WELCOME BACK.
JUSTIN AND JASON TO TALK A
GHOST OF TSUSHIMA.
>> YEAH.
>> IT IS, HOLY COW MAN, TH
IMPRESSIVE.
CONGRATULATIONS ON TO THE
RECEPTION OF THIS AND CREA
THIS INCREDIT THING.
WE ARE DEEPING INTO THE WOF
GHOST OF TSUSHIMA.
WALK US THROUGH WHAT WE AR
SEEING AND THE ARTISTIC
TECHNIQUES AND THE TRICKS
YOU ARE USING TO MAKE THE
LOOK SO INCREDIBLE.
>> OKAY.
>> LET'S GET IN THERE.
>> WE HAVE TO DO IT IN QUI
AMOUNT OF TIME.
SO THIS IS A SHOT IN ONE O
BAMBOO FORESTS AND WHAT I
ABOUT THE SHOT, I LOVE THE
LIGHTING SO MUCH.
THE VOLUME HAZE AND THE NI
TRANSLUCENT ON THE LEAVES,
MAKES IT FEEL REAL.
TRYING TO GET EVERYTHING I
FRAME TO MOVE, THAT IS SOMG
THAT WE ARE TRYING TO DO.
MAKING A GAME LIKE THIS AN
LOOKING AT THE OLD FILMS,
IS A DOCUMENTARY CALLED
COMPOSING MOVIE ABOUT A ST
SUMARI.
YOU CAN SEE EVERYTHING IN
FRAME IS MOVING.
IT IS SO, SO JUST ALIVE AN
EVERYTHING IS FEELING ALIV.
IT IS AN AMAZING JOB THAT
ARE DOING.
>> THAT IS THE REASON WE O
WITH THAT SHOT.
THAT IS WHAT WE WANT THE P
TO SAY.
>> THIS IS ONE SMALL LITTL
SLICE OF THE WORLD THAT YO
BUILDING AT SUCKER PUNCH.
>> SHOULD I MOVE TO THE NE
ONE?
>> YES, PLEASE.
>> WHAT, COME ON MAN.
I>> FORGOT THE ORDER.
I AM SHOCKED EVERY TIME.
THIS IS BEAUTIFUL.
I WANT TO TALK, ONE OF WHIE
WENT TO JAPAN, WE WENT AND
SOME OF THE MOST BEAUTIFUL
SUNSETS AND SUN BREAKS AND
ACTUALLY IS SOMETHING THAT
OF THE LAST GAMES HAD AS W.
IF YOU LOOK AT INFAMOUS.
NOW THIS GAME AS A DYNAMIC
OF DAY, THAT MADE IT VERY
CHALLENGING BECAUSE YOU CA
PAINT A BEAUTIFUL SKY BOX,
HAVE TO PUT IN THE TECH TO
THE SCENES COME TRUE.
THIS SCENE IS DOING THAT.
IT HAS SOMETHING ELSE HERE.
THERE'S A SENSE OF ADVENTUD
THE PLACES YOU ARE ABLE TO
TO ON TOP OF THE HIGH MOUN
TOPS.
THIS IS A HIGH POINT IN THE
YOU CAN VISIT AND GO TO.
>> COOL.
YOU MENTIONED THE LIGHTING
THAT IS REALLY COMING THRON
EVERY WIN OF THE SCENES TH
LIGHT IS ONE OF THE FOCUS Y
THE CORE PILLARS OF MAKING
SHOTS LOOK SO BEAUTIFUL.
>> WE PUT A LOT OF ENERGY
ART WORK INTO THE WAY WE L
OUR GAMES AND ESPECIALLY;
ESPECIALLY TRUE FOR THIS O.
NOW TO THE NEXT SHOT.
>> DO IT.
GET OUT OF HERE.
GET OUT.
LEAVE.
I CAN'T TAKE HOW BEAUTIFUL
GAME IS.
>> A LOT OF BEAUTIFUL THIN
GOING ON HERE.
SHOWCASING.
THIS IS NOT A BAMBOO FORES.
THERE ARE PLACES IN THE GAU
GET TO THERE WILL BE DIFFE
THAN OTHER PARTS OF THE GA
TERMS OF THE VEGETATION AN
FOLIAGE.
