Santa Monica Studio Worlds Collide: The No Cut Camera
Official PlayStation Podcast
Sid Shuman
4.6 • 1.1K Ratings
🗓️ 9 January 2020
⏱️ 55 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 no cut camera in God of War was a miracle of collaboration across many departments. Developers Dori Arazi (Director of Photography and Cinematic Art Lead), Phil Wilkins (Senior Staff Programmer), and Erol Oksuz (Lead Gameplay Camera Designer) discuss how they merged technology with cinematography to establish a single shot from start to finish and every which way you could venture on your journey in God of War. It was bold, it was new, it was damn near impossible.
Learn more about Santa Monica Studio: sms.playstation.com
Transcript
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| 0:00.0 | And when you don't cut it's like holding your breath psychologically and we were worried that you know you give somebody, I know they said a couple hours, play a game without blinking, psychologically, |
| 0:16.5 | are we going to create some serious clear fatigue? |
| 0:19.0 | But the hope was that it would elevate their emotional experience because we never psychologically |
| 0:23.7 | remove them from the experience. |
| 0:26.7 | Hey, what's up, PlayStation Blockasters? |
| 0:31.1 | This is Aaron Kaufman. |
| 0:32.4 | 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 Raisingising Craters, you got a glimpse into our journey reinventing our franchise. |
| 0:56.0 | On this episode of Worlds Collide, we're pointed the lens at a feature that has always been critical to how we want you to feel in a God of War game. |
| 1:02.0 | But what happens when you |
| 1:04.0 | unhing that feature from tradition? That's the no-cut camera. From the very first |
| 1:08.3 | frame in God of War when Kratos cuts that tree down to the seemingly final frame with |
| 1:12.3 | Atreus as they spread phase ashes |
| 1:14.3 | top the highest peak in all the Norse realms the camera never cuts away between |
| 1:19.0 | gameplay and story we always keep you right there seamlessly grounded on the journey with Kratos and Atreus. |
| 1:24.5 | The no-cut camera, it was a miracle of collaboration across many departments, but really, none more so |
| 1:30.0 | than narrative design and programming. The way they merge technology with cinematography to establish a single shot |
| 1:36.2 | from start to finish and every which way you could venture on your journey that it was |
| 1:40.4 | unprecedented for God of war and it was bold it was new we hope you enjoy the show. |
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