GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.

If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

Creating a Deeper Emotional Connection: The Cinematography of 'God of War'

Dori Arazi  (Director of Photography, Sony Santa Monica Studio)

Location: Room 2005, West Hall

Date: Wednesday, March 20

Time: 3:30 pm - 4:30 pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Visual Arts

Format: Session

Vault Recording: Video

Audience Level: All

This session is for all the lovers of cinematics. It will cover the lessons and techniques learned during the development of 'God of War' that allowed the Santa Monica Studio team to achieve deeper emotional tones within the game experience, including the no-cut camera design. This session will cover thought approaches, technical applications and tools that aided in this process. It will discuss film-making approaches vs. cinematic creation and how 'God of War' leveraged the strength of both to execute on a consistent and clear visual game experience, from pre-pro to shooting on set. Doing so even with a limited "no-cuts" vocabulary.


Attendees will gain a firm understanding of the lessons learned, philosophical approach and techniques used to design 'God of War'’s cinematic experience. They will understand approaches to implement a no-cut design and its impact on the visual experience. Attendees will be given a call to action: what can be achieved with available tools when properly leveraged and be given food for thought on how to move the field forward.

Intended Audience

The target audience is mainly cinematic game artists. From pre-vis/layout, through cinematic animation but mainly for cinematic leads/directors. Though anyone with a passion for creating emotionally evocative narrative in games will enjoy this session.