WE HAVE A LOT OF VARIATION
FEELING LIKE THE PEOPLE CA
REMEMBER THIS PLACE BECAUS
IS DIFFERENT FROM THE OTHE
PLACE.
IN THIS PARTICULAR PLACE,
ARE SEEING A GOLDEN LAKE TF
FEEL.
I AM FOND OF THE SKY GOING
HERE AND ANOTHER GOOD EXAM
SUN BREAKS AND BREAKS IN T
SKY, IT IS FOREBODING AND
MOMENT OF BEAUTY TO IT.
AND THE WATER AS WELL.
I DON'T KNOW IF YOU TOUCHE
THAT EARLIER, YOU HAVE THES
COMING THROUGH AS WELL.
IT IS AMAZING.
>> YOU ARE SEEING THE INSE
FLITTERING ABOVE THE WATER
THERE.
>> I THOUGHT THEY WERE BI
THEY ARE PROBABLY INSECTS.
>> MAYBE.
>> MAYBE BOTH.
INSECTS.
THAT IS THE EFFECTS ARTIST.
>> COOL.
NEXT SHOT.
>> I LOVE THIS.
THIS AREA PART OF WHAT WE
TRYING TO DO WITH GHOST OF
TSUSHIMA IS, YOU KNOW, IT
VERY EASY WHEN YOU GO AND
CREATE, IT IS A PHOTO REALD
ENGINE.
THE TECHNOLOGY LENTEDS TO
REALISTIC LOOKING SCENES.
BUT THE GOAL IS EASY TO ADE
STUFF IN.
YOU CAN HAVE A PURPLE FLOW
LITTLE GROVE AND ADD THE T
AND THE BUSHES AND LESS
MANICURED AND MORE PHOTO R.
AS ARTISTS, IT IS HARD TO
VERY MINIMAL.THE GOAL FOR
AND THE GAMES IT IS MINIMA
MORE LASTING AND YOU REMEM.
THIS IS TRUE IF YOU WATCHE
DEMO.
THE VALLEY, IT IS NOT WITH
OF TREES AND WEEDS AND OTH
THINGS, IT IS A PRETTY LAR
SHEET OF WHITE COLOR OR TH
WITH THE RED LEAVES.
IT IS INTENTIONAL TO BE MI
AND PEOPLE REMEMBER IT LON
IF THAT MAKES SENSE.
>> IS IT DIFFICULT FOR YOUN
ARTIST AND TEAM TO EXERCIS
GREAT RESTRAINTS TO HOLD B?
>> YES, IT IS ACTUALLY HAR.
YOU WANT IT TO BE IMPACTFU.
IT IS A PRACTICE THING.
WE ARE GETTING BETTER AND R
AT IT.
WE HAVE BEEN WORKING WITH
PARTNERS AND THEY COMMENT E
STUFF LIKE THAT.
THAT IS VERY HELPFUL.
>> I NOTICE YOU ARE MAKING
EXTENSIVE USE OF THE DEPTH
THE FIELD IN THE SHOTS, TH
SEEMS THAT IS A HARD THING
EMULATE IN A VIDEO GAME, WS
IT LIKE IMPLEMENTING THE D
OF FIELD INTO THE GAME ANDE
SHOTS.
>> THESE ARE TAKEN IN THE
IN REAL LOCATIONS AND SPRU
THEM UP A LITTLE BIT.
LIKE, FOR EXAMPLE, YOU DON
WANT TO RUN AROUND THE WOR
WITH DEPTH OF FIELD ALL OF
TIME.
IT IS PRETTY.
I LOVE IT.
THERE ARE AREAS YOU CAN DO
AND IT MAKES IT LOOK AMAZI.
LIKE IN THE DUAL.
YOU ARE IN THIS MODE AND IS
THING AND FIGHTING ANOTHER
PERSON, AND WE CAN DO SUBT
TRICKS WITH THE CAMERA TO
THE SCENE FEELING MORE POW.
ADD A LITTLE DEPTH OF FIEL
THE CAMERA STARTS HIGHER U.
AND THAT'S NOT A DRAMATIC
BUT AS THE DUAL IS GOING
LONGER AND LONGER, IT IS N
ROTATING ALL OVER THE PLAC.
