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God of War: Cory Barlog on the Making of the 2018 Game

Cory Barlog explains why the father-son story came before the Norse setting, how the continuous camera served its intimacy, and what the making of God of War involved.
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In a GamesBeat interview with Dean Takahashi, God of War creative director Cory Barlog explains how the 2018 game grew from a father-son story into a new kind of journey for Kratos. The Norse setting came later; the relationship with Atreus, the unbroken camera, and a more grounded opening were choices intended to make the series’ scale feel personal. GamesBeat labels its six-page transcript “full,” while noting that it is edited.

What came first: Atreus or the Norse setting?

Barlog says he first imagined a child accompanying Kratos, without immediately explaining why. As the story developed, the bond between father and son became its emotional center. The Norse world was not the starting point for the concept; it followed the relationship.

That order mattered to the kind of return Barlog wanted. The game needed to feel like a fresh start for Kratos and for players, while still carrying the weight of the franchise’s past. Rather than discard what came before, the story could let that history shape the father Kratos had become.

Why make the story about growing up and legacy?

Barlog describes the game as being about growing up, legacy, and the responsibility of passing knowledge to the next generation. His own relationships with his son and father informed some moments, as did stories shared by other members of the team. He says the writers used whether colleagues could relate to a personal story as a rough gauge of whether it might resonate more broadly.

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That approach links the game’s intimate conflict to a broadly recognizable problem: a parent must prepare a child for a world the parent cannot control, while the child is learning how to understand the parent. The interview presents this as Barlog’s creative intention, not as an independently documented account of every story or production decision.

What was the continuous camera meant to do?

Barlog says he wanted players to keep control of the camera and remain present with the characters, without a cinematic cut taking them away from a moment. He believed a continuous presentation would support the intimacy of the father-son story. It was also difficult to communicate in brief gameplay clips, where the effect of staying with the characters over time could be hard to show.

The camera choice was therefore more than a visual flourish in Barlog’s explanation: it was a way of aligning how the game was presented with the closeness he wanted players to feel. The interview describes his intent; it does not provide an independent technical production account.

How long did development take, and how many people worked on the game?

Barlog recalls returning to the project in June 2013 and describes development through the April release as just short of five years. Producer Yumi Yang used a four-year count by excluding the first year of thinking and exploration. These figures reflect different ways of defining the project’s timeline, rather than a simple disagreement.

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GamesBeat reports approximately 300 people labored on the game at Sony’s Santa Monica studio. That is the outlet’s reported figure, not an audited headcount.

Production detail What the interview reports
Barlog’s return to the project June 2013, by Barlog’s recollection
Development duration Just short of five years, as Barlog describes it
Producer Yumi Yang’s count Four years, excluding the first year of thinking and exploration
People involved About 300 people — GamesBeat, 2019

Why avoid the familiar giant-boss opening?

Barlog says the team did not want to begin with the giant boss battle associated with earlier entries. They were trying to make the game’s scale and emotional story accessible through a more grounded presentation. A quieter approach could invite players into this version of Kratos before asking them to take in the larger world.

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The team also explored ideas that became too complex or overwhelming, including a more elaborate arrangement of realms and water levels. Barlog describes the subsequent effort as finding simpler ways to explain the world. The interview gives the broad direction of that refinement, rather than a detailed chronology of individual design changes.

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Where to read the interview and what game it covers

The interview concerns the 2018 God of War, identified in GamesBeat’s piece as a PlayStation 4 game. GamesBeat published Dean Takahashi’s interview on January 6, 2019, and lists an update date of June 19, 2025. The transcript spans six pages and is edited.

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Read the GamesBeat interview with Cory Barlog for the complete published transcript. Barlog’s recollections and interpretations in it are the basis for the creative account above.

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