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The Titans:
  Creating Living, Breathing
  Levels in God of War III
  Chris O’Neill
    Senior Level Designer,
        Santa Monica Studio

  Bruno Velazquez
     Lead In-Game Animator,
       Santa Monica Studio
Overview
• Largest Sequence in Studio History
Overview
• Largest Sequence in Studio History
• IGN #1 God of War Boss Battle
Overview
• Largest Sequence in Studio History
• IGN #1 God of War Boss Battle
• Multimillion Dollar Money Shot
Overview
•   Largest Sequence in Studio History
•   IGN #1 God of War Boss Battle
•   Multimillion Dollar Money Shot
•   24 Months Development Time
Overview
•   Largest Sequence in Studio History
•   IGN #1 God of War Boss Battle
•   Multimillion Dollar Money Shot
•   24 Months Development Time
•   5 Core Team Members (3 Dedicated)
Overview
•   Largest Sequence in Studio History
•   IGN #1 God of War Boss Battle
•   Multimillion Dollar Money Shot
•   24 Months Development Time
•   5 Core Team Members (3 Dedicated)
•   35 Person Effort (1/3 of Studio)
Overview
•   Largest Sequence in Studio History
•   IGN #1 God of War Boss Battle
•   Multimillion Dollar Money Shot
•   24 Months Development Time
•   5 Core Team Members (3 Dedicated)
•   35 Person Effort (1/3 of Studio)
•   420 Animations
Overview
•   Largest Sequence in Studio History
•   IGN #1 God of War Boss Battle
•   Multimillion Dollar Money Shot
•   24 Months Development Time
•   5 Core Team Members (3 Dedicated)
•   35 Person Effort (1/3 of Studio)
•   420 Animations
•   500 Joints – 160k T , 18 Mill. Raw
Overview
•   Largest Sequence in Studio History
•   IGN #1 God of War Boss Battle
•   Multimillion Dollar Money Shot
•   24 Months Development Time
•   5 Core Team Members (3 Dedicated)
•   35 Person Effort (1/3 of Studio)
•   420 Animations
•   500 Joints – 160k T , 18 Mill. Raw
•   25 Min Average Playtime
Overview
•   Largest Sequence in Studio History
•   IGN #1 God of War Boss Battle
•   Multimillion Dollar Money Shot
•   24 Months Development Time
•   5 Core Team Members (3 Dedicated)
•   35 Person Effort (1/3 of Studio)
•   420 Animations
•   500 Joints – 160k T , 18 Mill. Raw
•   25 Min Average Playtime
•   500 Meters (1640 ft)
SMS Development Philosophy
1. Start With a Bang
SMS Development Philosophy
1. Start With a Bang
2. Go Huge and Bring It In
SMS Development Philosophy
1. Start With a Bang
2. Go Huge and Bring It In
3. Playtest A LOT
SMS Development Philosophy
1. Start With a Bang
2. Go Huge and Bring It In
3. Playtest A LOT
4. Great Games are Made One Piece at a Time
SMS Development Philosophy
1. Start With a Bang
2. Go Huge and Bring It In
3. Playtest A LOT
4. Great Games are Made One Piece at a Time
5. Top Down Commitment to Quality
SMS Development Philosophy
1. Start With a Bang
2. Go Huge and Bring It In
3. Playtest A LOT
4. Great Games are Made One Piece at a Time
5. Top Down Commitment to Quality
6. Director is the Gate Keeper
SMS Development Philosophy
1. Start With a Bang
2. Go Huge and Bring It In
3. Playtest A LOT
4. Great Games are Made One Piece at a Time
5. Top Down Commitment to Quality
6. Director is the Gate Keeper
7. Specialization = Singleness of Purpose
SMS Development Philosophy
1. Start With a Bang
2. Go Huge and Bring It In
3. Playtest A LOT
4. Great Games are Made One Piece at a Time
5. Top Down Commitment to Quality
6. Director is the Gate Keeper
7. Specialization = Singleness of Purpose
8. Don’t Play It Safe
Establishing the Vision
Establishing the Vision

