Main series , one of the main contributors to the
God of War series; to date, he has worked on six games, with his most notable roles being game director of 2007's
God of War II and 2018's
God of War PlayStation 2 After the success of their first game
Kinetica (2001),
Santa Monica Studio began development of the original
God of War in 2002, and unveiled it two years later at
SCEA Santa Monica Gamers' Day 2004. Game director and creator
David Jaffe said that although the idea for
God of War was his own, the concept owed a debt to
Capcom because he had played
Onimusha and said "let's do that with
Greek mythology". He was also inspired by the 1981 film
Raiders of the Lost Ark. Although the game is based on Greek mythology, the development team gave themselves "lots of freedom" to modify the myths, and Jaffe said they took the "coolest aspects of the subject" and created art and story using those elements. The gameplay of the
Strider arcade franchise was also a vital influence on
God of War, and the developers described the gameplay "as merging the action of
Devil May Cry with the puzzle-solving of
Ico" and noted that players would be able to "sunder enemies with a single move, such as by ripping them in half". The game uses Santa Monica's Kinetica
engine, which they developed for
Kinetica. A sequel to
God of War was first teased at the end of its credits, which stated, "Kratos Will Return".
God of War II was officially announced at the 2006
Game Developers Conference (GDC). David Jaffe stepped down and became the creative director of its sequel and
God of Wars lead animator Cory Barlog assumed the role of game director. Barlog said that in the game, players would see "a larger view of Kratos' role within the mythological world". Like
God of War, the game uses Santa Monica's Kinetica engine. Magic attacks became an integral part of the combat system and it was more refined. New creatures and heroes from the mythology, and more boss battles were added. Both Jaffe and Barlog said that they did not view
God of War II as a sequel, but rather a continuation of the previous game. Jaffe said that they did not want to include the
Roman numeral number two (II) in the title for this reason, but they did not want the title to convey the impression it was an
expansion pack. Both Jaffe and Barlog said that the reason
God of War II appeared on the PlayStation 2 instead of the PlayStation 3—which was released four months prior to
God of War II—was because "there's a 100 million people out there that will be able to play
God of War II as soon as it launches".
PlayStation 3 God of War III was first mentioned by Cory Barlog at a
God of War II launch event, and it was officially announced at the 2008
Electronic Entertainment Expo (E3). After serving as game director during the first eight months of development, Barlog left Santa Monica for other opportunities and
Stig Asmussen took on the role, having previously been the lead environment artist and art director on
God of War and
God of War II, respectively. Asmussen said that one of the greatest challenges in developing
God of War III for the PlayStation 3 was the "complexity of everything"; individual tasks, such as designing Helios' decapitation, could take a year because the "level of detail [that was] expected [was] so high and intricate, it [crossed] multiple departments". The engine for
God of War III was ported from the first two installments to the PlayStation 3. As the game was being developed, the code department swapped out PlayStation 2 components with PlayStation 3 components. They replaced the renderer, the particle system, and the collision system. Although they were re-using the engine from
God of War II, the core engine for
God of War III was brand new. Between
E3 2009 and the time the game shipped,
morphological anti-aliasing (MLAA) was added, which graphics engineer Ben Diamand said "improved edges dramatically and saved substantial amounts of frame-rate". On April 12, 2012, Sony released a teaser image for
Ascension on its official PlayStation
Facebook page, which was followed by the game's announcement on April 19 on
PlayStation.Blog. Todd Papy, who had previously worked as a designer on
God of War and
God of War II and as design director on
God of War III, assumed the role of game director;
God of War III director Stig Asmussen was busy with another project at Santa Monica and did not work on
Ascension. The announcement officially confirmed the game's title and Papy said it was not titled
God of War IV to avoid confusion because it is a prequel, rather than a sequel, to the trilogy. The game features a retooled
God of War III engine, which enabled online multiplayer battles for up to eight players. In the developmental transition from
God of War III to
Ascension, one of the graphics engineers, Cedric Perthuis, noted that the limits of the
God of War III engine restricted artist creativity, so they "tried to remove or push those limits as far as possible without losing any performance". The official announcement came at the
