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Transcript
00:21I'm Tom Pappy, Game Director at God of War Extension.
00:24What you're about to see is I'm making a video that we've been shooting over about two plus years.
00:28It gives you a good idea of the inception of an idea all the way through to the final product.
00:33Keep in mind that this is a work in progress. Enjoy.
00:41Hecatonchurus, I call him Hector, is a 100 arm, 50 head creature in mythology.
00:47And again, like the Titans, these were actually stronger than the gods.
00:51There are these giants that took part in the big war between the gods and the Titans.
00:56I think they guard the Titans that are in hell.
00:59It's something that we've never seen before in our mythos.
01:03And so we thought that it would be a really cool prison level where you can be walking around and
01:08see eyes on the walls or on the ground.
01:11You feel like somebody's always watching you.
01:13There's actually a shantytown in Brazil that was kind of a little bit of the inspiration for this.
01:22One of the major elements of the entire God of War series is that first big boss battle.
01:28The big in-your-face moment in Medias Res thing that God of War does so well.
01:33Going back in the past with the Hydra and the Colossus, with Gaia and Poseidon, I have some big shoes
01:40to fill.
01:41It's really scary, but it's also really exciting because this is just a continuation in the big moments, the most
01:47memorable moments of all of God of War.
01:50So based on the concept of 50 heads and 100 arms, I thought it would be interesting to make it
01:55a creature at first.
01:56So I went with an octopus and created this palace on top of a giant land octopus that's living in
02:03the ground.
02:04We ended up doing some more.
02:06So this is a standard figure with the 100 arms coming out of every pore of the body.
02:11And I was thinking that the prison palace thing could be its upper body head shape and that it would
02:17just have these rotating faces going all the way around.
02:20Here's sort of the monster finger tentacle things. These guys would be the very tips of every arm.
02:27Here's some more variations of them.
02:29So I went back and forth from pretty human-looking elements to some really creature-based ones.
02:36Hecaton Curies is just a puppet. The Fury is the controller.
02:41So she's the primary villain that you need to be getting as Kratos.
02:45So this is the Hecaton Curies. The Hecaton Curies is the first prisoner of the Furies.
02:50And over the millennia, the Furies just built on top of it so that all of the other prisoners and
02:56subjects of the Furies now live in or are tortured on the surface of Hecaton Curies.
03:03So another aspect of the pitch was the introduction of where Kratos is.
03:09The player comes awake and they are in a world and they're not really sure what's going on.
03:13We didn't want to have the fact that he's basically tied to a giant be obvious.
03:19The initial sequence is Kratos is actually inside the roof of the mouth.
03:23This is like the molars and the teeth up here.
03:26And sort of the floor has been built into the bottom jaw.
03:29I did a bunch of passes of the head as if it were still alive.
03:32These are all heads pre-having the buildings installed except for this one here.
03:37And this is the most recent one. I just did this one yesterday.
03:40I wanted to make sure that the Hecaton Curies was obviously a puppet.
03:44So I carved out its eyes so that people would live in there and, you know, whenever it's attacking or
03:50something like that, you would be able to hear screams from inside.
03:53This thing is not doing this of its own volition. It's a zombie.
03:57So this is where I'm at as of this moment.
04:01I'm a little nervous, but I'm excited.
04:03I want to deliver something that kind of brings something new to the God of War franchise.
04:06This gives me a lot of inspiration and ideas for how this potentially works.
04:10So in an actual level, and the shell is basically the template.
04:14What we base this off of is a script and that script basically calls out all the different story moments.
04:20And so we kind of take that script and then, you know, we're building this out in 3D.
04:23Imagine this is one of the arms. So here, you know, you're kind of running up an arm and then
04:28there'll be combat in here.
04:29The idea here is just putting a stake in the ground.
04:31Once we get this feeling right and the space feels right, then we'll actually give you this up
04:36and a designer will own different sections and then really go into detail.
04:42Hecaton has had some changes. It's had some birthing pains.
04:46One of the defining moments of feedback for us is when, during a meeting,
04:51it was stated that the monster didn't feel like a cover monster.
04:54You know, like if we were to illustrate him and have him fighting Kratos on a cover,
04:58that monster didn't look enough for a person to want to play the game.
05:02And once we figured that out, we completely changed direction.
05:05Originally, our concept was that Hecaton was the first breaker of oaths and thus the Fury's first victim or prisoner.
05:14And they just built a prison around him and on him and in him.
05:17I've been working on the creature hand for a while now.
05:20We needed a little bit more intelligence in the creature.
05:23We wanted to include something to hit.
05:26Then I started implementing things like human body parts or ways to break the arm up in unusual ways.
05:31Kept coming back to, we don't want it to feel like a hand, but make it feel a little bit
05:36like a hand.
05:38Here's the parasite wearing the hand as a jacket.
