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“They’re working out of our code bases, they’re on our Teams channels and they’re communicating with our team, they’re part of our standups.” Four engineers at Jetpack handled primary development of the port, with DeWald serving as producer and other Santa Monica members like Pavlin making additional contributions. “They’re integrated into the team, so they’re not really a typical port house where we offload something and throw it over the fence,” DeWald says of Jetpack. “So the idea came down of like, Okay, let’s let’s think about whether we could do a PC - we have a custom engine, we haven’t actually released a PC game, let’s get it up and running and just see what are the issues that we’re going to have and how much work is this going to actually take.” Santa Monica tasked Jetpack Interactive, a studio in Vancouver that had already been working on other internal collaborations, with figuring out the scope of the project, and ultimately it got approved. “It was about two years ago that we decided to look into whether it was possible,” DeWald says. I spoke with Santa Monica’s senior manager of technical production Matt DeWald and lead UX designer and accessibility lead Mila Pavlin to find out more about the process of bringing God of War to PC. I’ve spent some time with the PC version and found it to be impressively well-tailored to the platform, which is not always a given.
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Santa Monica Studio’s 2018 God of War is one of the most acclaimed games for the PS4, and now it’s available to a new audience for the first time. One of Sony’s premier franchises since the original game was released for the PS2 in 2005, all subsequent titles - a 2007 spinoff for mobile phones aside - have been locked to PlayStation hardware. Lately Sony has been increasingly open to putting previously PlayStation-exclusive games on PC, and today’s release of God of War is the most notable yet.