In 2020, I had the privilege of working with the amazing team at Sony Santa Monica as a Collision Designer on God of War: Ragnorok.
During my time there, I helped develop the metrics and design guidelines for The Wolf Sled playspaces, and designed the hazards and ragdoll slides for combat spaces in Midgard, Alfheim, Muslpelheim, and Svartalfheim. I also did the first major gamespace collision passes for those areas while delivering detailed art and design notes to the rest of the team. Since the collision designers were responsible for making sure gameplay spaces remained aligned with our concrete traversal and combat metrics, it was on us to keep both art and design honest with their setups.
Notes included: Making sure the combat space played well without any hitches in the environment (rocks, sharp corners, sight blockers, etc.), traversal was legible and consistent throughout the game, and puzzles were short-circuit proof.