** This thread discusses the Content article:
GDC08: God of War developer goes behind-the-scenes **
Filed under: God of War
Nathan Phail-Liff held a session at GDC entitled "
God of War: Deconstructing an Epic." Through the session, he talked about the development of the game, and gave tips for interested developers on how to make the most out of limited resources.
Click for high-resolution image."An
extra 10% of effort yields an addition 40% to the final perception of
polish." These numbers are hard to verify, simply because these
attributes aren't quantifiable in the first place. However, the slides
on display show how significantly a product can change over a short
period of time. What took 3 days to make can be enhanced with just two
more days of work. It can be further enhanced with an additional day.
And then a few more hours. See the huge strides made in the slide above.
The team admits that they underestimated the "tech revisions to grow from
Daxter to
God of War." As impressive as
Daxter was,
God of War
required far more tech, due to its more realistic graphics. Lighting,
for example, had to be completely changed in order to meet the demands
of the game.
Here's
one of the funnier notes of development. Apparently, the Battle of
Attica level actually "took up almost 40% of [Ready at Dawn's]
production time." This is the level that was included in the demo, and
is the level that has been primarily on display. The team wanted to get
everything right for the game's introduction before going on to the
remainder of the game.
So
what's next for Ready at Dawn? It's rather unhelpful and vague: "new
original IPs, new platforms, new mistakes!" We'll certainly keep an eye
on their next project.
via pspfanboy