerrilla Games employee can only be privy to.

Martijn Venrooy began the interview by elaborating on his role as interface designer – that is, making sure that all interactive things such as menus and the HUD are all easy to use, visible and user-friendly. He then details out the interface design process in four easy steps – creation of a functional design, then a visual design to tie things up nicely, coding so that each part of the interface does what it’s supposed do, and then animations are finally applied.

When asked about his current projects, Martijn said that he’s a bit tied up with Killzone for the PS3: “ThereÂ’s always an icon which needs be enhanced or some screens that need a design update. ThereÂ’s enough work to do!” He didn’t share anything about the game itself, though, so no joy on extra details.

What he did reveal was the fact that the Guerrilla team was quite overwhelmed by the videogame community’s reaction to Killzone: Liberation. His statement, verbatim:

The moment the reviews came in, both from the offline and online media, was one big rush! It doesnÂ’t get much better than big gaming sites like IGN and Gamespot rewarding you with good scores. That gave us a lot of energy. Every day plenty of new reviews came in, most of them enjoyed it. To be honest IÂ’m pretty proud of that. In the end youÂ’re trying to create a game which will be played instead of shelved.

Well, not much info gleaned in this review, but at least we know that Killzone for the PS3 is in very good hands. We also appreciate the fact that today’s videogame developers are getting the love they deserve for their masterpieces, no matter what format they come in.

Killzone Liberation - Image 1 

Get to know how it was like working on one of the most successful games for the PlayStation Portable, Killzone: Liberation, as well as a few tidbits of info about Killzone for the PS3 in this interface designer interview. We get you the facts and only the facts that a Guerrilla Games employee can only be privy to.

Martijn Venrooy began the interview by elaborating on his role as interface designer – that is, making sure that all interactive things such as menus and the HUD are all easy to use, visible and user-friendly. He then details out the interface design process in four easy steps – creation of a functional design, then a visual design to tie things up nicely, coding so that each part of the interface does what it’s supposed do, and then animations are finally applied.

When asked about his current projects, Martijn said that he’s a bit tied up with Killzone for the PS3: “ThereÂ’s always an icon which needs be enhanced or some screens that need a design update. ThereÂ’s enough work to do!” He didn’t share anything about the game itself, though, so no joy on extra details.

What he did reveal was the fact that the Guerrilla team was quite overwhelmed by the videogame community’s reaction to Killzone: Liberation. His statement, verbatim:

The moment the reviews came in, both from the offline and online media, was one big rush! It doesnÂ’t get much better than big gaming sites like IGN and Gamespot rewarding you with good scores. That gave us a lot of energy. Every day plenty of new reviews came in, most of them enjoyed it. To be honest IÂ’m pretty proud of that. In the end youÂ’re trying to create a game which will be played instead of shelved.

Well, not much info gleaned in this review, but at least we know that Killzone for the PS3 is in very good hands. We also appreciate the fact that today’s videogame developers are getting the love they deserve for their masterpieces, no matter what format they come in.

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