Creator to Creator

Vince Gilligan (Pluribus) & Jason Connell (Ghost of Yōtei)

18 snips
Nov 21, 2025
In a fascinating conversation, Jason Connell, the creative director for Sucker Punch Productions, known for the Ghost of Tsushima franchise, joins Vince Gilligan, famed for Breaking Bad. They explore how character and world-building intertwine in storytelling. Jason shares insights on balancing player fantasy with narrative in video games and his artistic journey from engineering to game design. Vince discusses his unique approach to setting, exemplified by Albuquerque, while both reveal the importance of long-term collaboration in shaping impactful stories.
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INSIGHT

Character-First Storybuilding

  • Vince Gilligan usually starts with character, then builds the world around that character.
  • He chose Albuquerque for Pluribus mainly to keep his trusted crew working together and because the locale fits the story visually.
INSIGHT

Design Around Player Fantasy

  • Jason Connell begins with the player fantasy for games, then crafts world and character to serve that experience.
  • For Ghost of Yotei they prioritized world placement because exploration was central to player engagement.
ADVICE

Use Testing As Informational Fuel

  • Test game builds frequently and treat player labs as information, not dictation.
  • Use data to inform choices but keep artistic judgment when a feature serves the vision.
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