Santa Monica Studio Worlds Collide: Raising Atreus for Battle
Official PlayStation Podcast
Sid Shuman
4.6 • 1.1K Ratings
🗓️ 3 February 2020
⏱️ 56 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.
While we worked hard on developing his positioning, traversal, and progression, it was Atreus’ core combat system that became, perhaps, an even greater challenge. The design, tech, and animations of Atreus’ combat were meticulously planned for almost every imaginable gameplay situation, including how he interacted with Kratos in battle. In this episode of Worlds Collide, we bring together our Senior Staff Technical Combat Designer and Senior Animator to discuss how Atreus’ combat went from feeling mediocre to feeling empowering and eventful.
Learn more about Santa Monica Studio: sms.playstation.com
Transcript
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| 0:00.0 | One of the most important things that we did was for every one of his combat actions, we sort of applied, we came up with a single pose that sort of was emblematic of that action. |
| 0:20.3 | And so, you know, when he was in that very unique recognizable pose, you knew what he was going to do. |
| 0:27.0 | Hey, what's up, PlayStation Blocasters. |
| 0:31.0 | This is Aaron Kaufman. |
| 0:32.0 | I'm the senior community manager at |
| 0:34.2 | Santa Monica Studio and we are taking over the PlayStation Blocast with a new |
| 0:39.0 | 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 Kratos, you got a glimpse into our journey reinventing our franchise. |
| 0:56.0 | On this episode of Worlds Galide, we're focusing on our boy, Atreus. |
| 1:00.0 | This young God, sorry everyone, spoiler, son of Kratos, was without question the most important |
| 1:07.2 | pillar of God of war that defined nearly every direction we took in narrative exploration and combat. |
| 1:12.8 | For Etrayus, we knew we needed to build a systematic AI |
| 1:16.4 | that would scale and maintain his believability |
| 1:18.6 | across both the narrative and gameplay. |
| 1:20.6 | So, while we worked hard on developing his positioning, traversal, and |
| 1:24.0 | progression, it was a Traus's core combat system that became an even greater |
| 1:28.4 | monumental challenge. The design, tech, and animations of Traus' combat, |
| 1:32.9 | it was meticulously planned for almost every imaginal gameplay situation, |
| 1:36.9 | including how he interacted with Kratos in battle to boot. |
| 1:39.6 | So, on this episode, we're bringing together our senior senior combat designer and senior animator to discuss how |
| 1:45.2 | Atreus's combat went from feeling mediocre |
... |
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