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Session Name:

God of War: How the Left and Right Brain Learned to Love One Another

Overview:

God of War is a big game, lots of special case elements, high production values. Its lead designer was a Right Brain, random creative type who couldnt really speak Programmer. Its lead programmer was a Left Brain analytical type who likes things to be methodical, well thought out and hates special cases. Through a 3 year process of arguing, designing, building, programming, and much, much more arguing they managed to find a way to make a game. This session will cover how the code, engine and tools were structured to allow the creative people on the team to make the game we they wanted.

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  • GDC 2006
  • Tim Moss
  • Sony Computer Entertainment America
  • free content
  • Programming
  • Programming