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Ghost of Yotei Devs Explain Lessons Learned From Tsushima, Cinematic Influences & More - Beyond 915

Beyond

IGN

Entertainment News, News, Video Games, Leisure

4.44.6K Ratings

🗓️ 1 October 2025

⏱️ 41 minutes

🧾️ Download transcript

Summary

Ghost of Yotei is almost out, and this week we’re joined by to members of the team at Sucker Punch Productions who were behind it. Creative director Jason Connell and art director Joanna Wang tell us about how the studio approached their follow-up to Ghost of Tsushima, from the cinematic inspirations to the real world research that informed this new open-world vision of Japan, and its new protagonist Atsu, played by Erika Ishii. Plus, the hidden significance of the game’s logo, how collaboration with Takashi Miike and Shinichiro Watanabe came together, and the possibility of a Ghost game not set in feudal Japan. This weeks show is Max Scoville, Brian Altano, and is produced by Nick Maillet Learn more about your ad choices. Visit megaphone.fm/adchoices

Transcript

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0:00.0

Beyond and hello and welcome once again to IGN's weekly PlayStation show.

0:03.2

Today we are continuing our coverage of Ghost of Yote chatting with some of the devs from

0:06.9

Sucker Punch Productions who helped bring it to life. This is hosts of Yote.

0:10.8

Hello everybody, it's Max and Brian here from Beyond.

0:23.6

We are joined by creative director Jason Connell and art director Joanna Wang from Sucker

0:28.0

Prunch Productions.

0:28.8

We're here to talk about Ghost of Yote, which is finally almost out and you two made it.

0:35.2

Well, you and a lot of other people made it, but we want to hear about some of how it came together.

0:41.5

Awesome. We're here to chat about it.

0:43.3

Excite.

0:44.3

For starters, I think it would be good to just get some context.

0:46.7

Again, it takes a lot of people to make a video game.

0:49.0

What exactly do your role specifically entail in this project?

0:53.3

Yeah, so a creative director of the project,

0:57.2

Nate Fox, co-creative director on it with me,

0:59.4

and we work together to just shape the vision of the game

1:02.3

from the kind of original early conception of what it could be,

1:07.1

might be, if we're lucky, turns out to be,

1:10.6

and then carry that vision all the way through.

1:12.6

And that ranges from gameplay mechanics to the story, the original drawings of Atsu as a character,

1:19.6

and, you know, including kick-starting some of the art direction that Joanna has graciously done such a great job carrying forward on the rest of the game.

1:31.5

Now, let's talk a little bit about Atsu, because she's, you know, she's, she's the new, she's the new Jin.

...

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