1. Locations
Establishing the Vision

1. Locations


2. Epic Set Pieces
Establishing the Vision

1. Locations


2. Epic Set Pieces


3. WOW! Moments
Brainstorming
1. Concept / Image
Brainstorming
1. Concept / Image
2. Get On , Do , Get Off
Brainstorming
1. Concept / Image
2. Get On , Do , Get Off
3. Team Breaks for 30 Mins
Brainstorming
1. Concept / Image
2. Get On , Do , Get Off
3. Team Breaks for 30 Mins
4. Regroup – Put on Board
Brainstorming
1. Concept / Image
2. Get On , Do , Get Off
3. Team Breaks for 30 Mins
4. Regroup – Put on Board
5. Director/Leads Vote on
  Favorite 3
Brainstorming
1. Concept / Image
2. Get On , Do , Get Off
3. Team Breaks for 30 Mins
4. Regroup – Put on Board
5. Director/Leads Vote on
  Favorite 3
6. Assess Popularity
Brainstorming
1. Concept / Image
2. Get On , Do , Get Off
3. Team Breaks for 30 Mins
4. Regroup – Put on Board
5. Director/Leads Vote on
  Favorite 3
6. Assess Popularity
7. Director Makes Decision
Research
     &
Development
$elling the Experience
Bringing It To Life

1. Emotional Buildup
Bringing It To Life

1. Emotional Buildup

2. Keep It Believable
Bringing It To Life

1. Emotional Buildup

2. Keep It Believable

3. “Dynamicism”
Bringing It To Life

1. Emotional Buildup

2. Keep It Believable

3. “Dynamicism”

4. Animation
Bringing It To Life

1. Emotional Buildup

2. Keep It Believable

3. “Dynamicism”

4. Animation

5. Visual Effects
Bringing It To Life

1. Emotional Buildup

2. Keep It Believable

3. “Dynamicism”

4. Animation

5. Visual Effects

6. VO and Sound FX
Scale
1. Real Character
Scale
1. Real Character

2. Relative Scale
Scale
1. Real Character

2. Relative Scale

3. Camera Work
Scale
1. Real Character

2. Relative Scale

3. Camera Work

4. Real Time / No Cuts
Scale
1. Real Character

2. Relative Scale

3. Camera Work

4. Real Time / No Cuts

5. Animation
Design Decisions

1. “Experience” not a Boss
Design Decisions

1. “Experience” not a Boss

2. Show the Goal
Design Decisions

1. “Experience” not a Boss

2. Show the Goal

3. Epic Payoffs
Design Decisions

1. “Experience” not a Boss

2. Show the Goal

3. Epic Payoffs

4. Comfortable Pacing
Design Decisions

1. “Experience” not a Boss

2. Show the Goal

3. Epic Payoffs

4. Comfortable Pacing

5. Plausibility
Executing Epic
62
Tech Art
1. Zipper Tech
Tech Art
1. Zipper Tech

2. Massive Joint Count
Tech Art
1. Zipper Tech

2. Massive Joint Count
Tech Art
1. Zipper Tech

2. Massive Joint Count
Tech Art
1. Zipper Tech

2. Massive Joint Count


    Animation
1. Animating a Level
Tech Art
1. Zipper Tech

2. Massive Joint Count


    Animation
1. Animating a Level
2. Stability Vs Aesthetic
Tech Art
1. Zipper Tech

2. Massive Joint Count


    Animation
1. Animating a Level
2. Stability Vs Aesthetic
3.Anim Resolution
Level Design
1. Nucleus of Effort
Level Design
1. Nucleus of Effort
2. One with Animator
Level Design
1. Nucleus of Effort
2. One with Animator
3. New Collision System
Level Design
1.   Nucleus of Effort
2.   One with Animator
3.   New Collision System
4.   Reliance on Other
      Disciplines
Level Design
1.   Nucleus of Effort
2.   One with Animator
3.   New Collision System
4.   Reliance on Other
      Disciplines


