PROJECT NAME

God of War (2018)

ROLE

Technical Game Designer

PLATFORM

Playstation 4

DATE

June 2016 – Feb 2018

God of War is a story-driven action game that reimagines video game icon Kratos in a Norse mythology setting. Living as a man outside of the shadow of the gods, Kratos must adapt to unfamiliar lands and unexpected threats, all while gaining a second chance to be a father. Together with his son Atreus, the pair will venture into the brutal Norse wilds and fight to fulfill a deeply personal quest.

Level Design

My primary role was to support the Level Designers. I created modules of puzzles, traps, doors, chests, tools, and more so that they could focus on how to utilize all of this within a level. I made the modules reliable and reusable while tweeking their feel for the players. The levels that I supported closely were Caldera, Tyr's Temple, Niflheim, Riverpass, Jotunheim, Helheim, Peakspass, along with various exploration levels.

Big Moments

Set piece moments required a strong scripting background because of their complexity and management of multiple moving parts. They also required me to work with most of the disciplines at the studio. For example, Kratos and Atreus dropping the Stone Mason's hammer took advising and implementing various character and level animations. The software engineers only knew the game engine well and as a Technical Designer, I could inform them of how their changes could affect the game's levels and Lua scripting.

Narrative Design

I implemented numerous narrative moments across the game. Was responsible for creating modules to make it easier to trigger dialogue, scripted character scripts and audio data into the game. as well as implementing many cinematic moments such as cut-scenes and quick time events.


Boat Lore

I also developed the Boat storytelling system, implementing lines from scripts with voice overs so players could unlock tales about Norse myths. Players could start, stop, and branch to new tales while boating between objectives.


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