{"id":49330,"date":"2018-09-21T22:22:00","date_gmt":"2018-09-21T22:22:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/327088"},"modified":"2018-09-21T22:22:00","modified_gmt":"2018-09-21T22:22:00","slug":"video-designing-titans-the-moving-levels-in-god-of-war-iii","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/09\/21\/video-designing-titans-the-moving-levels-in-god-of-war-iii\/","title":{"rendered":"Video: Designing Titans, the &#8216;moving&#8217; levels in God of War III"},"content":{"rendered":"<p>In this classic GDC 2012 talk, Sony Santa Monica&#8217;s Chris O&#8217;Neill and\u00a0Bruno Velazquez share the development story of making <em>God of War III&#8217;s<\/em> Titans from elevator\u00a0pitch to completion, outlining the technical and creative challenges they faced along the way.<\/p>\n<p>O&#8217;Neill and Velazquez discuss how the Titans, real-time moving levels built on giants, presented new and vast challenges for the entire development team.<\/p>\n<p>After all, combining fluid level design, interesting visuals, and an exciting boss battle into a seamless experience\u00a0required a\u00a0team-wide desire to innovate, intensely collaborate, and show fans something they had never seen before.<\/p>\n<p>It was\u00a0an insightful talk that&#8217;s definitely still worth watching, so developers\u00a0shouldn&#8217;t miss the\u00a0opportunity to do so now that it&#8217;s\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=X9AVP2aqtFw\">freely available on the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><em><strong>Gamasutra and GDC are sibling organizations under parent company Informa.<\/strong><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this classic GDC 2012 talk, Sony Santa Monica&#8217;s Chris O&#8217;Neill and\u00a0Bruno Velazquez share the development story of making God of War III&#8217;s Titans from elevator\u00a0pitch to completion, outlining the technical and creative challenges they faced along the way. O&#8217;Neill and Velazquez discuss how the Titans, real-time moving levels built on giants, presented new and [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":49331,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-49330","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/49330","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=49330"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/49330\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/49331"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=49330"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=49330"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=49330"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}