When I was asked to think of the top games that I enjoyed or held some kind of meaning to me I thought to myself, “Well that will be easy.” It was not. My first draft list of games was huge. I realized I needed to get much more specific with the list in order to keep it in scope, so I chose eight games whose directors and teams brought me insight and joy – and one space dogfight trading sim that I became weirdly obsessed with.
Going gold is an important milestone for a game. In fact, it is one of the ‘big two’ really. You have getting ‘greenlit’, which kicks off the real development of your title, and ‘going gold’ as the two most important milestones in a game’s development cycle. The latter is the rite of passage that lets the team — and, more importantly, the world — know that the game’s development is pretty much complete. All that remains is the manufacturing and shipping part of the process.
As you may have seen this weekend, Kratos and Atreus made a special – and unexpected — guest appearance in Oakland, CA.
The immersive illusion employed cutting-edge technology called “projection mapping” to bring Kratos, Atreus, and the Norse world of God of War to life in front of thousands of fans. You can check out a recording of the performance above.
Greetings fans of PlayStation around the world! I come to you through a foggy haze of sleep deprivation due to the major caffeine fueled push to get this crazy game further down the road to completion. While playing through the game with the leads recently I realized how incredibly fortunate I am to be able to make things that (hopefully) make people happy. We playtest the game exhaustively but still, as a team, we are pretty cut off from the players and fans over the multi-year course of developing a big game like this. While the time with play testers does give us a sense of what is working and what is not, it is getting a chance to sit down and spend some time with a passionate fan helps put so many things into perspective.
Everything, everywhere changes.
Change is an essential part of life. In creative development change is often the explosive spark that transforms good enough into truly memorable.
The fourth and final episode of Conversations with Creators, hosted by Wil Wheaton, is now out. For some strange reason they asked us to be on it. This action packed verbal free-for-all includes long time Santa Monica Studio greats; Creative Director, Nate Gary, Lead Combat Designer, Jason MacDonald and Studio Head, Shannon Studstill… along with the guy who gets them coffee and asks if he can buy a plane.
Happy Tenth Birthday, God of War! I can’t believe it has already been ten years (almost to this day) since Santa Monica Studio released Kratos out into the wild.
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