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God of War eGuide
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Contents

  • Foreword
    • A Note From Cory Barlog
  • The Basics
    • Overview
    • Difficulties
    • User Interface
    • Game Mechanics
    • Upgrading Kratos and Atreus
    • Journey
    • Beyond the Journey
  • Equipment and Skills
    • Introduction
    • Weapons and Shield
      • Overview
      • Leviathan Axe
      • Blades of Chaos
      • Guardian Shield
      • Talon Bow
      • Upgrades
    • Kratos’ Armor
      • Overview
      • Chest Armor
      • Wrist Armor
      • Waist Armor
      • Talismans
      • Enchantments
      • Atreus’ Armor
      • Resources
  • The Enemy Hordes
    • Fodder and Grunts
      • Overview
      • Brood
      • Legion
      • Dark Elf
      • Draugr
      • Hel-Walker
      • Nightmare
      • Reaver
      • Revenant
      • Shadow
      • Tatzelwurm
      • Traveler
      • Viken
      • Wolves
      • Wulver
    • Minibosses
      • Overview
      • Ancient
      • Ogre
      • Troll
    • Bosses
      • Overview
      • Baldur—Son of Odin
      • Gullveig—The Desecrated Maiden
      • Hræzlyr—The Mountain Dragon
      • Magni and Modi—Sons of Thor
      • Máttugr Helson—The Helheim Bridge Keeper
      • Svartáljǫfurr—Dark Elf King
      • Valkyries
  • The Journey
    • Chapter 1: The Marked Trees
    • Chapter 2: Path to the Mountain
    • Chapter 3: A Realm Beyond
    • Chapter 4: The Light of Alfheim
    • Chapter 5: Inside the Mountain
    • Chapter 6: A New Destination
    • Chapter 7: The Magic Chisel
    • Chapter 8: Behind the Lock
    • Chapter 9: The Sickness
    • Chapter 10: Freya’s Cave and Sanctuary, and Helheim
    • Chapter 11: The Black Rune
    • Chapter 12: Return to the Summit
    • Chapter 13: Escape from Helheim
    • Chapter 14: A Path to Jötunheim
    • Chapter 15: Between the Realms
    • Chapter 16: Jötunheim in Reach
    • Chapter 17: Mother’s Ashes
    • Chapter 18: The Journey Home
  • Interactive Walkthrough Maps
    • Wildwoods
    • Wildwoods' Edge
    • Jötnar Ruins
    • Jötnar Ruins (Upper)
    • Jötnar Ruins (Exit)
    • SpikeTrap Cavern
    • The River Pass
    • River Basin
    • The Abandoned Camp
    • River Pass (Exit)
    • Witch's House
    • Witch's Cave
    • Lake of Nine
    • Vanaheim Tower and Caves
    • Route to Mountain's Base (Part 1)
    • Route to Mountain's Base (Part 2)
    • Alfheim
    • Ringed Temple
    • Ringed Temple Gate (Lower)
    • Ringed Temple Gate (Upper)
    • Ringed Temple (Outer Hall)
    • Ringed Temple Interior (Exit)
    • Ringed Temple (Courtyard)
    • Ringed Temple Trench (Roof Closed)
    • Lake of Light and Return to Týr's Temple
    • Return to the Mountain (Vanaheim Tower to Tram)
    • Mountain Interior (Lower Level)
    • Heart of the Mountain (Area 1)
    • Heart of the Mountain (Area 2)
    • Heart of the Mountain (Area 3)
    • Heart of the Mountain (Area 4)
    • Hræzlyr's Arena
    • Mountain Interior (Upper Level)
    • Mountain Level (Bridge Lowered)
    • Mountain Interior (Bridge Raised)
    • The Summit
    • Mountain's Summit: Descent
    • Mountain's Summit: Descent (Temple)
    • Witch's Cave
    • Witch's Sanctuary
    • Lake of Nine (Serpent's Horn)
    • Lake of Nine: Northern Dock Area (Arrival)
    • The Frozen Lake
    • Route to Thamur's Hammer
    • Jarl's Stronghold
    • Jarl's Stronghold (Exit)
    • Jarl's Port
    • Northern Dock: Hidden Chamber of Odin
    • Týr's Temple and Bridge
    • Path to the Guardian
    • Route Through the Helheim Gates
    • Týr's Bridge and Temple
    • Freya's Cave
    • Freya's Sanctuary (Second Visit)
    • Týr's Vault
    • Helheim (Return with Atreus)
    • Foothills
    • Mountain Interior
    • Mining Cavern (Main Level)
    • Mining Cavern (Upper Level)
    • Ridgeline and Summit
    • Helheim Landing (Upper Level)
    • Helheim Landing (Bottom Level)
    • Helheim Ship and Bridge Platform
    • Týr's Secret Door
    • Týr's Secret Chamber (Lower Level)
    • Týr's Secret Chamber (Lower Level) 2
    • Lake of Nine (Realm Travel Room)
    • The Belly of the Beast
  • Interactive Maps for Lake of Nine
    • Lake of Nine
    • Veithurgard Pass
  • Interactive Maps for Favors
    • Völunder Mines
    • Landsuther Mines
    • Fáfnirs Storeroom
    • Northri Stronghold
    • Konunsgard Stronghold
    • Wayward Spirits: Lake of Nine
    • Muspelheim
    • Niflheim
  • Interactive Maps for Labors
    • Veithurgard
    • Lake of Nine (North Side)
  • Favors
    • Overview
    • Brok and Sindri (Huldra Brothers)
    • Wayward Spirits
    • Realms Unlock
    • Free Dragons (Labor)
    • Valkyries
    • Muspelheim
    • Niflheim
  • Artifacts
    • Overview
    • Lost and Found
    • The Faces of Magic
    • Abandon Ship
    • Spoils of War
    • Bottoms Up
    • Horns of Veithurgard
    • Family Heirloom
  • Labors
    • Overview
    • Crafting
    • Skill
    • Kill
    • World
    • Close Realm Tears
    • The Eyes of Odin
  • Lake of Nine Exploration
    • Overview
    • Týr’s Temple
    • Vanaheim Tower
    • Lookout Tower
    • Muspelheim Tower
    • Niflheim Tower
    • Isle of Death
    • Iron Cove
    • Asgard Tower
    • Forgotten Caverns
    • Svartalfheim Tower
    • Light Elf Outpost
    • Ruins of the Ancient
    • Helheim Tower (with Connected Beach)
    • The Mason’s Channel (Njörd’s Oarsmen)
    • Alfheim Tower (with Connected Beach)
    • Buri’s Storeroom
    • Jötunheim Tower
    • Cliffs of the Raven
    • Veithurgard Pass
  • Appendices
    • Jötnar Shrines
    • Treasure Maps
    • Trophies
  • The God of War Team
    • Jason McDonald
    • Rafael Grassetti
    • Matt Sophos
    • Credits