05:41It can get tough to keep the creative juices going, but ultimately that's the purpose for a concept artist,
05:47is to keep bringing something new to the table and find as many solutions that you possibly can for that
05:53one problem.
05:54At this point, Todd was really interested in looking at how we could integrate the parasite aspect.
05:59We were looking at things like rhino horn beetles as influences, and ultimately those things did stick.
06:04So this shape, from here on out, you'll be seeing a lot of.
06:07I liked this one a lot, the sort of flounder hand.
06:10I name all of these when I'm by myself, alone in the dark.
06:13This is Octonomous, Junior, Flounder Face, Squeeble, and Juicer.
06:17They're all part of the same family.
06:19This is a problem.
06:21So this ended up being the defining point where we were taking it into the final.
06:28Ultimately, this is what we're going with.
06:29This is the harpoon, which will retract into the body.
06:32This is the retracted version, so that he can still grab Kratos.
06:36And then finally, the big reveal is the split of the two forearm bones with the hands on them.
06:42And then we'll have this center monster.
06:44Right now, this is the final look. He's way out there.
06:47Generally, the way I approach things is I start with realism,
06:49and then kind of like just broach a little bit until things get creepier and creepier.
06:54This time, I'm starting out in the left field and kind of bringing it back.
06:56It's been a new experience for me, but it's exciting because I'm doing something that I totally wouldn't have
07:02conceived of myself doing before.
07:07Hecaton's a little behind right now from my point of view.
07:09But then on the other hand, that's where we've got to balance the awesome with the schedule.
07:15So, God bless America. It better be good.
07:19With creating Hecaton, we had to kind of create its own mythos.
07:23So, I think that's kind of what took us a very long time to develop in Biz Staff,
07:28is what path do we want to take in making sure that it actually looks cool and fits in our
07:34universe.
07:34This is just the primary folder. We're not even getting into subset folders of drawings upon drawings,
07:41redrawings, redesigns, and initial passes at the Hecaton Curious monster.
07:47And each one of these folders is just like this.
07:51With the Hecaton Curious head, once we figured out that we're going to break out the face,
07:56we're going to try and do a transformation like we did with that hand,
07:59things started to unfold properly.
08:02So, here I'm going way more tragic.
08:05This is an affliction that's been thrown upon him.
08:07He's brought back from the dead, blinks and re-life,
08:11and then suddenly his face bursts open.
08:14So, an early look at it with the environment.
08:17I built out Orthos from this image, and they went to the Great Model right away.
08:24One of the biggest cool things about this guy is that the environment is all integrated into the character.
08:28Like, Chronos' last game was a Titan, but you're on just like a character, basically.
08:34And what I like about this one is that we have a Titan that's huge,
08:37and you have environments also on him.
08:40So, basically, how I started this guy is I decided I'm just going to knock out the sculpt as fast
08:45as I can.
08:46Sukru, who's one of the environment artists working on it, kind of blocked in some buildings here,
08:51because, eventually, we're going to have to integrate the skin into these buildings,
08:55and I'm going to have to work with Sukru to do that.
08:57Here's the teeth.
08:58So, I kind of went in and sculpted some claws, and I duplicated them all around it real quick,
09:03so I can make something.
09:05This is my little prototype here.
09:06You can see all the joints.
09:08You can see in the front and all around all the joint chains and how they open and close.
09:13And this is what I was prototyping to try and get an idea of how this would work.
09:17So, after I sculpted it and the head all torn up, I took my claws and I put joints in
09:24them,
09:24and then made it open.
09:25And I put them where I thought they'd go and they'd open.
09:28And just kept on reverse engineering, and I'd open and close it, open and close it,
09:31and move joints until I got, basically, to this point, where I could have it open and close,
09:36and our director could check it out and see what he thinks.
09:39Before this was transformed, I went in and finalized the sculpt.
09:43So, this is where the kind of stuff I get to deal with.
09:45Like, how is it going to crack and break?
09:48There's this layer here I made.
09:49And I did this in Mudbox, where I went in with photos and basically cracked up dry-looking skin everywhere.
09:56So, the nice thing about Mudbox, we use this a lot now.
09:59Mudbox allows us to take our in-game model with normal maps and everything and paint directly on it.
10:03So, I have a layer here, the cracks layer.
10:07And basically, what I've been doing is I will use photos to overlay cracks.
10:11There's a lot more subtle stuff now.
10:13Because the main thing is you want it to naturally feel like it's cracking,
10:16not just cracks for no reason.
10:19Overall, the design is really solid.
10:22And, like, I look at it and I'm like, oh, it makes sense.
10:24This is what I'm making.
10:32Since this is the first level of the game, you want to teach the player, you know, the basics, right?
10:37This time, the tutorial is different than the previous Star Wars in the sense that we're not opening with a
10:43fight.
10:44This time around, we're actually going to try to do a chase.
10:46You want it to be high action, but at the same time, this could be the first time someone's played
10:50this game.
