Guerrilla Games · Sony Interactive Entertainment

Killzone

Series

Functional realism · Industrial design · Defining the Helghast war machine

Role Senior Concept Designer
Studio Guerrilla Games / SCEE
Years 2005 – 2011
Tools Photoshop · Maya

The Industrial Design Language

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.

Role

Senior Concept Designer

Contribution

Vehicles · Weapons · Architecture · Environments

Series

Killzone 2 · Killzone 3 · Shadow Fall

Studio

Guerrilla Games / Sony Interactive Entertainment

ISA Cruiser concept

ISA Cruiser — Killzone 2 production concept · Miguel Angel Martinez

ATAC concept ATAC concept 2 Vehicle concept

Machine Process & Exploration

Drones, Vehicles & War Machines

From early blockouts and line sketches to 3D mockups and paintovers — exploring believable industrial machines grounded in real-world mechanical references and details.

Helghast drone silhouette study

Silhouette Study

Helghast drone, silhouette and form exploration

ISA Intruder concept detailing

Concept Detailing

ISA Intruder, concept detailing

ISA EXO early sketches

Early Sketches

ISA EXO, early sketches

OWL ISA drone early explorations

Design Exploration

OWL ISA drone, early explorations

ISA Sentry Drone concept

Final Concept

ISA drone concept

Series Evolution

Three Games, One Identity

Evolving Killzone's industrial aesthetic through functional design, realism, and grounded worldbuilding across three titles.

Killzone 2
Killzone 2

Machines + Environments · Defining the core visual identity of the franchise

Killzone 3
Killzone 3

Machines + Environments · Expanding and deepening that identity

Killzone Shadow Fall
Killzone Shadow Fall

Personal drone companion · Exploration and definition of its visual identity + function

Worldbuilding

Environments & Ecosystems

Life in a brutalist, industrial world — people adapting and creating normality in a harsh, engineered environment shaped by war and survival.

Wasteland environment

Wasteland environment — KZ2 production concept · Miguel Angel Martinez

Early environment

Showing how people live and make the place feel alive inside an industrial world

Killzone 2 environment

Inspired by scale-modeller dioramas: layered detail, scattered objects, and weathered surfaces

Nuked Phyrrus

Brutalist shapes and toxic colors give the world its strong identity

Art Direction Process

Building the World

From environmental building blocks to mood progressions — defining how the world looks, feels, and changes as the player moves through it.

Wasteland building blocks

Building Blocks

Environment and building block design for KZ2 Wasteland

Phyrrus mood progression

Mood Progression

Art direction support on nuked Phyrrus KZ3, showing the environment mood progression as the player moves through

Art direction support nuked Phyrrus KZ3

Art Direction Support

Art direction support on nuked Phyrrus KZ3

Signature Shots

Selected Works

Vecta jungle
Helghan environment
Ice wreck
Nuked Phyrrus
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