
Sign up to save your podcasts
Or


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
By PlayStation4.6
973973 ratings
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

4,072 Listeners

3,929 Listeners

2,796 Listeners

3,008 Listeners

3,404 Listeners

269 Listeners

2,843 Listeners

3,987 Listeners

3,373 Listeners

2,111 Listeners

1,307 Listeners

105 Listeners

134 Listeners

16 Listeners