Happy #Blocktober! Wanted to close the month out with my fav moment from Jotunheim!
I got the amazing chance to work on so many little narrative moments across the game in #GodOfWarRagnarok. Lets look at the Firefly moment today!
This moment was really close to our hearts on development so I wanted to make sure we get this one out for everyone that worked on it. @chlolist@stanton_justin and Kevin Huynh did a lot of the heavy lifting here, I was proud to be part of the awesome team to realize the firefly moment
There could never be enough fireflies!
Since it's #Blocktober it feels like a good time to share the CS2 map I'm working on with @Slammerss_Forge@h8yse and Nitro
The map is called Sento and the blockout is open to play on the Workshop
https://t.co/epC0PBh81n
Happy #Blocktober
For most of this year, I've been nose down on map art. As a change of scenery, I put together this blockout over the past few days. Like Live Fire...but even smaller haha
Here's some Blocktober action for you! Here's a look at the entirety of the second level blocked out and some close-ups of some areas. After we do some testing and iteration, we're passing this off to the art team! #BLOCKTOBER24#Blocktober
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! 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!
End of the week update! Managed to roughly start art blocking one of the buildings, so it gives me direction next time I open the project. Pretty excited about it this one 🙌✨ #blocktober
Not exactly a full-blown blockout, but here's one of the different sections of my Halo Battle Royale map compared to the latest iteration (still a WiP) #Blocktober#GameDesign#Halo#Forge
Updated my 3v3 Block out for #Deadlock
on this iteration I focused on micro gameplay, proper camps, and bug fixes. If you would like to play the map and read more about the update here is the link!
https://t.co/m2Fe5lAScM
#Blocktober#leveldesign