Could you walk us through how this candidate will interact with the team? How important will teamwork and communication be for this role?
Nick: It’s really key to have these qualities because the process requires lots of teamwork. We’ll get a game need—say a player character ability—from a director or a level designer, and we’ll decide the parameters and functions required to fill that need. Once we have the rough guidelines of the ability we’re shooting for, we’ll write up a quick one-sheet summary of what's needed from art, design and programming to bring this ability to life. From there, we’ll have a kick-off meeting with the art and animation teams and walk them through the design plan. It’s very important for a potential Senior Systems Design candidate to understand how the design plan works at every level, as well as how much time and resources are needed to get it done.
Anthony: I agree that teamwork is super important for a systems designer. A lot of the things we build are going to be used by other departments to highlight their content, so there can be a little bit of “customer service” in our work. When you’re making something that other designers or departments will use in their levels, you have to think about how they’ll want to use it and how it can help their stuff shine. In the same vein, we need to establish constraints for the systems we are creating so that we can maintain a degree of control while giving other designers the freedom to do the things they want to do. A lot of times, the ideas for what we’re building will come directly from another department, and it’s a great feeling when you deliver them something that is going to help make their job easier.
One of the integral things for a Systems Designer is working with all the departments. It’s one of the things I like most about my job, working with level or combat designers to art and animation.
Why is this an important position for the studio? What key impact will this candidate have on our games?
Anthony: I think a lot of what our group is doing is completely new to this studio and the God of War franchise. When so much of what you’re doing is completely new, it can be a little scary, but in a really good, exciting way.
Nick: Like Anthony said, we’re in new territory as a company, and it’s great to be on the ground floor of establishing best practices and workflows for all systems; large and small. Previous God of War titles didn’t have the need for our type of team before. It’s an exciting time to be here.
Anthony: One of the things that brought me here was the challenge of bringing all of these new ideas to the franchise. God of War is different than anything the studio has ever come out with in many ways. We’re laying a lot of foundation for the future with the work we’re doing today. I think that’s something that would get any designer excited.