God of War: Ragnarok
Technical & Systems Design
- Designed, and owned Gameplay Mechanics through full dev cycle: from early pitching & prototyping to late project polish and finishing
- TD and Gameplay systems Owner for 3 Biomes with multiple levels, mechanics, custom level moments and puzzles
- Worked closely with Lead Systems & Technical Designer and Directors throughout the 5+ years
- Designed and iterated on multiple Minigames, Interactions and Set pieces
- Closely worked with Level Design, Animation, FX, Tech Art, Engineering and Combat to coordinate assets, development and maintain consistency
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:
Water Geysers
In Jötunheim, my focus was on Angrboda — Below are a few highlights, including a small optional minigame I'm especially proud of.
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
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.
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
- Designed Block Mesh Layout for puzzle space Althjof's rig in Svartalfheim Bay
- Assisted Level designer with pitches and collaborated to improve existing spaces
- Designed micro-puzzles with existing gameplay mechanics
Design Tools
- Part of the team that helped design and inform the development of the new Visual Scripting tools that was then used by the entire studio.
- Guided and supported all other groups on implementation best practices throughout development
