Ghost of tsushima

open-world action adventure Game

Junior Technical Designer

Background

The year is 1274. Samurai warriors are the legendary defenders of Japan—until the fearsome Mongol Empire invades the island of Tsushima, wreaking havoc and conquering the local population. As one of the last surviving samurai, you rise from the ashes to fight back. But honorable tactics won’t lead you to victory. You must move beyond your samurai traditions to forge a new way of fighting—the way of the Ghost—as you wage an unconventional war for the freedom of Japan.

Challenge

I worked as a Junior Technical Designer at Sucker Punch embedded with the Environment team on the game Ghost of Tsushima. My initial responsibilities were to enforce and implement all spatial metrics related to all art assets with the environment team, as well as prototype and rig new gameplay assets for production. My role later expanded to include designing location and mission layouts in our custom engine with the design team for Ghost of Tsushima. I was lucky enough to be given the responsibility to rig the main structure and surrounding area that you see in the gameplay trailer above.

Reflections

Working at Sucker Punch on Ghost of Tsushima was an amazing experience and I am truly grateful for the time I spent there. I got to learn a whole new skill set, such as rigging assets in Maya and scripting in custom languages in a custom engine. I even got the opportunity to literally shape areas of the world in the game for missions and set dress areas for gameplay. I learned a lot about working on a AAA team and on a big project. I cannot wait to see Ghost of Tsushima finally come out on PS4 and I hope to still see some of the changes I made while working there.