Why join the God of War team as an Engine/Graphics Programmer?
For a AAA project like God of War, the engine and graphics team is surprisingly small - around 8 programmers. Being first party means we don’t have to worry about multiple platforms. This affords us a smaller team, but expectations are very high. Being that we’re small, every member of the team has a large impact. There’s a definite expectation that members can work autonomously and with minimal oversight. Everyone on the team has developed a close working relationship with their colleagues. Throughout development, we’ve built friendships across disciplines, and that collaboration and mutual respect is critical to delivering a high quality product.
We have our own engine and tools and both are continually evolving. Some parts have stood the test of time (since the PS2 days), while others are brand new. For PS4, we rebuilt all of our rendering tech. When working with a licensed engine, you might find yourself feeling more like a technician than an engineer. Here at Santa Monica Studio, we’re building the ship we’re sailing. The sense of ownership is really exciting and motivating. While we all have our own core competencies, we don’t operate in strict silos. Everyone works on whatever is necessary to get the job done – tools, engine or rendering. We interface directly with the content creators to understand how they work, improve their workflows, and help educate them on our technologies. We’re responsible for delivering end-to-end solutions. What good is any of the cool stuff if no one can use it?