2016 Electronic Entertainment Expo (E3) with a gameplay demo, Other mythologies were also considered for the new setting, but Norse was picked to keep the focus on Kratos; there was also consideration to use a different protagonist, but it was decided to keep Kratos as he "is intrinsically tied" to the series. Most of the development team that worked on the original
God of War worked on the new installment. Although
Ascension had introduced multiplayer to the series, the team dropped the mode to focus on the single-player experience. The Leviathan Axe was chosen as Kratos' new main weapon because the developers wanted a more grounded direction for the game. Although the game never reaches this number, the enemy count was increased to be able to support up to 100 enemies on-screen;
God of War III and
Ascension could do up to 50. Although the game was built for the standard PlayStation 4, Barlog confirmed that it would "benefit from the power" of the
PlayStation 4 Pro; an updated version of the PS4 that can render games in
4K resolution and was released a few months after
God of War was announced. The game's story was estimated to take 25–35 hours to complete, which is significantly more than the previous four main installments, which each took an average of 10 hours to complete. In February 2021, three months after the launch of the PlayStation 5, which is backwards compatible with PS4 games, Santa Monica released a patch to further enhance the playing experience of
God of War on the PS5. As part of Sony's larger efforts to port their first-party exclusive games to Windows, Santa Monica announced in October 2021 that
God of War would be released for the platform on January 14, 2022, with support for graphics options. This in turn marked the first main entry in the series to release on a non-PlayStation platform. Following the announcement of the 2018 installment in June 2016, Cory Barlog confirmed that the 2018 game would not be Kratos' last. The ending of the 2018 installment also teased a sequel; it ended with Ragnarök looming, as well as a secret ending that showed a vision of the Æsir god Thor confronting Kratos and Atreus at the end of Fimbulwinter. During the 2020 PlayStation 5 (PS5) Showcase event on September 16, a new
God of War was officially announced for a 2021 release on the newer console. When the game was first announced, it was only announced as a PS5 title; however, in June 2021, it was confirmed that the game would release on both the PS4 and PS5, marking the first cross-gen release in the series. Development was partly
impacted by the COVID-19 pandemic, resulting in the game being delayed to 2022. In September 2021, the game's title was confirmed as
God of War Ragnarök. It was also during this event that it was confirmed that
Ragnarök would be the finale to the Norse era. The main reason Santa Monica decided to end the Norse era with
Ragnarök was due to the game's size and scale. The 2018 installment and
Ragnarök each respectively took about five years to develop, and they did not want to take another five years, totaling 15 years, to tell one story. The game supports options for players to run the game in either higher resolution or better performance, including 4K at 30
frames per second (fps), 1080p resolution at 60fps, a high frame resolution mode in 4K at 40fps, and a high frame performance mode that syncs to 120
hertz. The latter two high frame options are only available for the PS5 version of the game and require monitors with
HDMI 2.1. Due to the game also being on PS4, it does not fully utilize the capabilities of the PS5. The PS4 version is a visual improvement over the 2018 installment while the PS5 version "is essentially an enhancement of what's already possible [on the PS4]". The game does, however, include several features exclusive to the PS5 hardware, such as
3D audio,
haptic feedback, higher frame rate, and overall better graphics.
Ragnarök received free DLC in the form of an expansion pack titled
Valhalla in December 2023, which serves as an epilogue and introduced roguelite gameplay.
Future Prior to the release of the 2018 installment, Cory Barlog confirmed that after the Norse era, future games could see the series tackling either
Egyptian,
Hindu,
Chinese,
Roman, or
Maya mythology. He also said that although the 2018 installment (and subsequently
Ragnarök) focused on Norse, it alluded to the fact that there are other mythologies co-existing in the world. Barlog also said that he liked the idea of having different directors for each game and although he may not direct another
God of War, he would still be at Santa Monica to work on future games.
Side games PlayStation Portable Game developer
Ready at Dawn pitched the idea of a
God of War game for the PlayStation Portable to Santa Monica Studio soon after the original
God of War launched. Cory Barlog officially confirmed the development of
Chains of Olympus at a
God of War II launch event, stating "It is its own story that connects to the overall story".