     Camera Design
1. Moving Foundation
Level Design
1.   Nucleus of Effort
2.   One with Animator
3.   New Collision System
4.   Reliance on Other
      Disciplines


     Camera Design
1. Moving Foundation
2. Ridiculous Scale
1.0
Design Philosophy
1. Experimentation and Iteration Over Documentation
Design Philosophy
1. Experimentation and Iteration Over Documentation
2. Documents Come Last
Design Philosophy
1. Experimentation and Iteration Over Documentation
2. Documents Come Last
3. Things Need Time to Come Together
Design Philosophy
1. Experimentation and Iteration Over Documentation
2. Documents Come Last
3. Things Need Time to Come Together
4. Strong Tools Allow Designers to Iterate Quickly
Design Philosophy
1. Experimentation and Iteration Over Documentation
2. Documents Come Last
3. Things Need Time to Come Together
4. Strong Tools Allow Designers to Iterate Quickly
5. Designers Encouraged to Think for Themselves
Design Philosophy
1. Experimentation and Iteration Over Documentation
2. Documents Come Last
3. Things Need Time to Come Together
4. Strong Tools Allow Designers to Iterate Quickly
5. Designers Encouraged to Think for Themselves
6. Get the Right People on The Bus
Design Philosophy
1. Experimentation and Iteration Over Documentation
2. Documents Come Last
3. Things Need Time to Come Together
4. Strong Tools Allow Designers to Iterate Quickly
5. Designers Encouraged to Think for Themselves
6. Get the Right People on The Bus
7. Know Your Philosophy and Stick To It
Design Philosophy
1. Experimentation and Iteration Over Documentation
2. Documents Come Last
3. Things Need Time to Come Together
4. Strong Tools Allow Designers to Iterate Quickly
5. Designers Encouraged to Think for Themselves
6. Get the Right People on The Bus
7. Know Your Philosophy and Stick To It
8. Strength In Numbers
89
90
91
2.0
Additional Credits
•   Tyler Breon (Senior Character Artist)   •   Aaron Jessie (Cinematic Artist)
•   Jason Hall (Animator)                   •   Weiching Wu (Cinematic Animator)
•   Meng Vu (Animator)                      •   Max Ancar (Lead Effects Artist)
•   James Che (Animator)                    •   Ken Feldman (Art Director)
•   Gary Kavenaugh (Animator)               •   Cecil Kim (Lead Concept Artist)
•   Adam Puhl (Lead Combat Designer)        •   Andy Park (Concept Artist)
•   Nathan Gary (Level Designer)            •   Izzy Medrano (Concept Artist)
•   Stig Asussen (Game Director)            •   Sung Jin (Cinematic Animator)
•   Mark Simon (Lead Camera Designer)       •   Katon Calloway (Character Artist)
•   Steven Peterson (Camera Designer)       •   John Lawrence (Tech Designer)
•   Jacquie Shriver (VO Coordinator)        •   Vassily Filippov (Lead Programmer)
•   Paul Fox (Lead Sound Designer)          •   Jim Tilander (Senior Programmer)
•   Timo P (Environment Artist)             •   Fabrice Odero (Senior Programmer)
•   Todd Papy (Design Director)             •   Phil Wilkins (Senior Programmer)
•   Jason Minters (Tech Artist)             •   Yury Nedelin (Tech Artist)
•   Matt Arrington (Senior Programmer)      •   Cory Barlog
•   Steve Caterson (Senior Producer)        •   David Jaffe
Career Pavillion
Booth 1902
Kriste Stull / Marlina Balandra
SonySMRecruiting@playstation.sony.com
Contact Info
Chris O’Neill
Senior Level Designer
   @chris_a_oneill


Bruno Velazquez
Lead In-Game Animator
http://elanimador.blogspot.com/
    @brunovelazquez

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The Titans: Creating Living Breath Levels in God of War III

