God of War : Ragnarok

Role: Sr. Locomotion Design

  • Core movement models for all characters
    • Combat, unaware/patrol, and base movement included.
    • Focused on visual quality without compromising responsiveness
    • Set up complimentary systems
      • Carrying objects
      • Enemies using dynamic base poses based on state and weapon types
      • Etc.
  • Traversal
    • Maintain and refined all forms of traversal for every character in the game
      • Jumps, Climbing, Crawling, and more
    • Implemented custom traversal animations per narrative, systems, and LD needs
  • Vehicles
    • Tune core movement models of vehicles
    • Clean up all transitions between entering and exiting the vehicles
    • Support for various systems that required vehicles
      • Traversal, animations based on conditions, support for head-tracking regarding scents, etc.
  • DualSense
    • Focused primarily on systemic movement, traversal, and vehicles based DualSense
    • Supported transitions between gameplay and cinematics with supplementary DualSense
  • Other
    • Support and refine various transitions between gameplay and narrative moments.
    • Overhaul and support global approach systems alongside AI and Anim Tech Leads
    • Implement base enemy “jiggle” reaction system across enemy cast
      • Reaction based systemic hits that play on-top of core combat animations to sell hits but not affect gameplay intent
    • Support combat team in regards to custom animation needs for various scenarios and system
    • Setup and blending in and out of various moves for full body and head IK