Clients: Guerilla Cambridge and Sony Computer Entertainment Europe
Services: UI & UX, Logo and Idents, Cinematics, Cut Scenes
As the first title in the hugely successful FPS series to be released on the portable PlayStation Vita, expectations were high. We came on board at an early stage, to plan, design and deliver UI and in-game cinematics that were visually rich, developed the plot, were true to Killzone’s UI language and felt seamless on a small screen.
Our creative priority is always to create a pleasing experience that is anchored in human authenticity. Killzone’s core audience is very technically savvy and have high expectations, so we needed to balance plot development, entertainment, authenticity and consistency. We worked closely with Guerilla's creative team to develop and adapt the script, 3D models, character art and UI for a series of engaging animated cutscenes that included intro and outro, mission briefings and weapon tutorials to advance the plot and maintain context. We also created the game logos and developer end-credits. The final in-game cinematics are richly textured narratives that maintain a sense of context and character and keep the increasingly complex story moving forward. Launched on September 6, 2013, Territory's mission briefings were used as pre-launch marketing assets in trailers.
The mission briefing are motion graphics narratives that explain to the player there objectives for the next mission. Territory used a high tech aesthetic, slightly glitchy here and there to reflect the Mercenary nature of the user. We wanted it to feel high tech and military with a sense that it had been hacked and modified by the user.
As gamers, we were very aware of our responsibility to make sure that our work felt like a natural fit with the action and we worked hard to develop seamless transitions and mission briefings that felt relevant yet did their job to advance the plot.
The weapons tutorials introduced each new weapon to the player, using motion graphics to highlight key features.
Concepts and stylframes to flesh out the look and feel for the cut scene animations. Ultimately these were revised to better suit the smaller screen format.
The project included 22 animations, comprising an intro, 9 mission briefings and an outro, and 8 weapon tutorials, opening logos and developer end-game credits
|Creative Director||David Sheldon-Hicks|
|Senior Producer||Sam Hart|
|Animation Team||Jamie Child, Richard Coldicott, Jay Dingle, Gabor Ekes, Peter Eszenyi, Carl Fairweather, Mantas Gritaitis, Ryan Jefferson Hays, Nik Hill, Jason Moss, Jonny Ouellette, Jordi Pages, Raoul Paulet, Marti Romances, Sam Vacquier, James Wignall, Mike Wilson, Alasdair Willson|
|Game Director||Piers Jackson|
|Art Director||Thomas Jones|
|Graphic Designer||Matthew Power|
|Senior Video Editor||Simon Bastow|
|Senior Producer||Mark Green|
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