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Video: God of War III Dev Interview #3 - The Design Director

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279w ago - Social Media Manager Jeff Rubenstein is back today with the third installment of the five-part God of War III series as follows:

Day 3 of [Register or Login to view links], so here comes our 3rd developer interview from God of War III As it stands, nobody is better at God of War III than Todd Papy.

When SCEA Santa Monica first showed the game to the gaming press last month, Todd was behind the controls (and he only died once).

In this interview, Todd Papy talks about how to craft the pacing of God of War III, "tanks" and "helicopters" in the game, and just what the heck *is* a Design Director?




 

Video: God of War III Dev Interview #2 - The Art Director

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279w ago - Social Media Manager Jeff Rubenstein posted the second of a series of five God of War 3 interviews today as follows:

As Game Developer's Week continues, we bring you the 2nd of our 5-part interview series with the people creating God of War III.

Today, Art Director Ken Feldman tells us the mythology behind the story of Kratos, and where they get those gory ideas.

Check out the interview below. Enjoy!




 

Video: God of War III Dev Interview #1 - The Game's Director

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279w ago - Sony Social Media Manager Jeff Rubenstein shared the first of five God of War PS3 Developer Interviews today in the spirit of GDC 2009 as follows:

Right before God of War III's first playthrough was revealed to the media, we asked you: If you could ask the development team anything, what would it be?

I then scribbled your queries onto a card and ran off to the event. We rolled camera, and since we're now at GDC week, what better time to meet the team and get those questions answered?

So here we are, the first of five videos, beginning with a familiar face: Stig Asmussen, God of War III's Game Director answers your questions, ranging from the game's accessibility, influences, and what the power of the PS3 allows the team to do.




 

Interview: Flower - A Chat with Creative Director Jenova Chen

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287w ago - Social Media Senior Specialist Chris Morell has a chance to chat with Flower's Creative Director Jenova Chen recently as follows:

On Friday, I sat down with Flower creative director Jenova Chen of [Register or Login to view links] to talk about his studio's upcoming game for PS3 available on PSN February 12.

As you'll see, Jenova's quite a talented and intelligent guy – a film student and first-generation graduate of USC's video-game design program, you can tell just how passionate he is about games and the emotions they bring out.

Jenova provides some great insight into the basics of Flower, the concept of game genres (and if Flower is creating a new relaxing style of gaming) and the inspiration behind the game's extraordinary beauty. Plus, he drops a few hints about custom soundtracks, a secret ending and more. Take a look...




 

Interview with Alex Amancio: Far Cry 2's Art Director

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319w ago - An interview with the art director for Far Cry 2, Alex Amancio. He talks about making the plant life look real, while using very little memory. Plus how the foliage reacts to wind, every piece of grass blows with the wind.

They also compare the art to Crysis, and talk about making it for both PC and consoles. All the trees and grass are dynamic, simulating the wind.

Can you give us a bit of background on how you came onto Far Cry 2?

Amancio: The team that's working on this Far Cry has been at it for over three years. A year after the original Far Cry we started working on this game. We came from different projects. Some of the core members came from Splinter Cell and other games, but we're basically a brand new team for this franchise.

We started working on Far Cry 2 before Instincts had even decided if it was going to have mutant powers. We started fresh and our key was to have a realistic game, we didn't want any mutant powers in the game.

We obviously changed the setting to Africa; we wanted to keep the very iconic setting of Far Cry but we got rid of the desert island scene.

Frankly the desert island scene was becoming very crowded with Lost and stuff like that, so we tried to go with a setting that was really fresh and new and Africa came...
 
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