Santa Monica Studio Celebrates 20 Years with Idea Artwork from God of Battle

As we have a good time the 20th anniversary of Santa Monica Studio, we’re turning again the clock on a few of the most memorable artwork from God of Battle — artwork that helped outline the franchise that constructed our studio. From in-house idea artists nonetheless with us at this time to quite a few legendary artists of our previous, we requested every to pick their most impressed God of Battle artwork piece that made a big impression on them or the franchise. Many of those comprise by no means earlier than shared behind-the-scenes sdetails… and positively some maybe you by no means knew.

Charlie Wen – Former Idea Artist

(“Kratos Legendary Serviette Design” – God of Battle)

It needs to be the serviette sketches I did once I first captured who Kratos was going to be.

After going via a number of iterations of the principle character, I used to be having a bit extra readability of who Kratos was, and got here ready for a lunch/design session — armed with a number of pens, even a brush pen. Then, as concepts began to circulate, I noticed I had no sketchbook — good factor the restaurant had napkins. A imaginative and prescient of Kratos got here to me that wanted to get out of my head and onto paper (or serviette) — he had broad double blades hooked up to his forearms by chains that he would fling round. The napkins quickly crammed with Kratos flying via the air with double blades. I keep in mind going via a number of napkins to the purpose that 90% of Kratos’s completed design got here out in that lunch session. As for the serviette sketches, most of them in all probability bought crumpled in some jean pocket and eaten by the wash… however fortunately, not all of them.

Cecil Kim – Former Idea Artist

(“Suicide Bluffs – God of Battle”)

I did this piece early within the God of Battle 1 manufacturing, which implies we knew Kratos will soar off the cliff firstly of the sport. What a miserable begin of a recreation! I additionally keep in mind we tried to emphasise how emotionally overwhelmed he’s main up thus far. I keep in mind they (in all probability design crew, David Jaffe) have been telling me Kratos might barely drag himself as much as the highest which was the unique plan. (I didn’t know what occasion occurred earlier than this. Which was the ultimate Zeus battle on the finish of the sport!) That’s why you see a slender path main as much as the highest on the left facet of the cliff in my art work.

Additionally, we have been a reasonably small artwork crew again then; Ken Feldman, who was accountable for the extent, additionally sat with me and shared his problem to construct all of the areas with the graphical limitations we had. So no bushes! I wanted an ideal angle to indicate all the pieces, so I made all of the rocks in a stylized means, relatively concentrate on a darkish, chill tone of the world. Sadly, you don’t see this view within the opening scene however you may really feel and scent the identical air if you realize what I imply!

Scott Seeto – Former Idea Artist

(“Icarus” – God of Battle II)

Finally I’ll should go along with Icarus. One: it’s at all times enjoyable to design a loopy character and present it of their options and pose. It might not have been an enormous character however he was enjoyable to do! Two: I used to be glad with the end result of the illustration. For certain, some issues might have been executed higher on it, however for time I had on it, I used to be happy. Three: it’s arduous to see and it didn’t make it into the sport I don’t assume. As a part of his craziness, I initially considered him holding a deceased cat on a regular basis as a pet (it will need to have been a late night time once I considered it)! I want to add, my time as an idea artist on God of Battle was a blast!

Andy Park – Former Idea Artist

(“Kratos vs Poseidon” – God of Battle III)

I must say the idea design illustration I did of the primary major boss of God of Battle three, Poseidon, was fairly particular for me. I keep in mind getting the immediate of a water-based behemoth that the Poseidon god would remodel into and pondering what a enjoyable problem that was going to be to sort out. Nevertheless, as I used to be letting my creativeness run wild with the probabilities of this sort of creature that may assault Kratos in a number of merely large methods I caught myself pondering, “How on earth are they going to drag off any of these items?” It’s one factor to design it however a completely one other factor to make come alive in a 3D gameplay surroundings, and with the restrictions of the PS3 platform engine.

Properly, it was a pleasure to design a loopy boss character like this that has by no means been seen within the God of Battle franchise, if not even all the PS3 line of video games, however it might need been a fair greater pleasure to see the superb crew execute this in actuality for the sport. A particular shout out goes to Max Ancar making a personality manufactured from water come alive! Poseidon was positively my favourite design I bought to do throughout my long term on the God of Battle franchise.

Erik San Juan – Former Idea Artist

(“Amazonian Warrior” – God of Battle Ascension)

Throughout pre-production for God of Battle: Ascension, the idea crew had a month of “blue-sky” design time the place we’d toss round loopy concepts. With the mysterious destiny of Kratos on the finish of God of Battle three, we knew we needed to offer him a successor — a brand new hero who would go searching for him. Not in contrast to the latest entry within the sequence, we imagined that he had a hidden daughter and started sketching concepts of what she would seem like. Different concepts we tossed round have been utilizing Artemis as the main focus with related rage and vengeance as Kratos — even concepting her to be a Centaur with magical powers!

Proven right here was my solely contribution to the crew with a tattoo design on her face. As soon as we knew we have been bringing again Kratos in a Prequel these designs would later evolve into the Amazonian Warrior that we see in Ascension. Santa Monica Studio is an unbelievable surroundings for creativity and I’ll at all times carry fond recollections like these of my time working with such superb artists.

