The Making of God of War III

For the love of God.

Post-GDC and in the wake of last week's gargantuan Uncharted 2 post-mortem, Digital Foundry's "downtime" this week was spent playing the UK's - and most likely the world's - number one videogame, God of War III.

Previously we've covered the Sony Santa Monica team's work in radically improving visuals and performance of the game since the release of the E3 demo. This time, we're focusing on how state-of-the-art technology meets a vision of an epic, interactive cinematic experience that makes God of War III one of the most involving, visceral and exciting videogames ever made.

Core to the whole experience is the quality of the artwork that the Sony Santa Monica team generates. Those who've played the God of War Collection will have seen how the attention to detail the artists put into their work almost seems to exceed the resolution requirements of the host platform itself, to the point where the PS2 HD "remastering" acquits itself well even up against native current-gen titles.

In God of War III, detail levels in terms of both texturing and geometry are a massive step beyond what has been seen in the previous games. Programmable pixel shaders add textures and effects that give a whole new dimension to the quality of the final work.

It's a true generational leap, and performance of the new game, in terms of frame-rate, is in the same ballpark as the previous two God of War titles.

God of War III's performance throughout the game varies from around 30FPS right up to 60, depending on scene complexity. V-sync is engaged from start to finish, as it was in the God of War Collection.

In terms of the character creations themselves, concept art and a low-poly mesh from Maya is handed off to the 3D modellers, who create the basic models using a sculpting tool known as Z-Brush. These models are then given detail - painted in via Photoshop - before being passed along the next stages in the art pipeline to the character riggers and animators.

Kratos himself is an extremely detailed model, though it's interesting to note that the raw polygon count is considerably lower than the 35,000 or so that comprise the in-game model of Nathan Drake in Uncharted 2. That the Spartan maniac looks so good is all down to the individual make-up of the model. The poly count is just one element of the whole composition.

"We use as many polys as it takes," art director Ken Feldman says. "Off the top of my head, texture sizes for these character are quite big. I think we are using 2048s for the lower, upper body and head. Each character gets a normal, diffuse, specular, gloss (power map), ambient occlusion, and skin shader map. We also use layered textures to create more tiling, and use environment maps where needed."

"If you look at Kratos on the PS2, he is about 5000 polygons," Feldman says. "He is about 20,000 polygons now. I think he had three textures on the PlayStation 2. I think he has at least 20 textures on him now. The animation data on him is probably about six times as big.

"So Kratos went from being a couple of megabytes to now, it would actually take two PS2s to fit his memory footprint all in there. He is always loaded in the game. The other thing is that he has many more weapons, too. He can load between all of those different weapons, so all that stuff is loaded with him also, and all of the move sets."

A new technique known as blended normal mapping adds to the realism of the basic model and hugely enhances the range of animation available. Muscles move convincingly, facial animations convey the hatred and rage of Kratos in a way we've never seen before.

The system operates to such a level of realism that wrinkles in the character's skin are added and taken away as joints within the face of the model are manipulated. The musculature simulation is so accurate that veins literally pop into view on Kratos's arms as he moves them around.

God of War III's main protagonists are all animated by hand, simply because it was found that the animators themselves produced more effective work than basic motion capture from the actors offered. However, for secondary characters, Image Metrics' performance capture system recorded the voice actors' facial movements and mapped them on a per-pixel basis to the 3D models, with touch-up work carried out by the Sony Santa Monica team.

"The satisfaction comes from seeing Kratos in the game and saying, 'wow, that's him'," explains lead character artist Patrick Murphy. "You can see his veins, you can see him breathing. It looks better than the cinematics. That's the satisfaction."

In terms of character movements, over and above the pre-defined animations created by the team, the God of War technical artists also created secondary animation code. Why hand-animate hair, or a serpent's tail, when the PS3 itself can mathematically calculate the way it should look? The system's called Dynamic Simulation, and its effects are subtle but remarkable, accurately generating motion that previously took the animators long man-hours to replicate.

The gorgons are a good example of how mathematically generated animation merges seamlessly with custom rigs created by the animators.

"From God of War II to God of War III we've used Dynamic Simulation more and more to do more secondary animations on the characters," explains Giovanni Luis, manager of the tech art team. "Before, on previous games, the hair or the cloth would be stiff, it would be modelled into the creatures. Now we're actually adding motion to those pieces so you will see hair and cloth moving."

