Santa Monica Studio Worlds Collide: Fitting A Side Quest in Anywhere
In this limited miniseries, we are bringing together developers from different departments across Santa Monica Studio, who collaborated on a feature that helped evolve God of War.
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.
Learn more about Santa Monica Studio: sms.playstation.com
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