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Killzone 2 Developer interview

Please tell us a little bit about your role at Guerrilla Games.

When the Game Director presents his creative vision for the game, I have to make sure we can realistically make that game. This involves being even more creative with schedules, or rethinking some of the game-features. It?s a constant balancing act.

What tasks are receiving your current focus?

Being a producer at Guerrilla means that when I?m not playing the game, I?m in meetings or buried under schedules and spreadsheets. I?m not that involved with the infrastructure add-on and chapter 5 for Killzone: Liberation, since I?m currently performing the balancing act for Killzone for PS3.

How deeply involved were you with Killzone: Liberation?

I was there early on, and worked almost 2 years on the game. This was my first game, and I really enjoyed working on it. It?s great to see early concepts come to life.

How do you feel about the way that Killzone: Liberation was received by the public and press?

We had fun playing the game early on, so we knew we were on to something, but the real test came when other people started playing it for the first time. We had several press-events where the press could play the game, and it was great to see that they liked the things we liked as well. We put a lot of thought into making it portable and easy to get into. At E3 we saw lots of people jumping straight into a multiplayer match and having fun. By then we knew we were definitely on the right track. We really wanted to improve on things people had commented on with the original Killzone, as well as make sure it was a proper handheld title. The reviews were very positive overall, and this was very rewarding after working for 2 years on it ;)
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