#blocktober

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 James & seeing it come to life with the incredible work of everyone at Santa Monica Studio – God of War Laufey
Jon Hickenbottom196,735 просмотров • 1 год назад

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! James , 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 Avery Adams to accomplish so many interdependent syncs!
Rajul R111,388 просмотров • 1 год назад

Today, for #Blocktober , sharing a look into the Level Design for The Applecore location in #GodofWarRagnarok Special shout out to —incredible— work of Raul Aparicio, Pailin Bartlett, Patrick Ward, Steven Mortensen, Will Petrosky, Ivanna Liittschwager, Not that Christopher Lloyd, rubenvoorhees1, @Revan1322, @QuitevFX, Elliot ✨🏴☠️, Hannah Filipski 🦋, Brandon Cha, Ketul Majmudar 🎮, Josh 'The Hammer', chloe lister, Rajul R, Carol H Williams 💀, James, Michael Cheng, Andrew Chrysafidis, Eric Williams, and everyone, past and present, on the Applecore Crew for the colossal amount of effort to bring this space to life...
Jon Hickenbottom74,352 просмотров • 1 год назад

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 Jon Hickenbottom 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
Rajul R57,527 просмотров • 1 год назад

Since it's #blocktober and it's the release of #HaloReckoning season 5 I'll share the block out of Forbidden that was done with our internal tool! This is a couple iterations before final so you will see some minor differences from the final. #leveldesign #Halo #gamedev #proud
Cliff Schuldt27,060 просмотров • 2 лет назад

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. chloe lister Justin Stanton 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!
Rajul R11,494 просмотров • 1 год назад
Больше нет контента для загрузки

