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The Final Battle of 'God of War Ragnarok': Techniques for Delivering High-Stakes Sequences
One of the hardest parts of game development is ending the game well. This is particular true when teams are big, expectations are high, and schedules are tight. Usually launched later in the design cycle, end-game level creation sometimes can feel like a team going into combat. In this session, a senior level designer on God of War Ragnark explores the difficulties and rewards of bringing the climactic battle of Ragnark to life. The talk offers practical lessons, from combat pacing to art optimization, from team structure to data organization, learned in the trenches of Asgard.
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