God of war and its characters Artists. Part I
It has been several months since this Game was released to the Market and has had a great reception from its players and that was thanks to its good history and the hard work of its artists, designers and visual producers.
Months of practice they were dedicated to this Project on the part of the great equipment formed of Holy Monica Studio. The creativity and the passion developed strongly for this game. ">
Making games is really a creative journey, from writing to design ... from production to quality control, it would never have been possible without the full support of Sony and the incredible work of the team.As we said before we will start a graphic tour of the main artists of this game.
Raf Grassetti
Highres sculpt for Kratos' head created for the new God of War
Some of the early work i did for the game when we were in pre production. The first statue was the first thing i did when i joined the project to work with the creative director, that piece helped drive the new look for the character. Later in the project when we started to get closer to Kratos' design i created the second maquette and the Troll was an early exploration for the first troll based on Dela Longfish's sketches.
Glauco Longhi
World Serpent
This was the most challenging piece I worked on, definitely. The world serpent debuted on E3's demo, 2017. We had to work hard on all the aspects of this model, in order to pull it of. It was a huge collaboration between different departments. Original sculpt and blend shapes by Raf Grassetti, along with Tech Team. I textured his face, and worked on the close-up version of the eyes. Igor Catto sculpted and texture the actual eyeball and modeled/texture her body. We worked all together on material animations/fx with the FX Team. Concept by Stephen Oakley
The Ice Troll was very challenging and went through many different iterations. I sculpted his face/body/acessories, and did the initial pass on textures/materias/FX. Eric Valdes did the final textures/polish work that went to the game. Concept by Yefim Kligerman