Santa Monica Studio Worlds Collide: Fitting A Side Quest in Anywhere
Official PlayStation Podcast
Sid Shuman
4.6 • 1.1K Ratings
🗓️ 22 November 2019
⏱️ 50 minutes
🧾️ Download transcript
Summary
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
Transcript
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| 0:00.0 | Once we decided that was the angle of the design of the quest the narrative then became all right what lesson can we teach here and it was |
| 0:15.2 | this sort of conflict between Atreus and his father of I want to help people we |
| 0:20.2 | shouldn't help people and that's just sort of a rich conflict to explore for the father-son dynamic. |
| 0:29.0 | Hey, what's up PlayStation Blockasters? |
| 0:31.0 | This is Aaron Kaufman. I'm the senior community manager at |
| 0:34.2 | Santa Monica Studio and we are taking over the PlayStation |
| 0:37.8 | broadcast with a new limited mini series called Worlds Collide. In this limited podcast series we're bringing together |
| 0:44.3 | different departments across our studio that collaborated together on a feature |
| 0:48.2 | at Evolve God of War. Now if you watched our full-length documentary Raising Cratus, you got a glimpse into our journey reinventing our franchise. |
| 0:56.0 | On this episode of Worlds Collide, we're going to dig in deep into one of the key critical pillars of God of War, the Side Quest system. |
| 1:02.0 | This system truly |
| 1:03.8 | helped evolve the game. You might remember in past God of War games with |
| 1:06.9 | Kratos in the Greek area, we had you on a roller coaster ride going from |
| 1:10.0 | point A to point B, and now in our new Norse mythology, |
| 1:13.6 | we wanted to create a world that let you explore it |
| 1:15.7 | in a way that you never imagined |
| 1:17.6 | that could be your own journey. |
| 1:19.2 | And on that journey, there were many side quests |
| 1:21.3 | that you could take on at any point in time. |
| 1:23.4 | The developers who helped put that together across the narrative, level, and |
| 1:26.8 | system did it in a truly unique fashion. |
| 1:29.0 | So we really hope you enjoy this episode and learned about the process that help bring the |
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