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Designing a Level In God of War (Part 2)

Building a Level Levels are blocked out in basic shapes and spacing by the level designers. Anything built can be sent over to the team’s development kit -- be it the whole levels or pieces, to view a specific section of the level. After the block-out and collisions are built, the level is now in a playable state. Environment artists can lay the assets down in the place of the blocks. The level in progress will then be iteratively tested with both block-out and any placeholder/completed assets. Kratos’ model is also used to test and navigate around the level in development; Kratos' model is also used to measure the scale of level assets and height of walls by stacking one model above the other. Deleted Levels In God of War there are a variety of level types, including underwater and desert levels, but most center around the marvels of ancient Greek architecture. There were also many partially-complete levels that were cut during production, due to time constraints...

Level Design in God of War (Part 1)

Becoming the God of War God of War is one of the most-critically acclaimed franchises to ever hit the Playstation market. In this pipeline deconstruction, I will refer to elements of the series as a whole. Dominus the main character in concept, needed to be summed up in a single word -- wrath . Covered in the ash of his wife and child, the character is a demigod who seeks revenge on the gods who betrayed him. Once the artists stripped away his armor and shield, the character’s true raw, animalistic side was exposed. Tall with upper-body musculature, covered in ashes and hunched over with his signature Blades of Chaos, Dominus was a force to be reckoned with. Dominus set the stage for the today’s Playstation mascot -- Kratos. Level Design Mood and exploration is a staple part of level design in God of War . Areas that are more open are also relatively barren; while many objects are placed around smaller areas like rooms. I think this encourages the player’s sense o...