The test was done in less than two weeks. This work shows my level design test and my systems design test images. There are documents that accompany these images which explain the moment to moment game play.
The goal of the level design test was to create a level in which the player would invade Camelot and battle Merlin. In hind sight, I would have added crazier moments to the level. Possibly lowering the draw bridge by killing guards above on the parapet that would land on the bridge and eventually lower it.
The systems design test needed to involve the player battling a giant spider over a pit of lava, with minimal use of weapons.
After seeing how God of War III turned out, this test was way too conservative. I should have made the spider the size of a football field, and set the battle on the surface of a flaming ball of magma headed from Hades to
One of the challenges in applying to a company is getting the level of ambition in your design correct. 95% of game studios in the world do not have the money or time to make a game like GoW. At most studios you do not want to come off as crazy by creating a design proposal that is not feasible within the scope and budget of the project.
It is important to go above a beyond what is expected and try to push and innovate on the design where possible. You do not have to reinvent the wheel for everything but it is good to take a look at the design choices you are making and see if they could better suit your game pillars by being modified.
Wednesday, February 10, 2010
God of War 3 design test
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