GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

The Future of Scene Description on 'God of War'

Koray Hagen (Senior Programmer, Sony Santa Monica Studio)

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Programming

Format: Session

Vault Recording: Video

Audience Level: Intermediate

'God of War' is developed on a proprietary engine at Santa Monica Studio. During the course of development it became clear that a more rigorous and scalable technology solution was needed for designing, authoring, and transforming the vast amount of disparate data being introduced into the game and content pipeline. This lecture will focus on the design, implementation, and architecture decisions that were made in creating a data description system to satisfy the requirements for a game the size and scale of 'God of War.'


Attendees will thoroughly learn the technical architecture, design choices, and decision-making process that have guided the creation and future of this data description system. Considerations for offline requirements, run-time requirements, and scalability will also be discussed.

Intended Audience

This lecture is intended for professional engine programmers, tools programmers, and technical artists who are contributing at any level to a game's content pipeline.