"Towards the end of the previous game, in collaboration with Jason Minters, I created this dynamic system that uses the Maya hair system to drive a series of joints," adds technical artist Gary Cavanaugh. "Each of the snakes on the gorgon's head is independently moving. The animator did not have to individually pose all of these animations but they do have control over the physics... it improves a lot of the workflow for animators."

One of the most crucial elements of the cinematic look of God of War III is derived from the accomplished camerawork. Similar to previous God of War epics - and in contrast to Uncharted 2 - the player actually has very little control over the in-game viewpoint. Instead, Sony Santa Monica has a small team whose job it is to direct the action, similar to a movie's Director of Photography.

Think about it: so long as the gameplay works, and works well, having scripted camera events ensures that the player gets the most out of the hugely intricate and beautifully designed art that the God of War team has put together. When running from point A to point B, why focus the camera on a piece of ground and wall when instead it can pan back to reveal a beautiful, epic background vista?

Comments (44) Latest comment 2 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Scimarad #1 2 years ago

    I'm deeply jealous of that tablet thing!

    Oh, and sod off retrend - You didn't have to read it...
  • Darren #2 2 years ago

    I thought the article was fascinating myself but how games are made has always interested me. I haven't watched any of the Making Of features on the BD yet for fear of coming across spoilers. The PS3 though never seems to amaze me, the quality of its exclusive games are, quite frankly, amazing technically in comparison to those on other platforms IMO. Impressive for a system with a dated GPU that is such a bitch to code for.
  • Scimarad #3 2 years ago

    I think your comments are starting to swing sharply into focus...
  • GaryHoward #4 2 years ago

    I've just noticed Krato's voice actor was that black guy from Final Destination 2. Awesome (the voice actor, not the film)!
    Edited by 2 at 27/03/10 @ 12:37
  • spatss #5 2 years ago

    thanks for the article. MLAA should be used in more games!
  • GaryHoward #6 2 years ago

    What's with the negativity? Did Xbox 360 fanboys flood the forum or something? I love developer's dairies and their 'making of' stuff, it's good to see all the hard work they put into amazing games like these. But if people are going to start 'zzzzzzing' and sighing, then don't bother writing anything at all!
  • Lunastra78 #7 2 years ago

    Jealousy = negative comments and jars of fanboy tears
  • MaoZedong #8 2 years ago

    Post deleted at 09:40:08 17-12-2011
  • Cheapshot #9 2 years ago

    That video on that bipedal tree creature thing, HOLY FUCK! That is without doubt the most impressive display I've seen in a videogame! I can't even think of anything more impressive I've seen in film CGI! Unbelievable talent!! Awe inspiring! Videogaming has MADE IT as far as I'm concerned! /dies overwhelmingly impressed
    Edited by 1 at 27/03/10 @ 19:29
  • TheRankinator #10 2 years ago

    I wish I could play this damn game, console exclusives ftl :( I guess I'll stick to watching the Lets Play or leaked videos but it's just not the same!
  • karooo #11 2 years ago

  • chessboxer #12 2 years ago

    I was hoping to get around to finally playing GOW3 this weekend but I'm still part way through GOW2 and that has been interrupted by Double XP weekend in MAG.
  • irrelevanthuman #13 2 years ago

    Interesting read,very good game too.
  • karooo #14 2 years ago

    Sparkplug - Now what is the next game that will raise the bar on the PS3?


    some car game.
  • M_of_the_sys #15 2 years ago

    I feel your pain chessboxer. Same boat here.
  • chrisola #16 2 years ago

    interesting reading!, i love these making of and techie articles, regardless of the game \ system featured.

    I turned the game off after 20mins though. Just couldn't get into it...i remembered why i never bothered with the other God of War games or DMC series, Ninja Gaiden etc, just a genre i can't seem to get into apart from Heavenly Sword and Bayonetta, which i really enjoyed...i'm the same with racing games too, i loved Sega GT back in the day, and PGR2, but GT and Forza generally leave me cold, especially Forza as the CPU cars don't seem to 'scale up' when you start tweaking your car and so even if you are a shit driver you can easily win with minor tweaks by speed alone (eg tyres, weight reduction).
    Edited by 2 at 27/03/10 @ 19:03
  • jag10 #17 2 years ago

  • trip919 #18 2 years ago

    The opening level to this game looks simply breathtaking, the sense of scale is just awe-inspiring.
  • MeBrains #19 2 years ago

    great articles including awesome links. didn't know all that info was freely available. they get a bit technical, but one should still be able to distil some information from them.

    thanks RL.
  • AngelAtTheTomb #20 2 years ago

    Quick correction: though the frame rate of a motion picture camera is 24FPS, the camera's shutter is actually only open for half of that (the other half is spent advancing the film), so the exposure time is almost always 1/48 of a second, or .0208 seconds, not .04 as written here.