  • 1. The Titans: Creating Living, Breathing Levels in God of War III Chris O’Neill Senior Level Designer, Santa Monica Studio Bruno Velazquez Lead In-Game Animator, Santa Monica Studio
  • 2.
  • 3.
  • 4.
  • 5.
  • 6. Overview • Largest Sequence in Studio History
  • 7. Overview • Largest Sequence in Studio History • IGN #1 God of War Boss Battle
  • 8. Overview • Largest Sequence in Studio History • IGN #1 God of War Boss Battle • Multimillion Dollar Money Shot
  • 9. Overview • Largest Sequence in Studio History • IGN #1 God of War Boss Battle • Multimillion Dollar Money Shot • 24 Months Development Time
  • 10. Overview • Largest Sequence in Studio History • IGN #1 God of War Boss Battle • Multimillion Dollar Money Shot • 24 Months Development Time • 5 Core Team Members (3 Dedicated)
  • 11. Overview • Largest Sequence in Studio History • IGN #1 God of War Boss Battle • Multimillion Dollar Money Shot • 24 Months Development Time • 5 Core Team Members (3 Dedicated) • 35 Person Effort (1/3 of Studio)
  • 12. Overview • Largest Sequence in Studio History • IGN #1 God of War Boss Battle • Multimillion Dollar Money Shot • 24 Months Development Time • 5 Core Team Members (3 Dedicated) • 35 Person Effort (1/3 of Studio) • 420 Animations
  • 13. Overview • Largest Sequence in Studio History • IGN #1 God of War Boss Battle • Multimillion Dollar Money Shot • 24 Months Development Time • 5 Core Team Members (3 Dedicated) • 35 Person Effort (1/3 of Studio) • 420 Animations • 500 Joints – 160k T , 18 Mill. Raw
  • 14. Overview • Largest Sequence in Studio History • IGN #1 God of War Boss Battle • Multimillion Dollar Money Shot • 24 Months Development Time • 5 Core Team Members (3 Dedicated) • 35 Person Effort (1/3 of Studio) • 420 Animations • 500 Joints – 160k T , 18 Mill. Raw • 25 Min Average Playtime
  • 15. Overview • Largest Sequence in Studio History • IGN #1 God of War Boss Battle • Multimillion Dollar Money Shot • 24 Months Development Time • 5 Core Team Members (3 Dedicated) • 35 Person Effort (1/3 of Studio) • 420 Animations • 500 Joints – 160k T , 18 Mill. Raw • 25 Min Average Playtime • 500 Meters (1640 ft)
  • 16.
  • 17. SMS Development Philosophy 1. Start With a Bang
  • 18. SMS Development Philosophy 1. Start With a Bang 2. Go Huge and Bring It In
  • 19. SMS Development Philosophy 1. Start With a Bang 2. Go Huge and Bring It In 3. Playtest A LOT
  • 20. SMS Development Philosophy 1. Start With a Bang 2. Go Huge and Bring It In 3. Playtest A LOT 4. Great Games are Made One Piece at a Time
  • 21. SMS Development Philosophy 1. Start With a Bang 2. Go Huge and Bring It In 3. Playtest A LOT 4. Great Games are Made One Piece at a Time 5. Top Down Commitment to Quality
  • 22. SMS Development Philosophy 1. Start With a Bang 2. Go Huge and Bring It In 3. Playtest A LOT 4. Great Games are Made One Piece at a Time 5. Top Down Commitment to Quality 6. Director is the Gate Keeper
  • 23. SMS Development Philosophy 1. Start With a Bang 2. Go Huge and Bring It In 3. Playtest A LOT 4. Great Games are Made One Piece at a Time 5. Top Down Commitment to Quality 6. Director is the Gate Keeper 7. Specialization = Singleness of Purpose
  • 24. SMS Development Philosophy 1. Start With a Bang 2. Go Huge and Bring It In 3. Playtest A LOT 4. Great Games are Made One Piece at a Time 5. Top Down Commitment to Quality 6. Director is the Gate Keeper 7. Specialization = Singleness of Purpose 8. Don’t Play It Safe
