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

Photo Mode Built Around Motion

  • Sucker Punch designed photo mode to be thematically tied to Ghost of Tsushima, emphasizing motion and wind rather than static images.
  • The team delayed photo-mode work until late but made it ambitious to showcase the game's moving-frame beauty.
INSIGHT

Designing For Contrast And Breathing

  • The team deliberately balanced serene moments with violent combat to create emotional contrast across the game.
  • Haiku and breathing moments were added so players could pause and reflect without being forced by progression.
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.
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