    Also, 24 FPS is the North American standard speed for film; in Europe it's 25, and since Eurogamer is from Europe... :)
    Edited by 1 at 28/03/10 @ 02:41
  • smoothn00dle #21 2 years ago

    I think the debate on PS3 vs 360 graphic power is over.

    "God of War III is a special game by an immensely talented team, backed not only by a colossal $44m budget, but also with the collaborative know-how of some of the world's best developers and access to the resources of Sony's own dedicated engineering groups."
  • TheRankinator #22 2 years ago

    An interesting bit of information; I was listening to the kotaku podcast about GoW3 and it ended up at about 35gb in total, so not even possible on my 360!
  • KillerMonkey #23 2 years ago

    "An interesting bit of information; I was listening to the kotaku podcast about GoW3 and it ended up at about 35gb in total, so not even possible on my 360!"
    With a budget and a team like this, I'm sure they could make it work if they wanted to.
    The game is an extremely impressive accomplishment though. Didn't think this generation of consoles could pull off visuals like that.
  • Clover4ever #24 2 years ago

    It would be great if Guerrilla could implement that MLAA technique in Killzone 3.
  • IvorB #25 2 years ago

    I've never commented on here before but had to register just to say how much I appreciate these 'making of' articles. I think they are fascinating so please keep them coming.
  • Geordiemp #26 2 years ago

    Wish they would make a god of war with user control of the camera.

    Just cant get the hang of the demo, my right stick is constantly trying to look around grrr...

    Myabe I need to get it and play inough so get the hand of it, just cant decide....
  • chaywa #27 2 years ago

    Its articles like this which make me wish I would've studied Computer Science rather than International Politics at Uni, it all sounds incredibly interesting...
  • 0L4F #28 2 years ago

    Fantastic article, thanks for this. I'm fascinated by the tech behind this incredible game, being a developer myself. This article, and the one on Uncharted 2 provided some great insights.

    Keep them coming!
  • darkmorgado #29 2 years ago

    I love digital foundry, but all this stuff is revealed in the "making of" vids when you finish the game.
    Incidentally, my score would be 7/10. Over too soon, fighting system is shallow, nice graphics, but the game is lacking.
    Yes you heard me.
    7/10
  • Dismiss #30 2 years ago

    Really, I don't get all this "combat system is shallow" vibe. Sure, in contrast to DMC, NG and Bayonetta you don't have to use technique of any sort in order to maximize your combos. On the other hand, you get quite a few defensive options, plus there's plenty of opportunities to switch tactics. If you don't feel like you're using the block button enough, switch to titan mode. I've been doing this since God of War II which did feel a bit mashy in normal mode. In my opinion, the God of War series offers a more varied and rich experience than most japanese hack and slashers out there, even if the combat system is a bit more shallow.
  • DiamondIce #31 2 years ago

    @darkmorgado

    I don't have the game yet, so therefore cannot see the making of. I love these articles, so please keep them coming even if some viewers are being negative towards something they don't have to read.
  • Widge #32 2 years ago

    It is also a bit visually bland. No point pushing technology without artistic flair. Bioshock looks more interesting than Crysis, older tech, linear, but a hell of a lot more flair. Also linear games can push a narrative on better than non-linear ones, Crysis was a bit dull.
  • man.the.king #33 2 years ago

    @darkmorgado

    "Incidentally, my score would be 7/10. Over too soon, fighting system is shallow, nice graphics, but the game is lacking.
    Yes you heard me.
    7/10 "


    Yes I heard you, and I can see where you are coming from. Of course, if this had been on the 360, it would probably have scored quite a bit higher FROM YOU.

    @mickey2010

    "something like red faction or the recent just cause2 is far more impressive technically than GOW3, which like many ps3 exclusives has turned into "an interactive movie" dominated by QTE's and linearity."

