Today, our team at @SonySantaMonica revealed God of War Laufey.
Incredibly proud to be part of this passionate team and glad to finally be able to share what we've been working on.
More details below:
https://t.co/Oj7IkeUIgm
I am honored to return to the God of War saga, as the composer of God of War Laufey.
I’ve been working on this for years with a stunningly talented team of developers, musicians, performers, and singers, and look forward to sharing more of all our work with you soon!
Master Chief comes to PlayStation.
Halo: Campaign Evolved launches on PS5 next year, rebuilt and modernized with 2-player local co-op and 4-player online co-op: https://t.co/bjrq4bDvOg
Happy #Blocktober folks! I got the amazing chance to work on water level mechanics in Svartalfheim in #GodOfWarRagnarok. Lets look at the Water Sluices!
While we could have supported larger, baked sluice setups, we opted for a modular approach for each sluice piece that activated the water mechanics at runtime (shown below). This meant that the entire system’s feature set needed to be supported within the 3m piece! Even though Maintaining visual fidelity while making sure the pieces communicate effectively was a big challenge, This decision allowed quick iteration for our level design team who was allowed to move and tune sluice setups in real-time. Have to callout @jonmichael taking this head on and making and informing so many setups that fully realize the potential in the most fun development experience I have had
In the spirit of #Blocktober, I'm posting images of the design sheet I worked on alongside the wonderful art it was turned into by Sam Delfanti and Timo Pihlajamaki. This comes from a portion of the finale of God of War: Ragnarok, which involved many, many people so there are more to thank for these images, please comment below if you were also a part of bringing this to life!
This sequence directly follows the moment Atreus and Sindri expose the flaw in Hrimthur's Wall, and was built to be a combat gauntlet, where Kratos and Atreus join forces with Thrud to take on Odin's army of Einherjar. The sequence was built to feel like a final stand, filled with back-to-back fights, an environment crumbling around you, and a constant downwards progression as you barrel towards an inevitable final battle.
Special shoutouts to Andrew Chrysafidis and Eric Williams for allowing me the chance to build this special moment. Beyond honored to have contributed to the Ragnarok battle and feeling blessed to work with the incredibly talented people at Santa Monica Studio, please enjoy.
Happy #Blocktober ! Today, sharing a look into the Level Design for Svartalfheim’s Nidavellir Port location in #GodOfWarRagnarok . This arena was a blast to design—collaborating with @DaNightTrain & seeing it come to life with the incredible work of everyone at @SonySantaMonica
Happy #Blocktober! Will be posting some gameplay and systems design from #GodOfWarRagnarok here!
I got the amazing chance to work on so many little narrative moments across the game in #GodOfWarRagnarok. Lets look at the Train Align minigame moment today!
@DaNightTrain , while working on the level wanted to invoke the feeling of someone spotting you when parallel parking (lol) and so we did!
We had to make sure the player always had the choice to agree/disagree with Atreus’ directions, while still maintaining a max time for the minigame. This led us to design it so the train actually started and ended in the same location 😉 in order to guarantee the number of moves the player could do (hence the camera angle). While this limited the steps, we still had to have unique game states for each time you visited those alignment locations.
Can’t end this post without calling out the months and months of back and forth and amazing animation and tech help from @Adams_Animator to accomplish so many interdependent syncs!
BOY?? Today it is BOT! 🤖
Congratulations to everyone at @teamasobi for the release of ASTRO BOT, a game worthy of the gods! We can't wait to venture further into your incredible world 💫
Artwork by @dlongfish