God of War is GOLD, baby!!!
Going gold is an important milestone for a game. In fact, it is one of the ‘big two’ really. You have getting ‘greenlit’, which kicks off the real development of your title, and ‘going gold’ as the two most important milestones in a game’s development cycle. The latter is the rite of passage that lets the team — and, more importantly, the world — know that the game’s development is pretty much complete. All that remains is the manufacturing and shipping part of the process.
Going gold means so much more to me with this game. It has been a long and exhausting journey filled with laughs, arguments, and a healthy dose of fear – with a side of doubt. This was the scariest, most wonderful thing I have ever done and I can honestly say it would never have been possible without the full-throated support of Sony and the tireless work of the incredible team at Santa Monica Studio. We have been through a lot together and I would not change a thing. You are the best damn team a director could ever hope for and I am thankful beyond words for every ounce of passion and pride you put into this game.
Because this story is about fathers and sons, I wanted to thank my father, James Barlog, a source of inspiration and a great writer, who instilled within me the drive to create and the fortitude to survive the difficulties that come with that vocation.
April 20 is fast approaching and I speak for the entire team here when I say we truly cannot wait for all of you to get your hands on this game.
Thank you to everyone for your support of an industry that allows me to prolong my childhood indefinitely and make a living telling people stories.
A Prequel Story
When I was first approached about working on a new God of War comic, a prequel to the forthcoming PS4 game, I was both intrigued and intimidated.
What happens in Midgard, stays in Midgard. Making a video game is difficult. Making a stable game that both pushes the capabilities of the hardware and creates a super immersive, no-camera-cut, epically-sized AAA gaming experience like the one seen in the new God of War, is vastly more difficult.
The Art of the Scene
Our Director of Photography, Dori Arazi, breaks down three pivotal scenes that shaped our game's masterful cinematic style.
Sound of God of War
After adding all man-hours for music, dialog and sound effects, the number we came up to was 48,920 man-hours, which is 23.3 work years! Now hear this from Senior Sound Designer Daniel Birczynski about creating the sounds of God of War.