SO SLOWLY PULL THE CAMERA
AND MORE ON THE PLAIN, IT Y
MORE IMPACTFUL.
>> IT IS ANOTHER AREA YOU
TO PRACTICE RESTRAINT, BEC
WHEN I FIRST LEARNED HOW TE
TOE PHOTOS, I WAS TEMPTED
CRANK THE DEPTH OF THE FIE.
IT IS BETTER TO FIND THE R
BALANCE THERE.
RIGHT.
>> MY TEAM KEEPS ME IN CHE.
I GUESS.
[LAUGHTER]
>> YEAH, SO IT IS A THING.
I DO IT ALL THE TIME.
I DO IT ALL THE TIME.WE HA
HER.
WE ARE MOVING ON.
HERE WE GO.
>> THE GAME IS ABOUT AN IN
ARM, THE MONGOLS INVADING.
WE CHOOSE THIS AT NIGHT AN
DYNAMIC TIME OF THE DAY AN
SOWCASING THROUGHOUT THE W,
IT IS NOT JUST, OUR GOAL I
HAVING A SHARP, SHARP BEAU
IMAGERY AND LUSH LANDSCAPE
THE PLACES THAT PEOPLE WAN
GO AND SEE AND REMEMBER.
IN HIGH CONTRAST OF THE ARF
MORE DEATH, MORE TERROR, A
LITTLE MORE, YOU KNOW, COM
AND THINGS LIKE THAT.
>> BEAUTIFUL.
I'M LIKE SPELL BOUND.
>> I AM LOOKING AT ALL OF
SHOTS AND STARING AT THE S.
>> I DON'T WANT TO GET AWAM
THE WORLD THAT YOU ARE BUI,
BUT I AM CURIOUS IF YOU CA
SPEAK TO THIS, IF NOT,
PROPROBLEM, CREATING THE F
MENTS IN THE GAME
BUT GIVING THE PLAYER CONTF
THE CAMERA AND NAVIGATE TH
ENVIRONMENT IS THERE A WAY
BALL LANGS ENABLING THE PL
CONTROL AND DIRECTION OF T
SCENE AND PER SERVE THE
DIRECTION?
>> YES, IF YOU HAVE PLAYED
SUCKER PUNCH GAME THEY ARED
AND YOU HAVE TO SPEND THE
ON THE CAMERA AND THE CONT.
WE HAVE AMBITIOUS ARTISTIC
CINEMATIC GOAL WE HAVE TO
SURE IT IS MARRIES WELL WIE
GAMEPLAY AND YOU HAVE TO S
TIME REITERATING.
JUST THE HORSE RIDE, WE PUT
IN THERE FOR A LOT OF REAS
AND SHOWING THE TRAVERSAL.
YOU DON'T GET THAT FOR FRE
LOT OF REITERATIONS ON THE
CAMERA ANGLE AND HOW IT WO.
IT IS EXTREMELY HARD.
HOW MUCH DO IT ROCKING AND
CAN DO A LOT, AND SUDDENLY
GET SICK OR SOMETHING AND
CAN'T SEE THE HORIZON AND
THE DEPTH OF FIELD AND THE
MOTION BLUR.
THERE ARE A LOT OF GAMEPLA
TEAMS AND CINEMA FOLKS WOR
TOGETHER TO MAKE SURE THAT
SCENES ARE BEAUTIFUL AND
FNCTIONAL.
>> IT IS INTERESTING, WE A
THE STAGE IN THE VIDEO GAM
WHERE YOU NEED TO HAVE A
DIRECTOR OF PHOTOGRAPHY WO
ON THE GAMES AS WELL.
>> YES.
I MYSELF WORK ON IT.
AND BILLY HE AS WELL.
A COUPLE OF PEOPLE, NATE,
ACTUALLY, NATE CARES ABOUT
CAMERA AND ESPECIALLY THE
GAMEPLAY CAMERA.
WE HAVE A TEAM HITTING IT A
BUNCH OF DIFFERENT ANGELS.
>> NOW TO THE FINAL SHOT.
HERE WE GO.
>> THIS IS THE DOFF.
THIS IS ONE THAT I THINK I
SHOWCASES THAT THIS IS A H
TIME.
