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VOICES OF CREATIVITY

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VOICES OF
CREATIVITY

Crafting the World of “Ghost”: The Thoughtful Approach to Craft, Collaboration, and Design
Sucker Punch Productions

The Studio Behind “Ghost of Tsushima” and “Ghost of Yōtei"

  • A key visual of "Ghost of  Yōtei"
  • A key visual of "Ghost of  Tsushima"
For the 17th installment of our series, we speak with Sucker Punch Productions’ Nate Fox (Creative Director), Joanna Wang (Art Director), and Adrian Bentley (Technical Director), the creative leads behind the “Ghost of Tsushima” for PlayStation®5 and PlayStation®4, and “Ghost of Yōtei for PlayStation®5. From the quiet vastness atop Mount Yōtei to the dynamic intersections where ideas emerge, each creator shares the inner voice that drives their work: a commitment to connection, curiosity, and inspiring others. Their vision demonstrates how a creative universe can grow across eras and mediums while staying true to its heart.
Pictured (left to right): Adrian Bentley, Joanna Wang, Nate Fox
Workspace at Sucker Punch Productions

“The first thing we did was identify what truly defines the IP”

Before and after launch, did the reaction to “Ghost of Tsushima” match your expectations? And what do you think is essential to build anticipation for a game?

Nate: Everyone at Sucker Punch Productions was genuinely delighted by how people responded to “Ghost of Tsushima.” We always begin by making a game we would want to play ourselves. The core idea, “Wouldn’t it be cool if we could be a samurai in an open world?” already sounded exciting to us as gamers. So when we finally shared it with the world, it was incredibly gratifying to see that other players felt the same way and were looking forward to that experience.

When it comes to building anticipation, I think it begins with crafting a concept that has a clear and compelling fantasy at its heart. If the core experience is strong enough, if it sparks curiosity or taps into a dream players already have, you don’t need to push too hard. People naturally lean in. For us, the fantasy of stepping into the life of a samurai, with all the beauty and danger of that world, had its own gravitational pull.

In the end, delivering something you genuinely believe is fun is the most powerful way to create excitement before launch. Players can sense that sincerity.

What’s the key principle when expanding an IP into a new setting or era while keeping its core intact?

Nate: When we began working on a second Ghost game, the first thing we did was identify what truly defines the IP. For us, that meant staying grounded in the spirit of classic samurai cinema, its romanticized vision of feudal Japan, the lethal precision of its combat, and, most importantly, the human, relatable heart at the center of the story.

As long as those elements are preserved, the world can shift. We can explore new locations, new eras, new characters without losing the identity of the series. What matters is that players still feel that emotional resonance and that sense of stepping into a cinematic samurai tale where every action carries weight.

So the principle is simple. Define the emotional and thematic core, protect it fiercely, and let everything else evolve around it.

That is what keeps the experience fresh while still feeling unmistakably “Ghost.”

A portrait of Adrian Bentley
A portrait of Joanna Wang

“A live-action ‘Ghost of Tsushima’ movie is in development, and an anime for ‘Ghost of Tsushima: Legends’ is underway.“

With “Ghost of Tsushima” and “Ghost of Yōtei,” the IP feels broader than ever. Now that production is complete, what kind of future do you envision for this universe, whether that means new eras, new characters, films, anime, or other collaborations?

Nate: We’re incredibly excited about how the Ghost IP has grown. “Ghost of Tsushima” and “Ghost of Yōtei” have established a foundation where multiple stories can exist, almost like an anthology of different characters with their own origins and their own path to becoming a “ghost.” That idea opens the door to countless possibilities.

We’re also thrilled that the world is expanding into other mediums. A live-action “Ghost of Tsushima” movie is in development, and an anime adaptation for “Ghost of Tsushima: Legends” is underway. Seeing filmmakers and anime creators reinterpret the world we've built is something we’re genuinely looking forward to. Their perspectives can introduce the Ghost universe to people who might not normally play games.

And because the core of the series is rooted in classic samurai cinema with timeless themes that translate well across different mediums, there’s room for even more. We can explore new eras and new protagonists, and maybe even create stories that surprise us. This IP naturally lends itself to many shapes and directions.

What excites me most is that every expansion invites new fans into the world and creates moments where people across different mediums can share the same emotional experience. And that’s the real reward of building a universe like this.

“A big part of our approach is aligning technology with the strengths of the team, having gameplay designers working closely with animators to make combat feel tight and expressive.”

