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Killzone 2 designer quits Guerilla for Splash Damage

TheOddOne

Member
http://www.gamesindustry.biz/articles/killzone-2-designer-quits-guerilla-for-splash-damage

Killzone 2 lead level designer Neil Alphonso has left Guerilla Games to join the UKs Splash Damage.

Alphonso, who has also worked on Splinter Cell and Duke Nukem Forever, will work on the triple A game in development for Fallout 3 publisher Bethesda.

"I love Neil’s considerable focus on advancing our players’ experience, born-out by his refined design talent and stunning accumulation of knowledge while working on games such as Killzone 2 and Splinter Cell," commented Paul Wedgwood, owner of Splash Damage.

"He's the perfect man to lead our team of really skilled level designers. I can’t wait for our fans to see what he and his team are working on."

Splash Damage is steadily building a strong development team, having already added talent who between them have worked on Heavenly Sword, Mass Effect, World in Conflict and Black, amongst other games.
 
I would have too after that long on the one title, and almost a guarantee you'd be working on another afterwards.
 
Well Splash Damage working for Bethesda is news to me.

The rest is kinda "meh", but then I'm not someone who spends any time fapping over KZ2 either ¬_¬
 
Gantz said:
All Bethesda needs now is better character designers and modellers :lol
having already added talent who between them have worked on Heavenly Sword, Mass Effect, World in Conflict and Black, amongst other games.
Pretty sure they have that covered.
 
That's a shame, for Guerilla. He did a great job with KZ2.
 
Surprising to see a key designer ditching Guerrilla so soon. Can we expect more announcements like this? I just hope we don't see Guerrilla completely dissolve once they finish post-release work on KZ2.
 
sykoex said:
Surprising to see a key designer ditching Guerrilla so soon. Can we expect more announcements like this?
Always happens after a big project finishes. Happens with almost every studio.
 
strange_booj said:
You really read that post about the original post and felt the need to post this? Really?
You really read that post about the post about the original post and felt the need to post this? Really?
 
i wonder if the coffee at splash damage is better?
 
sykoex said:
Surprising to see a key designer ditching Guerrilla so soon. Can we expect more announcements like this? I just hope we don't see Guerrilla completely dissolve once they finish post-release work on KZ2.

Agreed. Losing a lead designer like this is a pretty big loss.
 
This 'triple A' title better be a step up from that crappy, laggy Quake Wars that Splash Damage put their name on.
 
thuway said:
You really read this and thought you needed to post this? REALLY?
yeah, why not? if people like killzone 2 and the sorts of design choices made in that game they may want to keep track of other games this guy is involved with.
 
F#A#Oo said:
thuway said:
You really read this and thought you needed to post this? REALLY?
Joe211 said:
who cares?
etc

I wish to one day understand what you fuckers try to accomplish by posting shit like this.

If you click and reply in the damn thread you care enough. If you don't really care, don't post and let the thread die.
 
Fuu said:
etc

I wish to one day understand what you fuckers try to accomplish by posting shit like this.

If you click and reply in the damn thread you care enough. If you don't really care, don't post and let the thread die.
So?


just kidding, But it's seriously pointless news. Hell I even don't know him. People moving around cos people don't want stand nothing
 
For once, this is actual industry news, and not a journo turning into a 'community manager'. And props to him. And yes it's a pretty big deal if he leaves like that.
 
Dyno said:
This 'triple A' title better be a step up from that crappy, laggy Quake Wars that Splash Damage put their name on.
Don't make me slap you, bub.

Can't wait to see what they're cooking over there, SD already have some great level designers in-house.
 
Not sure if I care about this guy personally, but the AAA, Bethesda, Splash Damage, people from Mass Effect team, etc. stuff has me interested.
 
Cool, the level design in the original Splinter Cell was the best I'd ever seen in a 3D game.

We should know more about the talent behind these games. Producers and Directors tend to take most of the credit, but whoever designed the CIA level in Splinter Cell deserves a medal.
 
triple A game in development
Ok, that shit is starting to annoy me. Triple A. I get it. Means "awesome game", or "high production value game", or whatever. But who the fuck coined this shit? What does it mean exactly?
First guy i remember using it was that warhawk dude, when his team quit and he found himself with 2 other guys left to cobble the pieces together. "Man, sp was whack yo. But dat mp, dat mp be teh shit, TRIPLE A style joint y'all."
What the fuck does that even mean? Awesome x 3? Agricultural Adjustment Administration? American Automobile Association?

What was a desperate attempt at justifying a massive cut to a game suddenly became the new buzzword to say "yay, my game is good. Not just good, it's THAT good."
Except: 1) it doesn't mean anything, 2) YOU DONT GET TO SAY THAT YOUR GAME IS GOOD U DEEPSHIT (especially if it's still in development). That's not up to you, that's up to the public. And... i guess... to a lesser extent, to all the (oscar worthy) critics out there.

So what is this shit? A triple A game is supposed to be good like... an "A movie" is better than a B movie? Or A sides are better than B sides? Or is this like a letter grade? "Man, i think my game should get an A. Fuck that, A+. Know what? F that too, MF-ing TRIPLE AAAAAAA!!!!"

Hell, i'm waiting for someone to raise them with a "QUADRUPLE AAAA(++)."

PS: i enjoyed warhawk.
 
Fistwell said:
Ok, that shit is starting to annoy me. Triple A. I get it. Means "awesome game", or "high production value game", or whatever. But who the fuck coined this shit? What does it mean exactly?
First guy i remember using it was that warhawk dude, when his team quit and he found himself with 2 other guys left to cobble the pieces together. "Man, sp was whack yo. But dat mp, dat mp be teh shit, TRIPLE A style joint y'all."
What the fuck does that even mean? Awesome x 3? Agricultural Adjustment Administration? American Automobile Association?

What was a desperate attempt at justifying a massive cut to a game suddenly became the new buzzword to say "yay, my game is good. Not just good, it's THAT good."
Except: 1) it doesn't mean anything, 2) YOU DONT GET TO SAY THAT YOUR GAME IS GOOD U DEEPSHIT (especially if it's still in development). That's not up to you, that's up to the public. And... i guess... to a lesser extent, to all the (oscar worthy) critics out there.

So what is this shit? A triple A game is supposed to be good like... an "A movie" is better than a B movie? Or A sides are better than B sides? Or is this like a letter grade? "Man, i think my game should get an A. Fuck that, A+. Know what? F that too, MF-ing TRIPLE AAAAAAA!!!!"

Hell, i'm waiting for someone to raise them with a "QUADRUPLE AAAA(++)."

PS: i enjoyed warhawk.

FF13 is the first ever SSS game.
 
15d07so.gif
 
~Devil Trigger~ said:
well good luck

That Cruiser Level in KZ2 was awesome

I just finished that last night ;).

Is this the same Splash Damage that did Enemy Territory? That's one of my all-time favorite games.
 
~Devil Trigger~ said:
well good luck

That Cruiser Level in KZ2 was awesome

level design in killzone is awesome, lots of different enviroments with different gameplay approaches. the cruiser level was good, but from the desert level through the beginning of the cruiser one was simply fantastic.
 
sykoex said:
Surprising to see a key designer ditching Guerrilla so soon. Can we expect more announcements like this? I just hope we don't see Guerrilla completely dissolve once they finish post-release work on KZ2.
please tell me you're smarter than this.
 
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