Ghost of Yōtei Complete Edition: The Secrets of Development Revealed by Joanna Wang and Parker Hamilton

Sucker Punch's Art Director and Systems Design Lead unveil the creative choices behind Atsu's world and the hidden past of Echoes of Sekigahara

di Manuel Le Saux
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Sony Playstation Italy gave us the opportunity to personally meet and interview Joanna Wang, Art Director, and Parker Hamilton, Systems Design Lead for Ghost of Yōtei Complete Edition, to discuss the game's creation in more detail and, above all, uncover some behind-the-scenes insights related to the creative choices and development of the Echoes of Sekigahara expansion.

From artistic direction to player freedom, and the challenges encountered in giving a new identity to an already recognizable universe, Wang and Hamilton shared some of the elements that guided the team in building Atsu's adventure.

Particular attention was dedicated to Echoes of Sekigahara, an expansion that doesn't simply arise from the need to add new content, but from the desire to explore a part of the protagonist's past and show nuances that wouldn't have found the same space in the main story. 

We then let the developers speak directly: 

Gamesurf: "The world of Ghost of Yōtei manages to tell a story even without dialogue, sometimes. The colors, landscapes, architecture, lighting, and even the way nature occupies space seem to serve a narrative purpose. What was the most important visual principle you followed to ensure that the world wasn't just beautiful to look at, but became an integral part of Atsu's story?"

Joanna Wang: "Wow, that's a great question, I could talk about it for days! Talk about it endlessly. I've always considered the game world not just a backdrop. It's almost like it's 'acting' alongside Atsu, right? It carries that emotion. If you look at the space on the screen, much of the environment serves to lead you to that emotion. So we wanted to make sure the world conveyed those feelings. When you use the touchpad, the wind blows, guiding you in the right direction, and that's part of the emotion, the movement that leads you somewhere. And then, when you climb mountains or go somewhere, you see that little bird flying above you, guiding you; you say, 'Oh, what's that?' and you can follow it. It feels very natural and gives you a moment of peace as you explore the world.

We designed the world based on two key concepts: the first we call 'Living Painting'. We wanted the world to be alive, to breathe, and to breathe with you, so you see the movement of the world interacting with the player. The other concept is 'Minimalism'. Minimalism is a bit tricky, because it means first identifying what the key message of the scene is at that precise moment. And then you have to step back and remove many elements. If too many things are happening at once, the player gets lost. But if you simply have a large field of pampas grass repeating thousands or millions of times, and in the distance there's a small house, a small tree, or even just a spot of color — like a red that stands out in the middle — you immediately know where to go and where to focus your attention. Meanwhile, you enjoy this 'ocean' of grass and at the same time know your destination. We always try to balance this aspect: sometimes you think you need to add details, but in reality, you need to subtract. We need to remove elements to let the world speak for itself, while ensuring a rich canvas that allows important moments to stand out beautifully. I could talk about this endlessly, but this is part of the magic we used!"

Gamesurf: "Ghost of Yōtei significantly expands the freedom offered to the player. How do you decide which systems should actively guide the player and which should simply give them space to 'get lost' in the world? And was there a particular system that, during development, forced you to completely rethink how you wanted players to approach the adventure?"

Parker Hamilton: "That's a fantastic question! At Sucker Punch, we care a lot about player agency: the ability to explore in different directions, the variety in combat – stealth, melee, or ranged. And of course, we care about the story. We wanted to tell a wonderful story about Atsu's revenge and make the player feel like they're progressing.

We focused a lot on creating content and discovery opportunities that allowed players to explore the world — as Joanna said — by looking around, following the wind, and using nature as a guide. But we also have great stories and character interactions that convey the fantasy of the wandering rōnin, and we wanted these human moments. We developed a system that allows the player to get narrative clues or hints about the location of new content or the evolution of the story. No matter which direction you go, we continue to provide you with interesting information to advance your revenge mission; or, if you're low on health while enjoying the vast landscapes of Yōtei, someone might approach your camp and point you to a hot spring for a meditative moment. We try our best to immerse the player in the world and create 'magician's tricks' behind the scenes to help them progress, always offering something rewarding and exciting along the way."