  • A portrait of Mamoru Hosoda
  • Workspace at Lanterns Studios
  • Workspace at Lanterns Studios

What criteria do you use when selecting technology and designing pipelines during development?

Adrian: For us, it starts with understanding the hardware and what our engine does well. From there, we look for opportunities where technology can directly support the vision of the game. Very early in development we establish the pillars for the project, which are the core ideas that define the player fantasy and overall experience. Any technical choice we make needs to reinforce those pillars.

A big part of our approach is aligning technology with the strengths of the team. Sometimes that means pairing a specific rendering technique that works especially well with the art team so that we can create a distinct visual moment. Other times it means having gameplay designers work closely with animators to make combat feel tight and expressive.

The best decisions are the ones that improve both sides at once. They make the player fantasy more powerful, and they also allow the team to work efficiently. When tech and creative vision support each other, everything becomes more cohesive and the game becomes stronger as a result.

A screenshot of "Ghost of  Yōtei"
A screenshot of "Ghost of  Yōtei"

“We wanted to evoke both beauty and a quiet sense of loneliness, which reflects Atsu’s personality and the path she walks.”

Was there a specific moment you wanted players to experience in a particular way, and how did you shape that feeling as a team?

Joanna: The moment I really hope players experience is standing at the very top of Mount Yōtei. Yōtei is the centerpiece of the entire map, and you can see it from almost anywhere. But when you are the one standing at the summit, everything reverses. You see the entire land stretched out in every direction, the full journey behind you and the possibilities ahead. That feeling of vastness is something we deeply wanted players to take in.

Our intention was to evoke both beauty and a quiet sense of loneliness, which reflects Atsu’s personality and the path she walks. Yōtei represents that duality. It is majestic and somber, and deeply solitary in the center of the world. We spent a lot of time as a team discussing how the mountain should feel, not just how it should look. That shared understanding guided the art, design, and rendering teams work toward the same emotional target.

In the end, that moment is a culmination of everyone’s efforts. The environment, the lighting, the sky, the weather, every element comes together. Our hope is that when players reach the summit, they feel their own journey reflected back at them, which is exactly what we aimed for.

A portrait of Nate Fox

“The most magical ideas tend to emerge in the space between people’s specialties, rather than inside a single person’s head.”

What would you say to young people starting out?

Nate: Video games are incredibly fun to play, but honestly, they’re even more fun to make. If you want to break into the industry, take your passion for interactivity and focus on developing one skill you can truly excel at. That becomes your entry point. Once you are in, start pushing yourself further. Step outside your specialty and get involved in areas you are not yet familiar with.

Everyone who succeeds here has one strong core skill, but they also know how to appreciate and collaborate with people from completely different disciplines. Understanding where others feel frustrated, excited, or inspired is what makes teamwork powerful. And honestly, that is where the most magical ideas tend to emerge, in the space between people’s specialties, rather than inside a single person’s head.

So my message is simple. Master something, stay curious, and learn how to collaborate. It is the surest path to making great things and truly enjoying the process.

What is the "voice" that drives you to create?

Joanna: For me, creation always begins and ends with people. What drives me is the desire to connect, not only with the colleagues I work with every day, but also with players I may never meet. Games create an invisible connection between the creator and the player, and emotions travel through the world we build. Knowing that something we make can reach someone’s feelings somewhere in the world is what keeps me creating.

Nate: For me, that voice comes straight from my childhood. I keep a plastic starship toy at my workstation, something I played with when I was a kid. I see the work I do now as a way of passing on that sense of adventure and imagination that toy gave me back then. What drives me forward is wanting players to feel the same spark I felt growing up.

Adrian: What motivates me is my love of learning and the joy of working with smart, creative people. Game development brings together art, design, writing, technology, and even history. It is a place where curiosity is rewarded and collaboration leads to new discoveries. What keeps me going is the belief that games can inspire players or help them discover something new about themselves.

"Weird is good."

Nate Fox

A director at Sucker Punch Productions. Nate has served as a Creative Director on multiple titles, including “Ghost of Tsushima” and the studio’s latest release, “Ghost of Yōtei.”

Joanna Wang

An Art Director at Sucker Punch Productions. Joanna served as Art Director on both “Ghost of Tsushima” and “Ghost of Yōtei,” leading the development of the series’ world design and visual identity throughout.

Adrian Bentley

Technical Director at Sucker Punch Productions. Adrian served as Technical Director on “Ghost of Yōtei,” where he oversaw the direction of the game’s technology, programming and engineering teams.

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