James
226 posts

James
@DaNightTrain
Game Designer, Weight Lifter, Movie Lover, Self proclaimed Beer Snob
Los Angeles, CA Katılım Temmuz 2010
55 Takip Edilen1K Takipçiler
James retweetledi
James retweetledi
James retweetledi

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.
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James retweetledi

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!
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James retweetledi

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
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Part of my interview with @SonySantaMonica in 2012 was spent discussing why I thought Vanquish was ahead of its time in an era filled with cover-based shooters. Then @itsrobdavis smartly asked me why I thought it didn't sell well given how much I praised it. One of the reasons:
Del@TheCartelDel
Perhaps its time to discuss how 'Vanquish' should have been a major success if not for being released the same year as a Mass Effect, Fallout, Bayonetta, Bioshock, COD BLOPS, God of War, Assassin's Creed, Darksiders, Battlefield, Alan Wake, Halo & Red Dead Redemption.
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James retweetledi
James retweetledi

We been cookin' with the wonderful team here at @SonySantaMonica for something special!
Bruno Velazquez@brunovelazquez
Co-Director of #GodofWarRagnarokValhalla with @youtheremehere
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Friends, we did it. It was both terrifying and the best thing ever


Göksu Uğur@goksu_ugur
After a very late visa approval,we are planning a last minute trip to New Zealand. I am getting ready to cross off a bucket list item of bungy jumping there and watched videos on their instagram. Not sure if i am terrified now or even more convinced it will be the best thing ever
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@Stew_The_Third Yes, I have not seen the movie. It actually hyped to see it.
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