When Killzone HD drops on 24th October, the original Killzone will be one week short of eight years old. In this (re-)developer interview we talk with Guerrilla Technical Director Michiel van der Leeuw and Senior Programmer Frank Compagner, who were there when Killzone was first released. In part 1, Michiel and Frank talk about the challenges they faced and the discoveries they made during the conversion process.
What prompted the HD remaster of Killzone?
Michiel: It was an idea that’s time had come. Internally we had talked about bringing Killzone to the PlayStation 3 before – Killzone fans frequently asked us about it, and we knew from other developers that such projects could be a lot of fun.
How many of the original team were involved?
Michiel: A number of developers who worked on the original Killzone for PlayStation 2 helped get this project off the ground, including Guerrilla‘s main producer, Angie Smets, who first started producing on Killzone; producer Sebastian ‘MotherH’ Downie, who served as a QA Manager and community liaison back then; art director Jan-Bart van Beek, who was the Lead Artist on Killzone; myself, as the lead coder of the original game.
Frank: I mainly worked on another Guerrilla title called ShellShock: Nam ’67 at the time.