Listen to the full-length episode 1 of our Santa Monica Studio limited podcast miniseries, Worlds Collide. We have intriguing, untold stories left to tell from the development of God of War that will bring you right on the ground floor with us.
In Episode 1: The development of the Witch Bones quest and others were designed so they could be played at any point in the game. Developers Luis Sanchez (Lead Level Designer), Anthony DiMento (Senior Systems Designer), and Adam Dolin (Narrative Designer) break down how this was made possible across level, system, and narrative design.
If you prefer to listen on your audio device, subscribe here or on any of your favorite podcast listening services:
https://apple.co/2rkFSAc - Apple
https://spoti.fi/33cfO7s - Spotify
http://bit.ly/2OHp5PQ - Google
We're hiring at Santa Monica Studio, learn more here: http://sms.playstation.com/careers
In Episode 1: The development of the Witch Bones quest and others were designed so they could be played at any point in the game. Developers Luis Sanchez (Lead Level Designer), Anthony DiMento (Senior Systems Designer), and Adam Dolin (Narrative Designer) break down how this was made possible across level, system, and narrative design.
If you prefer to listen on your audio device, subscribe here or on any of your favorite podcast listening services:
https://apple.co/2rkFSAc - Apple
https://spoti.fi/33cfO7s - Spotify
http://bit.ly/2OHp5PQ - Google
We're hiring at Santa Monica Studio, learn more here: http://sms.playstation.com/careers
- Category
- Gaming
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