God of War Guide › The God of War Team

Rafael Grassetti

Principal Character Artist

How did you first become interested in pursuing a career in video games?

I started my career creating characters for advertising and products. As I improved my skills the video game industry became a natural transition for me.

How long have you been on the team?

I’ve been with Sony for six years, working on God of War for the past four.

Give the reader an idea of your day-to-day tasks.

During my day, I look at the progress on all the characters that are being developed at the studio, sync with different teams and departments if there are any dependencies or things that are being worked and give feedback on it. If nothing else needs my attention, I go back to my desk and I create some art myself, if it’s for Kratos, a small prop or prototyping something new, it depends on what stage we are in the project.

What was your favorite aspect about the project?

The universe we are working on. The title and the theme are so rich in characters that it makes my work that much more fun.

What was the trickiest task assigned to you and how did you solve it?

Kratos and Atreus, not necessarily in this order. Creating a new version of a well-established character was a very tricky task and took a long time. On the other side, introducing a new hero walking next to this well-established character was very scary, specially being a young character.

What are you most proud of concerning the game?

The way we were able to introduce these characters to the fans and tell a new story.

Art and Design

What fresh approaches have you brought to the design of the principal characters for God of War?

From my experience on working on other triple A PS4 Sony games, I was able to bring another point of view of executing realistic characters but still maintaining the style that God of War always had and find that balance.

Where did you look for inspiration in designing new characters, such as Brok, Sindri, Freya, and the World Serpent?

We looked at a lot of historical references for costumes, story of characters, and how we could mix that with the God of War style we developed. Creating a strong design with a strong base of references from the period, but adding our own twist to those characters, is what kept us inspired to create new unique characters.

Talk about your inspiration for the artistic look and feel of God of War’s transition to a Norse mythological setting.

The past titles of the franchise always had a very strong style and art direction. For this one we wanted to bring the title to the next generation of consoles and the new mythology, but still maintain as much as we could from the past titles. This new mythology allows us to be a lot more realistic on how we treat everything. The characters and environments are a lot more grounded and that way when we introduce the twist of the new setting, the mythological characters, gods and big monuments, it is a lot more impressive than before.

What were the biggest challenges when striving for a no-cut camera? Did this change the way the team approached the game?

In the past titles, camera cuts allowed us to have more resolution on characters during cut scenes, swap meshes around with more polygons, and maintain quality every time the camera was close. For lighting, it was a big hit. If you play any other game you will notice lights shifting around to create a perfect shot for every camera placement. This time around we had to come up with tricks for all of that. Characters need to be 100% during gameplay and cinematics; there is no swapping textures around. Lights had to be kept in the same position for long cinematics and find tricks to move them around without the player noticing. It was painful but worth the effort, you can see the results and feel the immersion when you play the game.

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