A significant feature in the new Killzone is stereoscopic TV support. While players with 3D televisions may represent only a fraction of Killzone 3’s potential audience, Guerrilla found stereoscopy relatively easy to implement. “It did not really add a lot to our workload,” ter Heide claimed.
“The world we put the player in has always been fully 3D, as things need a front and backside to allow for the freedom of player movement. That said we still needed to develop 3D support on the engine side. If I say this was straightforward, I’m not giving the engineers the credit they deserve. It is of course quite a feat to render everything twice.”
“We came across a few things that initially we did not think of. But these were mostly design aspects,” ter Heide noted. “Things such as where does the crosshair live in terms of depth. Overall there have been a very small number of people involved in ensuring 3D works, I would say about two percent of the team were involved specifically.”
As could be expected from a Sony first-party developer, Guerrilla also included support for the new PlayStation Move controller. But for a game that has traditionally strived to imbue player movements with a believable sense of weight and momentum, how would its controls translate to the twitchy mechanics of gesture recognition?
“Its tricky to get that combination right,” ter Heide admitted. “We kept the feeling of weight in movement and in things like the reload animations. For the aiming however, it was much more important that the response be direct. We put a lot of effort into making sure the weapon tracks the crosshair and that the weapon moves realistically but immediately.”