infovore + godofwar   2

Combat Recall - Recalling the Leviathan Axe
Good crunchy post on the design of the axe-recall feature in God Of War (2018); particularly interesting on how it evolved, how players perceived variance in its implementation, and the subtleties of its sound and rumble implementation. And yes, there's screenshake. It's one of the simpler functions to grok in the game, but one of its best mechanics, I think. Looking forward to more posts.
games  systems  mechanics  gamefeel  screenshake  godofwar 
april 2018 by infovore
God of War - postmortem | .mischief.mayhem.soap.
"At GDC 2006 Sony’s Lead Programmer – Tim Moss had talk titled “God of War: How the Left and Right Brain Learned to Love One Another”. I read it, remembered mainly that it was interesting they had used Maya as main tool and kinda forgot about it. Only recently I’ve found out that recording from this session has been made available (for free) as well. You can download it here. Combined together they’re really interesting and I recommend everyone to spend few minutes and listen to it while reading slides." Some interesting stuff - God of War pre-scripts a lot of things that other people might want to do in real time, and as such, makes some stuff simpler, and makes controlling the players' experience easier.
sony  santamonica  programming  godofwar  postmortem  games  gdc  development  notes  presentation 
september 2008 by infovore

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