Luke Berliner – Current, Lead Idea Artist

(“Canyon Bull” – God of Battle: Ascension)

I did this idea eight years in the past once I first joined Santa Monica Studio on God of Battle: Ascension, I used to be so happy with it and felt like I used to be lastly beginning to perceive what makes one thing work in a God of Battle recreation. Flash ahead to at this time and this picture is held on the wall as you enter our inner area. I stroll by it every single day. Once I have a look at it now years later I see how a lot I’ve grown as an artist at Santa Monica Studio and it’s enjoyable to see how our video games have modified too.

Joe Kennedy – Current, Senior Idea Artist

(“The Hunt” – God of Battle 2018)

The crew selected the comedian medium for “The Hunt” because it was an excellent instrument that would concurrently visualize parts of gameplay and storytelling. The scene is a vertical slice of God of Battle that I had the inventive freedom to visualise how Kratos and his son, Atreus, would start this new journey. It was nice to see the ideas illustrated in The Hunt keep integrity all through the event course of and the crew helped see it into the ultimate recreation.

Yefim Kligerman – Current, Idea Artist

(“The Historical” – God of Battle 2018)

I selected this idea of the Historical as a result of it reveals a distinct tackle the quite common rock monster. I used to be in a position to combine some curves to interrupt up the stable rock shapes, in addition to discover the humanity of this outdated magical being. The Historical was at all times an amazing immediate to work off of as a result of it’s alleged to be one of many oldest issues on this world, a dwelling being powered by magic and created as monument for prayer.

Annis Naeem – Former Idea Artist

(“Helheim” – God of Battle 2018)

I had been struggling to get a feel and look for Helheim till this pivotal piece. The temporary was that it could be extraordinarily chilly and icy however it wouldn’t be a frozen wonderland. The strolling lifeless that have been infused collectively on the bridge, the stormy look, the towering columns/gates. A number of the parts within the portray have been impressed by Zdzislaw Beksinkski and the way he paints bony tremendous constructions.

Jin Kim – Former Idea Artist

(“Helheim Hræsvelg” – God of Battle 2018)

My portion of contribution to the venture was primarily on the realm of Helheim. For that cause, I selected the art work with the eagle chained up on high of the Helheim monolith as a result of the eagle is such an iconic creature to the realm. Issues proven on this shot can characterize virtually all the pieces taking place in Helheim from the Sea of Knives to the chilly climate that the eagle is creating by its big wings, big monoliths related with the bridges that the lifeless stroll on and so forth. I personally grew keen on this one due to how lengthy I used to be engaged on this place and the way I assumed it was so cool to have a chilly model of Hell was again then.

The crew again then was fighting the choice on how you can have the eagle’s look within the realm, and I keep in mind after they lastly introduced the duty of concepting the scene to me to have the eagle within the very middle of the Helheim, I used to be very excited to color the shot. It was very nice to see everybody’s response once we confirmed the idea to individuals too. It additionally felt like a very good collaboration with different artists due to a few of the parts within the portray that have been designed by different idea artists, and it was very nice to orchestrate them in a single illustration. This was a very good finale to the entire Helheim-concepting act to me.

Dela Longfish – Current, Lead Idea Artist

(“Draugr” – God of Battle 2018)

The Draugr have been one of many earliest characters I labored on. Figuring out this was a personality we’d see in virtually each space within the recreation we explored a variety of seems for what they might be. I finally explored an concept of a personality whose physique is lifeless however was unnaturally being introduced again to life by the pure will of its spirit. To additional complement that, I made their our bodies damaged and fractured, to promote the concept that they have been not from the land of the dwelling.

Abe Taraky – Current, Senior Idea Artist

(“Týr” – God of Battle 2018)

When Kratos and Atreus uncover the flooded space, they’re amazed on the opulence and destruction of the temple. In assist of those two themes, I ensured that each design selection added to this duality. A very good instance of that is the monolithic statue of Tyr that sits on the temple entrance. Its jewel encrusted protect, weapon and armor plating, stands in stark distinction to giant gap at its chest and flames that engulf its helmet. Early on, this helps the participant query the surroundings and marvel, what method of god constructed such a temple and why was it was destroyed?

Vance Kovacs

(“A Name From The Wilds” – God of Battle 2018)

The set of photos for PlayStation Expertise have been particular for me. Particularly, this one, because it aimed to seize the boy in a fading second of solemn magnificence and inevitable dying.

Jose Cabrera

(“Faye’s Funeral” – God of Battle 2018)

The reason being simply that it considerably helped me reconnect with the lack of my very own mom, which is one thing that occurred once I was a teen, and I had encapsulated that reminiscence to have it as one thing that wouldn’t have an effect on me in any respect. Engaged on this piece made me keep in mind her. I can guess most builders had their little private moments throughout the improvement as a result of the sport touches some very primal fibers right here and there.

Be sure that to hit up the PlayStation Retailer the place we have now a really particular Santa Monica Studio showcase, that includes gross sales on lots of our PlayStation four video games, and a journey via our historical past. You can too now watch our full-length function documentary, Elevating Kratos, in your PlayStation console free, via the PlayStation Retailer as nicely.

Thanks as soon as once more, your unwavering assist these previous 20 years has actually remodeled us.

1 thought on “Santa Monica Studio Celebrates 20 Years with Idea Artwork from God of Battle

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