10:51That's been a bit of a challenge.
10:53And this is the starting area for Hekaton.
10:56And as you can see, there's a fury that you're supposed to chase.
10:58So, basically, if I zoom out here, you can see that you were chained up to the roof of Hekaton's
11:05mouth.
11:06So, after you break yourself free, you start your chase.
11:12So, these are prisoners, obviously.
11:14As you move, she causes stuff to fall.
11:16So, that's kind of a new ability for Kratos, where he can vault over these objects.
11:20You continue to chase her. She closes gates.
11:23This is where the player can actually double jump for the first time.
11:26She just keeps leading you on.
11:27She's like, come get me, Kratos.
11:28And then this time, you come over and you slide, and you couldn't stop yourself.
11:32So, you basically crash through.
11:34She injects these guys on the ground with parasites, which causes them to come alive.
11:39So, during the course of the fight, some of these cells are going to get ripped off.
11:42When this one gets ripped off, it actually opens up the cell.
11:46And so, now you're kind of on the outside.
11:47Here, there's going to be a strength moment, where Kratos actually busts open the gate.
11:51And he's going to re-enter the prison.
11:53You'll see that it's lying with a bunch of jail cells on the arms sticking out.
11:57And you'll see the fury again.
11:58You're like, oh, there she is.
11:59And as you make your way to get her, a huge hand comes crashing down.
12:02This is kind of when we have the first reveal of this huge arm.
12:06You kind of ride the arm out.
12:09And then here, you can see, you know, this is the main arm.
12:11And off of the main arm are the swollen arms.
12:13And that's where you started.
12:15And so, basically, here's the sixth arm.
12:17There's three on this side, three on the left side.
12:18Here's legs here.
12:19And he's kind of reaching up towards the sky.
12:21That was his last stand.
12:23We had to create large spaces because of new mechanics like slide.
12:26You're moving pretty fast.
12:34I think this game is definitely different than previous games.
12:38Because, first of all, it's more epic.
12:41It's more bigger.
12:42And, again, we try to use some of the architectures that we haven't done.
12:48So, here, what you see is kind of really very high-vision concept.
12:52Coming up with the Hekatan architecture.
12:54This is another sketch.
12:55A little bit different architecture style.
12:58Trying to add some lot of triangular stuff.
13:00See how Todd and Chris are reacting to that.
13:03They love all this kind of pointing stuff coming out.
13:06They wanted me to kind of take over on a color pass.
13:09And then they finally decided to go with these two directions.
13:12This feels definitely too...
13:14Texture feels too similar.
13:15And it's kind of hard to read what's architecture and what's the street.
13:18What you see here, they wanted a warmer tone in the street.
13:22And then maybe cooler tones than the architectural stuff.
13:24So, what you see on top here is a rough 3D model that I got from environment artists.
13:29And they wanted me to put all the architectures into their 3D.
13:35See if everything works out.
13:36The street is made out of Hekatan body.
13:38So, we try to make it a little bit more flesh.
13:41So, giving it a little bit more warmer tone than architecture.
13:43Jung Park did some high vision paintings that were loose but had this eerie, cloudy, just kind of wet and
13:52dirty street.
13:53Just kind of working off of that high vision stuff, I really helped to refine exactly what those details are.
14:01This is the first boss arena where you encounter this sort of arm creature that is growing on top of
14:09Hekatan.
14:11He moves his arm and as it turns, I kind of was like, oh, maybe as he's sort of decayed
14:16over time, a lot of the stonework isn't quite held down.
14:20And so, as he turns, a lot of it falls apart.
14:23And I thought that would be really cool to show just this decay and you see these giant chunks falling
14:29off.
14:29After you defeat this beast, you know, the arm turns back and you slide down this sort of road.
14:34So, also going in and going, oh, there's all these pitfalls that you could go into.
14:39And here's like some prisons underneath there.
14:42His hand is actually like ripped off, so it's still stuck to a wall.
14:46And that's something that you get to encounter later.
14:50The hardest thing for Hekatan so far is just placing everything so it works with design and the composition of
14:58everything.
14:59And just the sheer scale of everything.
15:01And this is the whole city and he's huge.
15:04This figure goes all the way down.
15:06The player will start off inside his mouth and you do a battle in here.
15:10And before you know it, you're on your way going through all these jail cells that are down here.
15:16Making your way through the arm.
15:17And then this whole thing moves.
15:20And everything's rigged.
15:22Everything in the scene is going to be rigged onto this character.
15:25Again, this is way bigger than the previous things that we've done before and more complicated.
15:29Now I'm working on this.
15:30This is called Hekatan 100.
15:32And I got some textures that are blocked out.
15:34All the stuff is suspended by big chains.
15:36You'll see arms sticking out of windows.
15:39And you'll see bodies inside these cages and everything.
15:43And that's Hekatan so far.
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