    Translated: Anything on the 360 is far more impressive technically than any PS3 exclusive. I think that's what mickey2010 was trying to say.
    Edited by 1 at 29/03/10 @ 22:31
  • man.the.king #34 2 years ago

    Hot on the heels of this interesting article, we get another interesting piece on the techniques and technology involved in getting superlative examples of visual wizardry to us.

    Kudos to DF on taking time and expending energy on informational stuff like this.
  • carlosdfn #35 2 years ago

    I'm glad that this amazing game is getting the attention it deserves here at DF. Keep up the good work guys.
  • schematik #36 2 years ago

    People can say what they say, but I just got a 46" LCD and an HDMI cable, I played a bit Killzone 2 and Uncharted 2 last week to see how good they look on my new telly (awesome mind) but when I popped in GOW3 and got to Poseidon my jaw dropped. Then I went to Hades realm and my jaw dropped again. I can say, for my eyes, this is the best looking game and the gameplay is immense, the story is epic, and Kratos is the most bad ass character in all of games...

    Even more than my blu ray movies, I feel the money I dropped on the PS3 and the HDTV have been fully realised by this game more than anything else I own
  • guernican #37 2 years ago

    Seeing as the Cell processor is apparently technically defunct and the graphics chip in the PS3 is not fit for purpose, isn't it about time Sony admitted that their secret ingredient is actually magic and a free rock of crack with every PS3 exclusive game?
  • M_of_the_sys #38 2 years ago

    Translated: Anything on the 360 is far more impressive technically than any PS3 exclusive. I think that's what donnie was trying to say.

    Fixed
  • dudefella #39 2 years ago

    Santa Monica: You guys are the fucking best. I mean it. First PS3 game, and in my eyes you beat everyone else, including Naughty Dog. Nothing but immense respect, GoW 3 is one of the best games I have ever played.
  • starhope #40 2 years ago

    "God of War III is a special game by an immensely talented team, backed not only by a colossal $44m budget, but also with the collaborative know-how of some of the world's best developers and access to the resources of Sony's own dedicated engineering groups."

    What are you trying to say ?

    What about Too Human ? $80/100 million budget ? = most expensive game on this generation... no memory ?

    Not only that : development = 10 years and about 3 years on 360. So, their game was already quite mature when it came on 360.

    360 is far easier to develop for than ps3 and also older, thus better known. Where are those amazing graphics ?

    What about Rare ? This is a great studio. ETC.

    Please, stop your excuses. This debate is over : PS3 is more porwerful.

    We want facts. Facts are Killzone 2, Uncharted 2, God of War 3.

    That's all, there is nothing like that on 360.

    Bye.
  • man.the.king #41 2 years ago

    @M_of_the_sys

    "I think that's what donnie was trying to say.
    Fixed "


    Oh, is mickey2010 really donnie reincarnated? I didn't know. I thought donnie had just vanished... into the ether of stupidity.
  • Mnia786 #42 2 years ago

    Why dont Sony develop an engine for 3rd party devs to try and get out better looking 3rd party titles? I think it is a shame that we have masterpieces such as GoW III and Uncharted 2 yet we see abysmal shite such as Bayonetta. This proof is evident - if devs spend time to get to grips with the PS3, they can create top end visuals. Just a pity most x-platform devs build on the 360 then do a shitty port to the PS3. I know SSMonica have the uuber-techs of sony to give them a hand but from what I remember, didn't R* North have them also for GTA IV development? IV looks damn near the same (albeit darker) than the 360 version so I think having additional knowledge for the system does reap it rewards.
    Edited by 1 at 31/03/10 @ 13:30
  • dsmx #43 2 years ago

    Mnia how do you propose that devs use the tech developed for GOW3 on say any multiplatform game? Take the AA method use in GOW3 that simply wouldn't work on anything other than the PS3 so you'd have rewrite that code. Game engines written for exclusive titles can't be used on any other system without a major rewrite of the code and so they tend to never be given out for general use by devs and stay in house.
  • Badassbab #44 2 years ago

    Graphically this game is really pushing the PS3. Only shame is after playing GOW Collection @ a near rock solid 60fps it seems a bit of a let down to be playing at 30fps.Still it's smooth enough. Really needs to be played on a large TV to get a sense of the massive scale of the game.

    Edit*
    Actually having played the game more it's more 60fps in game for the most part. What an achievement.
    Edited by 1 at 16/04/10 @ 16:03