  • 27. Establishing the Vision 1. Locations 2. Epic Set Pieces
  • 28. Establishing the Vision 1. Locations 2. Epic Set Pieces 3. WOW! Moments
  • 29.
  • 30.
  • 32. Brainstorming 1. Concept / Image 2. Get On , Do , Get Off
  • 33. Brainstorming 1. Concept / Image 2. Get On , Do , Get Off 3. Team Breaks for 30 Mins
  • 34. Brainstorming 1. Concept / Image 2. Get On , Do , Get Off 3. Team Breaks for 30 Mins 4. Regroup – Put on Board
  • 35. Brainstorming 1. Concept / Image 2. Get On , Do , Get Off 3. Team Breaks for 30 Mins 4. Regroup – Put on Board 5. Director/Leads Vote on Favorite 3
  • 36. Brainstorming 1. Concept / Image 2. Get On , Do , Get Off 3. Team Breaks for 30 Mins 4. Regroup – Put on Board 5. Director/Leads Vote on Favorite 3 6. Assess Popularity
  • 37. Brainstorming 1. Concept / Image 2. Get On , Do , Get Off 3. Team Breaks for 30 Mins 4. Regroup – Put on Board 5. Director/Leads Vote on Favorite 3 6. Assess Popularity 7. Director Makes Decision
  • 38. Research & Development
  • 39.
  • 40.
  • 41.
  • 42.
  • 43.
  • 45. Bringing It To Life 1. Emotional Buildup
  • 46. Bringing It To Life 1. Emotional Buildup 2. Keep It Believable
  • 47. Bringing It To Life 1. Emotional Buildup 2. Keep It Believable 3. “Dynamicism”
  • 48. Bringing It To Life 1. Emotional Buildup 2. Keep It Believable 3. “Dynamicism” 4. Animation
  • 49. Bringing It To Life 1. Emotional Buildup 2. Keep It Believable 3. “Dynamicism” 4. Animation 5. Visual Effects
  • 50. Bringing It To Life 1. Emotional Buildup 2. Keep It Believable 3. “Dynamicism” 4. Animation 5. Visual Effects 6. VO and Sound FX
  • 52. Scale 1. Real Character 2. Relative Scale
  • 53. Scale 1. Real Character 2. Relative Scale 3. Camera Work
  • 54. Scale 1. Real Character 2. Relative Scale 3. Camera Work 4. Real Time / No Cuts
  • 55. Scale 1. Real Character 2. Relative Scale 3. Camera Work 4. Real Time / No Cuts 5. Animation
  • 57. Design Decisions 1. “Experience” not a Boss 2. Show the Goal
  • 58. Design Decisions 1. “Experience” not a Boss 2. Show the Goal 3. Epic Payoffs
  • 59. Design Decisions 1. “Experience” not a Boss 2. Show the Goal 3. Epic Payoffs 4. Comfortable Pacing
  • 60. Design Decisions 1. “Experience” not a Boss 2. Show the Goal 3. Epic Payoffs 4. Comfortable Pacing 5. Plausibility
  • 62. 62
  • 63.
  • 65. Tech Art 1. Zipper Tech 2. Massive Joint Count
  • 66. Tech Art 1. Zipper Tech 2. Massive Joint Count
  • 67. Tech Art 1. Zipper Tech 2. Massive Joint Count
  • 68. Tech Art 1. Zipper Tech 2. Massive Joint Count Animation 1. Animating a Level
  • 69. Tech Art 1. Zipper Tech 2. Massive Joint Count Animation 1. Animating a Level 2. Stability Vs Aesthetic
  • 70. Tech Art 1. Zipper Tech 2. Massive Joint Count Animation 1. Animating a Level 2. Stability Vs Aesthetic 3.Anim Resolution
  • 72. Level Design 1. Nucleus of Effort 2. One with Animator
  • 73. Level Design 1. Nucleus of Effort 2. One with Animator 3. New Collision System
  • 74. Level Design 1. Nucleus of Effort 2. One with Animator 3. New Collision System 4. Reliance on Other Disciplines
  • 75. Level Design 1. Nucleus of Effort 2. One with Animator 3. New Collision System 4. Reliance on Other Disciplines Camera Design 1. Moving Foundation
