GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view GDC 2023 session details, speakers and share your favorites via social media. You will be able to build your schedule and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

'God of War: Ragnarok' - Building the UI for a AAA Sequel

Zach Bohn  (Sr. Staff Technical Designer, Sony Santa Monica Studio)

Pass Type: All Access Pass, Core Pass

Topic: Design, Visual Arts

Format: Lecture

Vault Recording: TBD

Audience Level: Intermediate

In this session, Zach Bohn, Sr. Staff Technical Designer at Sony Santa Monica Studio, will discuss the development of God of War: Ragnarök's User Interface and, more broadly, the role of a UI Team/Individual on a project.

In further detail, this talk covers the unique role of the UI discipline in game development and the challenges it faces from design/engineering and artistic perspectives, how to best structure a UI team to ensure its success, and the internal Santa Monica critique of God of War 2018 and how it formed the foundational cornerstones of developing the sequels User Interface.

At the end, there will be several tips and tricks on how to optimize the technical aspect of User Interface, and things to look out for during production.

Takeaway

Attendees will gain knowledge on how to better support UI roles on a project and become informed on ways to build a flexible technical framework. In addition, this lecture should help provide details on what it takes to build UI on a AAA scale and the importance of developing these systems early.

Intended Audience

This is for teams looking to bolster their UI development and learn how to avoid common pitfalls that are unique to UI/UX, as well as tips for advanced technical designers who are looking to optimize their UI pipeline.