Guerrilla Games · Sony Interactive Entertainment
Functional realism · Industrial design · Defining the Helghast war machine
Brief & Contribution
During my years on the Killzone franchise, I focused on the functional and industrial design of weapons, vehicles, and architectural elements.
The goal was to create believable military technology grounded in real-world materials, while maintaining a distinct identity for the Helghast and ISA factions.
This design sensibility — functional, grounded, engineered — established the foundation that later evolved into the mechanical logic used in Horizon Zero Dawn.
ISA Cruiser — Killzone 2 production concept · Miguel Angel Martinez
Machine Process & Exploration
From early blockouts and line sketches to 3D mockups and paintovers — exploring believable industrial machines grounded in real-world mechanical references and details.
Silhouette Study
Helghast drone, silhouette and form exploration
Concept Detailing
ISA Intruder, concept detailing
Early Sketches
ISA EXO, early sketches
Design Exploration
OWL ISA drone, early explorations
Final Concept
ISA drone concept
Series Evolution
Evolving Killzone's industrial aesthetic through functional design, realism, and grounded worldbuilding across three titles.
Machines + Environments · Defining the core visual identity of the franchise
Machines + Environments · Expanding and deepening that identity
Personal drone companion · Exploration and definition of its visual identity + function
Worldbuilding
Life in a brutalist, industrial world — people adapting and creating normality in a harsh, engineered environment shaped by war and survival.
Wasteland environment — KZ2 production concept · Miguel Angel Martinez
Showing how people live and make the place feel alive inside an industrial world
Inspired by scale-modeller dioramas: layered detail, scattered objects, and weathered surfaces
Brutalist shapes and toxic colors give the world its strong identity
Art Direction Process
From environmental building blocks to mood progressions — defining how the world looks, feels, and changes as the player moves through it.
Building Blocks
Environment and building block design for KZ2 Wasteland
Mood Progression
Art direction support on nuked Phyrrus KZ3, showing the environment mood progression as the player moves through
Art Direction Support
Art direction support on nuked Phyrrus KZ3
Signature Shots