IT IS NOT JUST A WALK THRO
THE BEAUTIFUL PURPLE FLOWE
AREA.
THERE IS A LOT OF ADVENTUR.
THERE IS A LOT OF, YOU KNO
JUST EXPLORING THIS WORLD
WE ARE CRAFTING.
BUT THERE IS A REASON THAT
ARE THE HERO IN THIS STORY
THERE IS A LOT OF DESTRUCT
AND YOU ARE TRYING TO SAVE
PEOPLE OF THIS LAND.
WE WANTED TO SHOW THIS OFF
WELL.
YEAH, LOOK AT EVERYTHING TS
HAPPENING IN THIS SHOT.
YOU HAVE EVERYTHING ON FIRT
YOU HAVE THE TINY PARTICLE
EMBERS COMING OUT, NOT TO
MENTION THE BLURRED FOREGR.
EVERYTHING IS MOVING THERE.
HOW MANY LAYERS ARE THERE ?
HOW INSANE IS THIS TO TRY T
OTH FROM THE ART DIRECTION
STANDPOINT?
>> SOME OF THE HARDER THINE
DON'T HAVE A LARGE TEAM.
WE HAVE TWO EFFECT ARTISTS
THEY HAVE TO SPLIT THE ENT
WORLD UP RANGING FROM IF Y
ROLL ON THE GROUND YOU GET
SLOPPED UP ALL OVER YOU, I
ROLL A BUNCH OF TIMES YOU
CAKED.
IT IS IMPORTANT TO US CREA
THE LOCATIONS AND THE PLACD
FROM THE ENVIRONMENT AND TT
DIRECTION AND THE CREATIVE
DIRECTION WE WANT YOU FEEL
LIKE YOU ARE IN THE WORLD.
BLOOD, IF YOU SAW THE TRAI
THERE IS A LOT OF BLOOD.
SMOKE, CLOUDS AND SKIES AN
DRAGON FLIES AND BIRDS AND
AND EMBER.
IT IS A LOT OF WORK.
WE WORK CLOSELY WITH THE
LIGHTING TEAM AND THE EFFE
TEAM AND THE ENVIRONMENT T.
>> IT IS INCREDIBLE BRINGI
ALL TOGETHER.
>> I SAID EARLIER, AGAIN,
IMPORTANT TO THE GENRE, TH
WIND.
HAVING EVERYTHING MOVE.
IF IT CAN MOVE, MAKE IT MO
A GOAL FOR US.
YOU KNOW, WE ARE ACHIEVING.
YOU WALK AROUND THE GAME W
AND OH MY GOD EVERYTHING I
FRONT OF ME IS MOVING.
THAT IS A GOAL.
SEEING THAT, THAT LAST SHO
EVERYTHING, ALL THE FLAMES
COMING UP.
REMINDING ME OF ONE OF THES
FROM THE TRAILER.
I WANT TO ASK ABOUT THAT.
I WANT TO ACKNOWLEDGE HOW
BEAUTIFUL THAT FINAL SHOT E
TRAILER THAT WE SHOWED IN
SHOWCASE, THE DUEL IS HAPP
AND THE FLAMING ARROWS ARE
COMING AND EVERYTHING IS
LIGHTING UP, WHERE DID THAE
FROM.
IT SEEMS SO INSPIRED AND S
BEAUTIFUL, YOU THINK YOU A
SEEING SOMETHING SO INCRED
AND IT GOES FURTHER.
>> I LOVE THE ENDING OF TH.
THERE IS A COUPLE OF REASO
WHY.
WE WANT TO PRESENT HIM AS
SAMURI.
HE CAN HOLD HIS OWN AND HET
DO IT WITHOUT THE HELP OF
OTHER PEOPLE.
HE'S A LITTLE DINT FROM TH
AVERAGE SAMURI.
EVENTUALLY HE BECOMES THE
OF TSUSHIMA.
THAT STARTS WITH HIM A LIT
MORE COMPASSIONATE.
HOW DO WE BUILD THE DRAMA
FIRE, PEOPLE AROUND THE CO
ON THEM AND HE'S TAKING THE
AND NOT YELLING AT HER.
NO, I NEED YOUR HELP.
