Call me late to the party, but I’ve been flipping through Ballistic Publishing‘s 272-page opus The Art of God of War III — and I like it.
It reads like a cookbook for wannabe creature creators, chronicling God
of War III’s evolving monster designs throughout the game’s extensive
development process. The luscious artwork is accompanied by insightful
commentary and anecdotes from the game’s visual development artists and
the phenoms at Sony Santa Monica Studios.
In addition to pages and pages of unseen concept art and reference sketches, The Art of God of War III
showcases characters and creatures that didn’t make it into the final
version of the game, including several monster designs that were (sadly)
left on the cutting-room floor.
Which creature design is your favorite? Let us know in the comments!
Art by Andy Park
Art by Izzy Medrano
Art by Andrew Kim and Cecil Kim
Art by Andy Park
Art by Andy Park
Art by Izzy Medrano
Art by Andy Park
It reads like a cookbook for wannabe creature creators, chronicling God
of War III’s evolving monster designs throughout the game’s extensive
development process. The luscious artwork is accompanied by insightful
commentary and anecdotes from the game’s visual development artists and
the phenoms at Sony Santa Monica Studios.
In addition to pages and pages of unseen concept art and reference sketches, The Art of God of War III
showcases characters and creatures that didn’t make it into the final
version of the game, including several monster designs that were (sadly)
left on the cutting-room floor.
Which creature design is your favorite? Let us know in the comments!
Art by Andy Park
Chimera
“This is a creature I initially designed way back during the previous
game, God of War II.… I designed the Chimera thinking of the three
personalities of the creature: lion, goat, and snake. They are one
being, but they have three different brains and therefore, three
different personalities. This illustration showcases the creature in all
its vicious glory; with three heads vying to be the one that gets to
kill the infamous Kratos. It’s a battle against Kratos and its inner
self.” — Andy Park, Visual Development Artist, God of War III
Art by Izzy Medrano
Argus
“Definitely the tragedy of the game for the character
department….After lots of sketches, including a pretty bad-ass
multi-limbed elephant, the final design was a monstrosity covered with
eyes meant to look like a very uncomfortable viral outbreak. It was this
freakish frog-type thing with no mouth. I imagined that it would make
an awful deep rumbling when out of camera, and all you would hear aside
from that was the buzz of blood-bloated flies that follow it everywhere
it went. I gave him the name Argus to tie in with the hundred-eyed
shepherd from the old myths, and it stuck.
After he was modeled and built, he got scrapped because it was felt
that he was too alien-looking. So I went back to the drawing board and
came up with a hulking monster with one huge arm that also had tons of
eyes all over his body in a herpes-like pattern. We even got the tech
working so that all the eyes would follow Kratos, but he was scrapped
again due to time constraints.” — Izzy Medrano, Visual Development Artist
Art by Andrew Kim and Cecil Kim
Hades
“The God of the Underworld needed to be a big imposing guy….There
were a lot of discussions regarding what would be revealed when Hades’
helmet was finally pulled off in the game….Here, we experimented as if
Hades took the souls into his own body and used them as some kind of
weapon. The original concept called for these horrifying tentacles —
each with their own head — almost as if Hades had all these demons
within him trying to escape. In the end, this design felt out of place
and we gave Hades a simpler, but still terrifying, skeletal
burn-victim-like face.” — Andrew Kim, Visual Development Artist, God of War III
Art by Andy Park
Centaur General and Female Centaur
“I wanted to create a look that was a departure from the original
Centaur in the first God of War. I designed a more intelligent, and more
imposing, Centaur that would act as a general in the Olympian army…He
ended up feeling raw, brutal, and very intimidating.
I also got to design a female version of the Centaur that was
unfortunately not used in the game. This time I gave the horse part of
the creature white fur and tried to have a more slender feel to it while
still maintaining a bulk necessary to keep it intimidating. These were
really fun to design.” — Andy Park, Visual Development Artist, God of War III
Art by Andy Park
Satyr
“The Satyr is half-man and half-goat. I did a bunch of variations on
what this character could look like, but I also kept in mind that this
creature needed to be very agile, and even acrobatic…In the end, I gave
the Satyr a more man-like, creature-esque face, and gave the armor a
more goat-like feel. I saw it as the Satyr hiding his true visage with
him denying his more human side.” — Andy Park, Visual Development Artist, God of War III
Art by Izzy Medrano
Cerberus
“The Cerberus was a really exciting project. I eventually came up
with this really awesome burnt and tortured beast that was pregnant with
little magma fireballs that would launch out of the central blind
head’s throat. I wanted them to feel like they were so violent and
aggressive because of they constant pain they were in, hence the chains
woven through and underneath their skin and the awful burn scarring. In
the end, this version got scrapped in favor of a concept from the very
first game. I was really sad to see her go.” — Izzy Medrano, Visual Development Artist
Art by Andy Park
Want to see more monsters, character concept art, environment paintings and weapons that didn’t make the cut? Check out The Art of God of War III from Ballistic Publishing and let us know what you think!
Poseidon Tentacles
“This is the design of the tentacles that protrude out of the main
body of the Poseidon creature. It’s an amalgamation of the Hippocampus,
crustacean parts, and water. In its open state, I designed the crab-like
legs protruding from its back to mimic the shape of Poseidon’s Trident.
In its closed state, it acts simply as a crazy claw-like creature that
then opens up to reveal the sea horse within.” — Andy Park, Visual Development Artist