Beyond

Ghost of Tsushima: Creative Director Interview (Spoilers!) - Podcast Beyond Episode 658

Jul 24, 2020
Jason Connell, the creative and art director at Sucker Punch Productions, shares insights into the making of Ghost of Tsushima. He reveals the journey of developing the stunning world and how the photo mode evolved to capture its essence. Connell discusses the balance between serene exploration and intense combat, along with the creative decisions behind the unique navigation system guided by the wind. He also dives into the inspiration for Kurosawa Mode and the importance of sound in immersing players in the game's emotional narrative.
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INSIGHT

Content Density Shapes Exploration

  • The team tuned content density so players can usually see another objective from where they stand, avoiding claustrophobic forests.
  • Opening fields and using color as landmarks created a more epic, readable world for exploration.
INSIGHT

Wind As Navigation And Theme

  • The wind mechanic was prototyped to remove UI and guide players, and it proved effective in early tests.
  • Wind also tied thematically to the island's history and inspired narrative elements like the Sakai Storm sword.
ADVICE

Prioritize Plausible Feel Over Exactitude

  • Aim for plausibility over strict historical replication when adapting real locations for gameplay reasons.
  • Preserve the island's feeling while reshaping terrain and layouts to serve fun traversal and mission design.
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