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God of War: Ragnarok

Systems & Technical Design Owner
God of War Ragnarok cover art

Technical & Systems Design

Realm Highlights

A closer look at two realms I worked on across the project — click a realm to switch views.

As Owner of System and Tech Design of this realm I was involved in early exploration, design & realization of most mechanics, character moments, set-pieces in different capacities. Below are only a few highlights:

Gameplay Mechanics Technical Design and Implementation Narrative Gameplay Design

Water Geysers

In Jötunheim, my focus was on Angrboda — Below are a few highlights, including a small optional minigame I'm especially proud of.

Companion Scripting Narrative Sequencing Narrative Gameplay Design
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Rock Skipping Minigame

When my lead mentioned that we wanted a rock-skipping moment early on because of the narrative beat it was tied to — but we saw an opportunity to keep it alive as something players could return to it right after that story moment

Finding the Mechanic

How does one build a game out of skipping rocks? To me, my main approach was breaking it down into what you think about when skipping rocks in real life and what mental models you create. Goal: was to skip as far as you can. Skill: based on angle and when you release the rock. Early on I had decided with my lead that angle was going to be too nuanced so the game would abstract that away. Which left me with timing - a perfect concept to build a minigame around.

The Challenge

It launched with no real mechanic and nothing to actually aim for since it was part of a cinematic style moment. Most of my work here was about restraint. I couldn't really get new animations, and needed an end goal to show you how far the game allowed you to skip the rocks. So I took an existing art asset - the clam and made it the mechanic's goal (which was later added earlier in the level to introduce it to you). Then, I built the whole thing to stay true to an optional, discoverable style — very little hand-holding relying on implicit cues, more about letting players stumble onto it and figure it out for themselves.

Iteration & Emotion

I went over multiple iterations with the Game Director as he really wanted to capture the feeling of skipping rocks like when we were kids. This led to sequencing specific banter for Angrboda to tease you and skip rocks herself to show you what was possible and to hopefully motivate the competitive side of the player. After multiple playtests, I added specific rumble cues, visual glints on the rocks, animation speed ramping etc. to show you when the perfect time was to release the rock

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Angrboda's Pathing & Gameplay Timing

A large part of my work in this realm was making Angrboda feel organic rather than scripted. While collaborating with the level designer and narrative designers, we wanted her to path through the space and link her animations to the player's own movement. It involved warping her at key moments so that she's always leading, while also maintaining comprehension of her path. This was all in service of landing key gameplay moments: her catching you when Atreus falls, appearing at the end of a tunnel crawl so you can see the first time she attacks an enemy, etc. no matter how someone chose to explore. This timing was narratively important so her presence never felt like it was waiting on the player.

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The Medallion Race

Worked on Angrboda's race sequence tied to the medallion, timing her performance against the player's pace to keep the moment feeling alive rather than scripted. The goal here was to always have her win the race but provide key moments where the player felt like they could win. A lot of the work was to never have a moment where you could see Angrboda do something that was so "unfair" in order to avoid the player feeling like the game wants her to win. This kept things organic and kept the player immersed in the race.

Levels

Design Tools

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