  • 76. Level Design 1. Nucleus of Effort 2. One with Animator 3. New Collision System 4. Reliance on Other Disciplines Camera Design 1. Moving Foundation 2. Ridiculous Scale
  • 77. 1.0
  • 78.
  • 79. Design Philosophy 1. Experimentation and Iteration Over Documentation
  • 80. Design Philosophy 1. Experimentation and Iteration Over Documentation 2. Documents Come Last
  • 81. Design Philosophy 1. Experimentation and Iteration Over Documentation 2. Documents Come Last 3. Things Need Time to Come Together
  • 82. Design Philosophy 1. Experimentation and Iteration Over Documentation 2. Documents Come Last 3. Things Need Time to Come Together 4. Strong Tools Allow Designers to Iterate Quickly
  • 83. Design Philosophy 1. Experimentation and Iteration Over Documentation 2. Documents Come Last 3. Things Need Time to Come Together 4. Strong Tools Allow Designers to Iterate Quickly 5. Designers Encouraged to Think for Themselves
  • 84. Design Philosophy 1. Experimentation and Iteration Over Documentation 2. Documents Come Last 3. Things Need Time to Come Together 4. Strong Tools Allow Designers to Iterate Quickly 5. Designers Encouraged to Think for Themselves 6. Get the Right People on The Bus
  • 85. Design Philosophy 1. Experimentation and Iteration Over Documentation 2. Documents Come Last 3. Things Need Time to Come Together 4. Strong Tools Allow Designers to Iterate Quickly 5. Designers Encouraged to Think for Themselves 6. Get the Right People on The Bus 7. Know Your Philosophy and Stick To It
  • 86. Design Philosophy 1. Experimentation and Iteration Over Documentation 2. Documents Come Last 3. Things Need Time to Come Together 4. Strong Tools Allow Designers to Iterate Quickly 5. Designers Encouraged to Think for Themselves 6. Get the Right People on The Bus 7. Know Your Philosophy and Stick To It 8. Strength In Numbers
  • 87.
  • 88.
  • 89. 89
  • 90. 90
  • 91. 91
  • 92. 2.0
  • 93.
  • 94.
  • 95.
  • 96.
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  • 98.
  • 99.
  • 100. Additional Credits • Tyler Breon (Senior Character Artist) • Aaron Jessie (Cinematic Artist) • Jason Hall (Animator) • Weiching Wu (Cinematic Animator) • Meng Vu (Animator) • Max Ancar (Lead Effects Artist) • James Che (Animator) • Ken Feldman (Art Director) • Gary Kavenaugh (Animator) • Cecil Kim (Lead Concept Artist) • Adam Puhl (Lead Combat Designer) • Andy Park (Concept Artist) • Nathan Gary (Level Designer) • Izzy Medrano (Concept Artist) • Stig Asussen (Game Director) • Sung Jin (Cinematic Animator) • Mark Simon (Lead Camera Designer) • Katon Calloway (Character Artist) • Steven Peterson (Camera Designer) • John Lawrence (Tech Designer) • Jacquie Shriver (VO Coordinator) • Vassily Filippov (Lead Programmer) • Paul Fox (Lead Sound Designer) • Jim Tilander (Senior Programmer) • Timo P (Environment Artist) • Fabrice Odero (Senior Programmer) • Todd Papy (Design Director) • Phil Wilkins (Senior Programmer) • Jason Minters (Tech Artist) • Yury Nedelin (Tech Artist) • Matt Arrington (Senior Programmer) • Cory Barlog • Steve Caterson (Senior Producer) • David Jaffe
  • 101. Career Pavillion Booth 1902 Kriste Stull / Marlina Balandra SonySMRecruiting@playstation.sony.com
  • 102. Contact Info Chris O’Neill Senior Level Designer @chris_a_oneill Bruno Velazquez Lead In-Game Animator http://elanimador.blogspot.com/ @brunovelazquez