Chains of Olympus uses a proprietary, in-house engine referred to as the Ready at Dawn engine, which expanded on the engine created for their previous game,
Daxter (2006). Ready at Dawn convinced Sony to increase the
clock speed of the PSP to 333-MHz, which they did in
a firmware upgrade. The faster processor allowed for more realistic blood effects, lighting effects, and shadows as well as improved enemy intelligence, but noticeably decreased battery life. After the game's completion, game director Ru Weerasuriya stated multiplayer options and other puzzles, characters, and dialogue had to be removed due to time constraints.
Ghost of Sparta was announced on May 4, 2010, on the
PlayStation.Blog. According to Sony, Ready at Dawn utilized "state-of-the-art visual technologies" that allowed "higher quality environments and characters". Due to Weerasuriya's schedule at Ready at Dawn, he could not return to direct; Dana Jan, the lead level designer for
Chains of Olympus, became director for
Ghost of Sparta. At
Comic-Con 2010, Jan noted that when development began in 2008, the goal was to make the game bigger than
Chains of Olympus, which had apparently pushed the PSP to its functional limits. Jan stated that
Ghost of Sparta took the PSP to its "absolute capacity", with another feature being more on-screen foes. The game concept was originally used as a teaser for players who obtained the
platinum trophy from
God of War III. The trophy revealed a site called spartansstandtall.com, which became the official site for
Ghost of Sparta on May 4. Jan stated the reason they chose to have the game take place between
God of War and
God of War II was because "It seemed to make a lot of sense to fill in that void". Game director Phil Cohen said that although the game was enjoyable to develop, the greatest challenge was creating a single tileset and palette swapping scheme that was diverse enough to portray multiple environments with only several hundred
kilobytes, and that met Santa Monica Studio's high standards. Cohen wrote the initial design document between September and October 2005, and revisited it in August 2006, the month development started. The versions for high-end handsets were completed in April 2007, with final versions for low-end handsets completed by June 2007. The porting team adapted the game to over 200 handsets in a matter of weeks. Both David Jaffe and Cory Barlog ensured that the
Betrayal development team captured the feel of the combat and visual style, and were "helpful with feedback and positive support". The game came about from an email that Mega Cat sent Santa Monica sometime after April 2019, as according to game director Zack Manko, Mega Cat had always wanted to develop a
God of War game. Due to their specialty in retro games, one of their initial thoughts was what would
God of War be like if it had come out on the
PlayStation 1. In transitioning the 3D combat to 2D and making it flow smoothly, Mega Cat developed a tool that took animations from the older Greek games and converted them to 2D spreadsheets, after which, the pixel artists drew over them to create the animations. In addition to bringing back familiar enemies from the older Greek games, they also brought in newer ones but tried to keep the feel of the older games, and they also used monsters and creatures from Greek mythology that players may not be as familiar with to create the boss battles for
Sons of Sparta. As players play as a Kratos in his youth, Manko said that Kratos's base kit is all about his Spartan training and how he uses his spear and shield in combat. The game was written by Matt Sophos and Richard Zangrande Gaubert, the same team behind the Norse games. According to Gaubert, in deciding when to have the story take place, it was important for them to pick a pivotal point in Kratos's life and one that players had not seen before, and it also allowed them to explore some things from Greek mythology that they had not done in the prior Greek games. Manko noted how players would see Kratos's brother Deimos and their relationship, and said it was a
coming-of-age story where the brothers learn about themselves as well as what it means to be a Spartan. Very little details of the project have been revealed, but in October 2025, screenshots emerged online, seemingly showing a Greek setting, with reports claiming it would have incorporated Hades in some form. Bloomberg followed up in February 2026, stating that it would have involved Atreus falling into Hades, with players controlling different versions of the character battling throughout the Greek Underworld with cooperative gameplay. The report also said that at the time, Sony was fully onboard with live-service games and their hope was that this canceled
God of War could have supported multiple sequels and spinoffs, similar to the
Marvel Cinematic Universe. ==Adaptations==