GHOST OF TSUSHIMA [PS4/PS5]

 

Ghost of Tsushima was where I was able to really stretch my layout and rigging knowledge.  My team was responsible for building and creating all initial structures and gameplay assets using newly agreed upon metrics and design goals.  I worked with engineering and animation teams to prototype Jin's movement through the world and how his tools would interact with the environment.  Once in full production, I then worked with our challenge content team to lay out the initial road blocks and war camps across the world.  I focused on sight lines, POI's, cover, and shape language to create engaging and challenging combat pockets which allowed the player to freely move around and tackle the problem any way they wanted.  For gold path mission content, I was responsible for the grapple hook training mission as well as the attack on Castle Shimura.  I also supported many silver and bronze missions throughout the game in various roles.  Lastly, I was tasked to help support the Legends team near the end of the project to complete the final section of the Raid mission.  My background working on multiplayer games proved very useful for this assignment.  Combining Ghosts' incredible combat system with puzzles and strategic teamwork proved to be some of the most rewarding work I've ever been apart of.