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'God of War Ragnarok's' Visual Scripting Solution
As games become larger and larger, designers are tasked with scripting more complex systems and sequences. Programming departments across the industry are responsible for ensuring that the environments and APIs available to designers are simultaneously flexible, safe, and efficient. For the development of God of War: Ragnark, Santa Monica Studio found its existing scripting solution lacking, and set out to alter both the tools available for scripting and how their designers approach scripting as a wholeand in the process give more freedom to designers and programmers alike. This talk discusses using event-based scripting, command deferral, and strong collaboration with designers in the context of creating a flexible, safe, and efficient scripting environment.
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