THAT'S THE INSPIRATION FOR.
>> SO IT IS NO SECRET THAT
DID A LOT OF RESEARCH PREP
FOR THIS GAME, LOTS OF TRA
AND ON LOCATION WORK, WHENG
ALL THIS RESEARCH HOW FAIT
TO THE REAL WORLD LOCATIONT
YOU VISITED VERSUS KIND OF
TAKING MORE ARTISTIC LIBER
WITH THE WORLDS THAT YOU A
BUILDING HERE.
WE WENT TO JAPAN AND WE HA
AWESOME TOUR.
IT WAS FANTASTIC.
AND WE WENT THE TSUSHIMA.
AND IT IS BEAUTIFUL.
IT IS 87% LIKE DEEP THICK
FOREST.
LIKE, YOU CAN'T GET THROUG.
YOU CAN'T RIDE A HORSE THR
IT.
IT IS REALLY HILLY.
IT IS HARD TO MAKE A GAME F
THAT WITH A PERFECT LANDSC.
WE TOOK THE EXACT MAP AND
LOCATIONS, THERE'S ACTUALL
BEACH WHERE THE INVASION
HAPPENED.
IN TRUTH, WE ARE MAKING ORL
STORY AND ORIGINAL CHARACTD
SO, THERE ARE SOME AREAS FE
GENERAL GAMING AUDIENCE, O
ARE CREATING SOMETHING NEW
THIS SECTION MAYBE IT IS F
ADVENTURE TO AND PUTTING A
INTERESTING STORY THERE.
USUALLY THOUGH THEY ARE OF
DIFFERENT WE WORK WITH ONE
THE PRODUCERS ON THE TEAM
HELPING US A LOT AND GUIDI
THE ONES TO GO TOWARDS AND
AWAY FROM.
IT IS GREAT HAVING THAT HE.
COOL.
I WANT TO ACKNOWLEDGE SOME,
THE LAST TIME YOU AND I ON
STREAM TOGETHER WAS INFAMO
FIRST LIGHT.
THAT WAS A PS4 GAME.
THIS IS ON A DIFFERENT LEV.
HOW HAVE YOU GUYS JUST KIN
DONE SOMETHING SO INCREED
THE SAME HARDWARE.
IT IS FEELING LIKE SUCH A .
>> YOU KNOW, WE BUILD ON A
OF THE SAME TECH.
BUT I THINK ONE OF THE THI
THAT WE ARE DOING AND ESPEY
VERY PREVALENT IN THIS DEM
REALLY TAKING THE TIME TO
YOU THE MOMENTS THAT NEED .
SO THE OPENING SHOT, WE DO
JUST JUMP TO IT.
HERE ROW FACE, LET'S GO.
NO, WE ARE PLAYING THE COM.
WE GIVE THAT TIME UP FRONT
THAT IS IMPORTANT TO SHOWC
THE BEAUTY OF THE ENVIRONM.
IT IS AMAZING.
GIVING IT A LITTLE EXTRA T
MAKES THE PEOPLE APPRECIAT
OTHER THINGS WELL.
WHEN YOU DO THE EI STRIKE
KILL THE GUY IN ONE HIT.
IT IS COOL, BECAUSE I THIN
GAME IS FUN, BUT IT IS SO
MORE IMPACTFUL IF YOU LET
EVERYTHING BREATHE AND SIZH
OTHER UP AND LET THE WORLD
FOR A SECOND AND THAT TYPE
ART DIRECTION AND THAT TYP
CREATIVE DIRECTION HELPS TE
THE BIG MOMENTS BIGGER.
>> AGREE.
>> YEAH.
ABSOLUTELY.
I
THIS IS ONE OF THE MOST STG
GAMES AT E3 OR EVER REALLY.
SO KUDOS TO YOU AND THE WH
TEAM AT SUCKER PUNCH.
GHOST OF TSUSHIMA IS COMIN
PLAYSTATION 4.
JASON THANKS SO MUCH FOR B
HERE AND RYAN THANK YOU FO
COHOSTING.
GHOST OF TSUSHIMA COMING T
PLAYSTATION 4 AT SOME POIN
THE FUTURE.
STAY TUNED.
PlayStation LIVE FROM E3 2.
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