I was deployed to the Killzone front during a critical operational void. With the launch window closing in six months and zero finalized cinematic assets, I was tasked with engineering the 2D post-production doctrine from the ground up. Within seven days, I established a definitive visual target, streamlining a high-pressure workflow that saw the entire cinematic operations cleared in just four months.
Responsibilities
Art Direction
      Collaborating directly with the Cinematic Director, I drafted the visual engagement rules for the Killzone universe, defining the color palettes, atmospheric grit, and the specific suite of visual effects that would become the franchise’s signature.
      I took command of the 2D post-production pipeline, overseeing a battalion of 20 compositors with the objective to maintain visual consistency and operational efficiency, ensuring that every cutscene met the high-command standards for a timely delivery.
Hands-On
      I remained embedded in the trenches of production and personally executed the compositing, color grading, and 2D FX for a dozen sequences. To ensure visual consistency, I conducted the final polishing passes on the vast majority of the game’s cinematic production, reinforcing the dark, visceral aesthetic required for the Helghast conflict.
Cinematic Sequences
Screenshots
"Before-After" Comparison

Complete sequence that appears half-way through the 4th level of KillZone, showing a comparison between raw footage rendered with Maya, and the final result post-processed with Shake.

Compositing Passes

Selection of shots from some of the cinematic sequences I worked on.
It progressively shows the multiple effects applied to them, from raw footage to final result, through a "peel-off" animation sequence.

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