There's a new developer interview up at Killzone.com.
Interface Designer, Martijn Venrooy talks about his experience at Guerrilla Games and what he's working on now. Twice a month, they interview a Guerrilla employee about the Killzone franchise, working at Guerrilla, and game development in general. This week, they dragged and dropped interface designer Martijn Venrooy into the interview chair to answer a few questions.
Please tell us a little bit about your role at Guerrilla.
My role as interface designer is to make sure all interactive things like menu screens and in-game (HUD) elements are easy to use and behaving correctly. All things are worked out in different stages: it starts with a functional design, next step is to create a visual design for it, after that's done coders will do their thing and it ends with applying animations to it.
What areas within your role are you most focused on at present?
As we speak I'm pretty busy with Killzone for the PLAYSTATION®3. There's always an icon which needs be enhanced or some screens that need a design update. There's enough work to do!
How deeply involved were you with Killzone: Liberation?
I jumped in when the production started, which means after the first playable was delivered. First I worked on enhancing the HUD visuals, later on the design of the menu interface. Overall it was great to be part of the project, I really enjoyed working on it.
How do you feel about the way that Killzone: Liberation was received by the public and Press?
The moment the reviews came in, both from the offline and online media, was one big rush! It doesn'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 I'm pretty proud of that. In the end you're trying to create a game which will be played instead of shelved.
Which aspect of Killzone: Liberation do you feel most surpassed your expectations?
The multiplayer frenzy is amazing! Can you imagine that when the game was out in the stores, we as developers were still playing the different multiplayer modes during lunchtime? The co-op mode is fantastic as well. If you're commuting, two persons, a train and two PSP systems with Killzone: Liberation is a great combination.
If you were responsible for a sequel to Killzone: Liberation which feature would you most like to see changed or added?
That's a good question. There's plenty in the game already, but maybe more missions with the tank? I enjoyed that a lot.
Which Killzone: Liberation level did you enjoy the most?
Actually I think the Chapter 5 addition, which is downloadable now, is really good. The underground levels with the train station in mission 5.2 are stunning if you ask me.
Which Killzone Universe character is your favorite and do you think we'll be seeing more of them in the future?
To be honest I can't wait for the next-gen variant of Evelyn, can you?
If you ruled planet Helghan for a day, what would be your first order of business?
"Prepare for war!"
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