Slides from the Design/Art lecture that God of War III team members Chris O'Neill (design) and Bruno Velazquez (art) gave at GDC 2012.
Summary:
God of War III presented, quite literally, Santa Monica Studio's biggest challenge to date: The Titans. These real-time moving levels built on giants presented new and vast challenges across the entire development team. Combining compelling level design, stunning visuals, and an exciting boss battle into a seamless and memorable spectacle required a team-wide desire to innovate, intensely collaborate, and have an excitement to show fans something they had never seen before. Team members share the development story of Cronos from elevator-pitch to completion outlining the technical and creative challenges they faced while also shedding light on the philosophy, process, and technology used in bringing this truly titanic moment to life.
More than Just Lines on a Map: Best Practices for U.S Bike Routes
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
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)
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
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
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
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
102. Contact Info
Chris O’Neill
Senior Level Designer
@chris_a_oneill
Bruno Velazquez
Lead In-Game Animator
http://elanimador.blogspot.com/
@brunovelazquez