Gamasutra is proud to present the latest free Game Developers Conference recording, part of our regular weekly GDC Radio podcasts
, which include both the Tom Kim-presented Gamasutra Podcast show
, alongside the best lectures, tutorials, and roundtables
from this and previous years' Game Developers Conferences.
With God of War: Chains of Olympus
coming to the PSP, and the extremely well received God of War II
continuing to be a top seller, we take a look back at the development of the original God of War
with a lecture from the 2006 Game Developers Conference.
For his "God of War
: How the Left and Right Brain Learned to Love One Another" lecture, Sony Computer Entertainment America director of technology, Tim Moss looked at the left brain/right brain split between David Jaffe and the game's designers and himself and his team of programmers, and how, despite it all, the two sides managed to come together to make a hit game.
Listed as important for "programmers, designers and anyone who has to come up with a project plan that keeps them all happy," the official lecture description reads:
"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 couldn’t 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."
You can now download the GDC lecture, 'God of War: How the Left and Right Brain Learned to Love One Another'
(.MP3, 53 minutes, 12.2 MB).
In addition, you can subscribe to the GDC Radio podcasts
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