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|Session Name:||Taking an Axe to 'God of War' Gameplay|
|Company Name(s):||Sony Santa Monica Studio|
|Track / Format:||Design|
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|Overview:||The new 'God of War' has a bold new vision that changed everything about it. A major challenge was determining how gameplay would fit into this vision. Everything from the controls, camera perspective, core weapon, enemy cast and ability set were changing drastically. How can do you change the gameplay system while still maintaining a core feel that resembles the past games? What were the key combat pillars that needed to exist in the new title? Join Jason McDonald as he shares the details in leading the gameplay design for the new 'God of War'. Design philosophies and experiences will be explained as he discusses specific points of the development process, from concept to ship.|