Gamers are ready to go above and beyond the call of duty

May 3, 2012 00:11 GMT  ·  By

One of the toughest jobs when it comes to creating the new God of War: Ascension video game is working to create the detailed and often exposed interior structure for the many enemies that Kratos meets and fights during the game.

Chris Sutton, who is the art director working on God of War: Ascension, has told Gamasutra that, “It's kind of gross work, but they try to give it the same attention to detail that they give the rest of the character.”

The developer went on to mention some of the inspiration sources that the various artists use when creating both human and non-human enemies.

Sutton added, “They'll watch videos of actual autopsies and dissections to really understand how the human anatomy works, and the layering of muscles. They really get into their craft of creating characters. I think they can have a certain level of detachment to create that, and look at it more from the artistic perspective.”

The God of War: Ascension developer believes that Santa Monica team’s aim does not need to focus on including realism in the next game but on adding characters and enemies who are both responsive and fun to interact with.

In order to reach the specific feel of the God of War series, the movements are somewhat exaggerated and result from a collaboration between the animation team, the camera developers and the people handling the combat.

The look of Ascension will always be in the service of gameplay, and the art team will always be careful not to introduce in the fun that players are looking for.

God of War: Ascension will be the first title in the series to offer both cooperative and competitive multiplayer and that means more models and enemy types to create for the players to then eviscerate.

The game is expected to arrive on the PlayStation 3 during spring 2013.