inofficial timestamps: 0:00 introduction 1:10 the challenge 2:15 the theory - overview 3:00 concept - metal absorption and games 3:44 sympathy vs empathy 4:45 concept - tying it together 5:20 1st person camera and absorption 6:13 3rd person camera and sympathy 7:05 crux of the conflict 8:55 the intrinsic problem 10:30 breaking emotional defense (case study: the exorcist) 12:55 bridging the gab 14:33 script breakdown 15:05 camera nuance 18:09 interactive game camera 21:10 creative challenges 26:20 technical challenges 27:12 zooming 30:50 visual defects 33:00 hand held 35:46 the one-shot 39:10 previsualization pitfalls/traps 41:02 the one-shot - actors 44:10 key takeaways 47:45 QnA
I love the Q&A because it gives you some insight as to not just WHAT is being asked but WHY its being asked. To me, it shows that complete buy in and trust in a vision is not easy to do but the devs of Santa Monica trusted each other and the vision and delivered a MASTERPIECE.
While the "Not cutting the camera away" is impressive, and still fairly unique among most modern titles, it is often hampered by having to go to the equipment menu every 30 mins to an hour to update all the new loot received, mitigating the affect of the realistic cinimatic immersive style. Dead Space 2 did managed this by having the inventory screen in-game for the player as UI and for Issac Clarke himself never pulling out of the experince or game itself. That game also did the "No cut" style years before back in 2011. Regardless I appreciate the attention to detail that is always readily apparent when I play the rebooted God of War games. Lovingly crafted. Can't wait to see what they do with the next title in the franchise! These developers at Santa Monica are at the top of their game, some of the best I'm the business and I have no doubt their next game will be spectacular. Cheers!
You could argue that the player pausing the game to go into menus or the warp menu breaks away from the no cut camera but still, what they achieved is pretty amazing.
It's going to feel so weird if Ragnarok doesn't have the no-cut camera. It won't be unplayable, but it definitely won't have the same immersive, character-focused vibe.
I think people at Santa Monic Studio should've studied this conference while creating Ragnarok. Ragnarok might even be a better videogame but it's a very mediocre inmersive experience, despite the beautiful visuals
They are doing the same thing even with puzzles, the player companion is constantly sharing the solution. And people love it, the trick is clearly working. It's just crazy to me.
The conepts he is using are murky, poorly defined, separated and synonymous. He uses much more slides with textual and video information than it is actually needed to get the point across. He hadn't prepared well, a waste of time for the audience. A non actionable, tautologous and obtuse talk.
The cinematography in junction to the one-shot camera was very well done and made the player really feel injected their in the story. chefs kiss!
inofficial timestamps:
0:00 introduction
1:10 the challenge
2:15 the theory - overview
3:00 concept - metal absorption and games
3:44 sympathy vs empathy
4:45 concept - tying it together
5:20 1st person camera and absorption
6:13 3rd person camera and sympathy
7:05 crux of the conflict
8:55 the intrinsic problem
10:30 breaking emotional defense (case study: the exorcist)
12:55 bridging the gab
14:33 script breakdown
15:05 camera nuance
18:09 interactive game camera
21:10 creative challenges
26:20 technical challenges
27:12 zooming
30:50 visual defects
33:00 hand held
35:46 the one-shot
39:10 previsualization pitfalls/traps
41:02 the one-shot - actors
44:10 key takeaways
47:45 QnA
Oh boy you wouldn't believe how much i was looking forward for that thank you for uploading
I see what you did there 💪
amazing talk, God of war has one of the best cinematography in gaming history
I love the Q&A because it gives you some insight as to not just WHAT is being asked but WHY its being asked. To me, it shows that complete buy in and trust in a vision is not easy to do but the devs of Santa Monica trusted each other and the vision and delivered a MASTERPIECE.
Why is it that every person who worked on GOW is just soo pathbreaking and intelligent
Brilliant talk, packed with insight. Thank you for shedding more light on the fantastic processes being the narration of this gem.
While the "Not cutting the camera away" is impressive, and still fairly unique among most modern titles, it is often hampered by having to go to the equipment menu every 30 mins to an hour to update all the new loot received, mitigating the affect of the realistic cinimatic immersive style. Dead Space 2 did managed this by having the inventory screen in-game for the player as UI and for Issac Clarke himself never pulling out of the experince or game itself. That game also did the "No cut" style years before back in 2011. Regardless I appreciate the attention to detail that is always readily apparent when I play the rebooted God of War games. Lovingly crafted. Can't wait to see what they do with the next title in the franchise! These developers at Santa Monica are at the top of their game, some of the best I'm the business and I have no doubt their next game will be spectacular. Cheers!
As a Video Cinematographer this is an invaluable resource to be able to watch. Thanks!
You could argue that the player pausing the game to go into menus or the warp menu breaks away from the no cut camera but still, what they achieved is pretty amazing.
yes, just as much as when I pause a no cut camera movie to answer the door 🧠
What is there to argue? You literally are breaking away from the no cut camera. Just like when you turn off the game to go to bed. 🧠
How does this not have more visits?
Truly inspiring !
Fantastic talk!
Even more gow 😎👍
It's going to feel so weird if Ragnarok doesn't have the no-cut camera. It won't be unplayable, but it definitely won't have the same immersive, character-focused vibe.
I think people at Santa Monic Studio should've studied this conference while creating Ragnarok. Ragnarok might even be a better videogame but it's a very mediocre inmersive experience, despite the beautiful visuals
Doesn't make sense why CA in budget games like Lost Sphere. So Tokyo RPG Factory can't claim Uncanny valley in their game
AKA transforming games into movies and how to trick the player into thinking he is doing something meaningful.
playing a video game has no meaning anyway, only if you are an incel maybe
They are doing the same thing even with puzzles, the player companion is constantly sharing the solution. And people love it, the trick is clearly working. It's just crazy to me.
The conepts he is using are murky, poorly defined, separated and synonymous. He uses much more slides with textual and video information than it is actually needed to get the point across. He hadn't prepared well, a waste of time for the audience. A non actionable, tautologous and obtuse talk.