Keyframes and Cardboard Props: The Cinematic Process Behind 'God of War'
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- čas přidán 3. 08. 2024
- In this 2019 GDC talk, lead narrative animator Erica Pinto discusses the specific and somewhat unconventional techniques used by the team to pull together God of War's superb cinematic sequences.
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I always wondered how they managed to solve the armour clipping problem given that they had a tonne of armour variations ....turns out its manual work...mad respect.
Yep, animation is hard work.
I've watched like 4 of these GoW GDC and I can't get enough of them. It's so addicting! These devs are amazing!
So much effort and artistic skill go into these games, it's mind-boggling
This is a really good presentation
These devs are legends
new favorite channel. these talks are awe inspiring.
damn it you made me wanna play the game again
Count me as well
Same man, I heard its rumored for PC, I would love to play in on there since I already got platinum on ps4
This is gonna get popular, God of War talks get the most views and rightfully so
Crazy to think how much work goes into one scene. Now imagine a full entire game. Hopefully this channel shows how much work the developers put in to making their games and if they need more time they should take it. I’m waiting for Spider-Man 2ps5 and 2023 may be a long wait but so was Spider-Man PS4 (2016-2018). To be realistic I feel like SPM2 PS5 will be released end of 2023 so I hope insomniac takes the time they need to make the best Spider-Man experience.
14:14 I think that'd be painful...
Great talk.
Awesome
Thumbnail from the Ragnarok trailer for a talk about the 2018 game? C’mon guys…
Kinda low, I got very confused at first
19:22 Wait, where did he get it from?
Wait.....
...
*OH NO...*
i don't agree with the last question at all,
i don't find single shots exhausting as a viewer
Yeah me too. single shots are awesome and very immersive!
While a great oner is one of the most impressive things you can pull in a show or movie, it is not always the best choice if it is not properly motivated. I think making a 5 minute dialogue scene interesting is much harder to do in a oner than with traditional cuts, you intentional limit your cinematic tools. It has become a bit of a gimmick nowadays, especially in TV shows...
I'm not 100% on it. When it's done well, it's great. I remember there is a sequence in that CG Christmas Carol movie with Jim Carrey that is a single shot that lasts 10 minutes. My eyes were in pain and watering up by the time it cut away.
Bro took his role personal😂😂😂
LOL, what an awesome team!
People get exhausted from watching no camera cut cinematography? 52:50
I want RE village GDC please
13:12 😮
😂
what on earth is the creature in the thumbnail? i don't remember that being in the game
The thumbnail is from the God of War Ragnarok trailer, that's a bit click-baity since the talk is about the first game...
Please take all the time u need for ragnarok! Im fine with 2025
Are gow gd conferences unendless?
let's hope so
Wait 19:31 did Brock it fucking gratitude?
Why dont they just make a movie if they want to make a movie so badly? This game was so mediocre between its 6 different enemy types to its stupid extended shot concept that is just ruined everytime you go to the pause menu. Straight up garbage- the other games were much better.
well by the same logic why don't you just not play it and not complain about the way artist want to make their own art if you like the old ones so much you go make a god of war 4 like the last 3 I'll see in 20 years when you're finished
@@RedEye761 thats not the sam logic?
Nahhhh. The game is amazing, which the reviews and the majority of GoW fans agreed about that. And it also sold really well too, over 20 million copies where none of previous GOW can achieve that much. I’m glad Santa Monica did a bold move to make the series fresh again.
Sorry if you didn’t like it but you’re free to stick with the old games. You can pretend the series finished with GoW 3 or Ascension.
"Why don't they just make a movie if they want to make a movie so badly?"
Because they didn't want to make a film. Gameplay has an impact on the narrative.
Ran my first playthrough on Give me a challenge, and I was constantly dying on the opening encounters. The absence of NPC's, the harsh wilderness, the unforgiving difficulty and brutality the combat, these all contribute to the games tone, theme's, and atmosphere in a way which film are incapable of doing. The satisfaction of beating Sigrun on the hardest difficulty is a feeling film is incapable of conveying. The adrenaline of the combat loop, the intrigue of exploration, the narrative utility of side quests, these are feelings that the medium are unique in providing.
The game has the single best instance of gameplay conveying narrative I can think of, when you lose control of Atreus in the second mountain encounter.
"between its 6 different enemy types"
Draugur (normal, heavy, heavy enhanced, speed demons, duel weilders, ranged, kamikaze, shield), witches (poison, ice), nightmares (poison, ice, blindness, melee, kamikaze), revenants (normal, mace, shield), dark elves (normal, ranged, mini boss), dead (normal, ranged, shield, ice wall, mace) ogre, troll, valkyrie.
The only encounters over used are the troll mini bosses, and the only re-used classes are heavy, mace and shield enemies.
God of War doesn't have outstanding enemy variety, it is an area it can certainly improve on, but it is by no means bad, and it is the result of lack of time and resources, not laziness. In particular the giant bird in helheim was definitely meant to be a boss, before being subbed out with a troll once it was clear it wasn't gonna happen.
"to its stupid extended shot concept"
God of War isn't the first game to use door and climbing transitions in substitute of loading screens. The effectiveness and efficiency of delivering dialogue and narrative instead of throwing up a giant black screen and taking the player out of the immersion is very, very obvious, and it is the logical next step for narrative games. God of War is just the first game to go all the way (except it doesn't, because fast travel is fade to white).
"that is just ruined everytime you go to the pause menu"
It is not ruined because the pause menu is still gameplay. Managing your build, viewing the map, choosing objectives. There is no practical way to do these activities in game (except the map, you could do a last of us 2 and have a map in universe), and there is no need to.
Immersion is simply a story being compelling enough that you stop viewing it from a meta perspective, i.e a work of fiction, and start viewing it as reality. With film and tv, if you tell a good story well enough, the audience sits and watches it and is immersed. If you tell a bad story, they're not immersed. Videogames are a medium which have a very unique interaction with immersion. Because they are an interactive medium, videogames are capable of having greater immersion on the player, giving adrenaline, fear, empowerment or tension that film is incapable of conveying. But, in order to facilitate such immersion, the game must first accurately convey information on a meta level to the player so that the medium can be interactive. These are menus, tutorials, HUD, UI, etc. Without these the player has no idea how to influence the game, with them there are moments and periods of time when immersion is broken, and the player views the work from a purely meta perspective.
Therefore, menus do not ruin immersion, which is the primary function of the no cut camera.
"Straight up garbage"
You have not provided enough criticism of the game to justify the conclusion that it's garbage. You complained about two things, when a game is made up of a million systems. Fucking try harder.
@Turbo Nerdo
Well said and i 100% agreed with you 🤝