Zach Bohn

Dev work & Scattered thoughts

God of War: Ragnarok

Role – Sr. Staff Technical Designer

Overview
For Ragnarok, I was responsible for creating the architecture for the UI as well as implementing a wide variety of UI systems, from full vendors/shops to progression systems, accessibility, HUD features, and more. As part of my responsibilities, I run daily stand-ups, bug-triage, plan sprints for the whole UI team, interface with various teams, mentor junior developers & oversee the long-term technical plan for UI tools and workflows. I occasionally drive the wireframe process, author VisualScript solutions, and collaborate with external teams. I was also a major contributor to the NG+ patch, which introduced new an increase to the Level Cap, Shop QoL improvements, Expanding the Niflheim Arena, Skill Mod+ and much more.

Supported Features & Experience

  • Out-of-Box Experience / Game Calibration
  • Front-End Menus
  • Saving/Loading Schema
  • Player Message Architecture/Queuing
  • QTE System
  • Healthbar Implementation
  • Responsive Character Animation Pipeline
  • Menu/Window Architecture
  • Experience with Static Data
  • Technical experience supporting a wide number of Accessibility features
  • Script Optimization
  • Inventory Systems
  • Long Term Progression System Design & Support
  • In-Game & In-Menu Tutorial Architecture
  • Credits
  • Localization support for 28+ languages including Arabic & Thai
  • Dynamic Layouts
  • Customized Lists/Buttons/Toggles/Sliders
  • Text-to-Speech (TTS)
  • Authored custom Visual Script nodes
  • Memory management

I had the tremendous fortune to talk in-depth about my work for Ragnarok at GDC 2023 – ‘God of War Ragnarok’: Building the UI for a AAA Sequel.


It takes a whole village to build UI on the scale we’ve become accustomed to at Santa Monica. The following are screenshots of UI features I was directly a part of supporting. Though I cannot claim full credit as I worked alongside some of the best UI folks in the industry.

Additional Credit:

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