An Impossible Camera: One Shot, No Cuts
At the origin stage of establishing a new direction for God of War, Creative Director, Cory Barlog, challenged our team with a seemingly impossible technical goal: no camera cuts in the game. Our Director of Photography, Dori Arazi, laid out the motivations.
The animation systems also needed to account for the fast paced combat, while keeping things grounded. We had to meticulously plan for all the situations Atreus might be in as he seamlessly transitioned back and forth between narrative and gameplay with the no cut camera.
"The reason we went for this type of camera boils down to two concepts: we wanted to create a very immersive story with a lot of empathy for the heroes. This required a new approach in how we frame the action for the series. Gameplay in general is a non-interruptive camera experience, but when the camera cuts to a sequence of controlled narrative, you're now breaking that sense of immersion."
"The end result was an amazing combination of creative inspiration, new uses of tried-and-true technology, and physical camerawork that had to be perfect. Dori explained, "We spent a lot of time tweaking the virtual mocap equipment to figure out how to get the right controls on the camera, operate it for a significant amount of time while doing this in real-time and not shooting the camera in post. Our team also did an amazing job in creating a gameplay camera that the player can control that has the same sensitivity and sensibility of a documentary camera."