Gamesurf: "When working on a game that belongs to a franchise with such a strong visual and gameplay identity, there's always a risk of getting trapped by audience expectations. What was the most 'dangerous' creative choice you made with Ghost of Yōtei — one that initially made you think 'maybe we're going too far,' but which you now consider essential to the game's identity?"

Joanna Wang: "I can answer that. As artists, it's always exciting to push boundaries. We always say that nothing is ever 'finished-finished,' there's always room to add more. Pushing the Ghost franchise further was truly challenging. However, there was a bit of apprehension looking at Yōtei: the landscape is much larger, vaster, and more open. This changed the draw distance compared to the past, and we had to ensure that the graphical fidelity remained very high. Before finishing, there's a lot of anxiety about everything working. But the vision in our heads was very strong: we wanted to create a rich world where the player could get lost and explore. That soul never changed, and we carried it forward to give Ghost of Yōtei its unique voice."

Parker Hamilton: "Yes, for me, working on the Complete Edition and thinking about the game's launch, we were excited to tell the story of the wandering rōnin Atsu and offer that compelling quest for revenge. Thinking about how to add further value and explore a new side of Atsu, we wanted to show something of her past but also a different facet. We wanted to introduce a part of Atsu through her relationship with Nagato, showing her in a light we hadn't been able to show in the main game. I'm really happy with how it turned out, because it allowed us to travel to this new area, experience the impact of the Serpent (a character we had only briefly interacted with in the main game), and explore the slopes of Mount Asahi. We saw this narrative side of Atsu develop through the relationship with Nagato, and that moment transformed into new gameplay opportunities by collaborating with a different type of character. It was something we weren't sure about at first, having already focused so much on revenge, but we wanted to show a broader side of Atsu, and we're very excited about the final result."

Gamesurf:  Having played both the main campaign and the DLC, I noticed that the additions introduced in the expansion don't seem like simple extra content, but rather deliberately expand or redefine certain aspects of the overall experience. What was the process behind choosing these specific additions and changes? Were they driven by player feedback, ideas you already had during the main game's development, or the desire to explore possibilities that simply didn't fit into the original experience?"

Joanna Wang:  "One fundamental thing for us was that Atsu's original story was already complete and solid on its own. We never saw Echoes of Sekigahara as something missing from the original story; rather, we saw it as an opportunity to spend more time with Atsu and explore another chapter of her life. From the burning tree and the night she lost her family, there's a large gap in time before we find her again in the main game, and one wonders what happened in between. In the main game, we had hinted at those moments, but without going into too much detail. We wanted to give further depth to her story and personality, to show that she is still a human being and how she became who she is today.

This allowed us to introduce Atsu's past, her relationships, and that moment that changed her path again. Furthermore, we wanted to revisit the Serpent: at the beginning of the game, he is killed immediately and didn't have much screen time, despite being one of the Six of Yōtei. Combining these elements allowed us to introduce a new valley to explore, deepen the Serpent's story, and show another side of Atsu. As Parker said, the entire Complete Edition is literally a complete package: there's the story (Echoes of Sekigahara), combat, Legends mode, and even the beauty of Yōtei for those who just want to relax, enjoy the scenery, and the music. We really wanted to offer a complete package."

Parker Hamilton: "Exactly. Thinking about Echoes, we wanted to offer both returning players a new story and new mechanics, and first-time players a varied experience traversing this valley. Each area offers new gameplay opportunities and collaboration with other characters. We were excited to explore areas we hadn't touched before, enriching the experience for all players."

And before concluding the interview, a final message from Joanna Wang and Parker Hamilton to all Gamesurf readers: 

Joanna Wang / Parker Hamilton:  "Thank you very much! We just wanted to thank you for taking this journey with us and Atsu. Thank you!"

Special thanks go to Sony PlayStation Italy for giving us this valuable opportunity and for allowing us to delve even deeper into the world of Ghost of Yōtei, meeting two key development figures directly and discovering, through their words, the work, ideas, and choices that helped shape this new adventure.

An opportunity that allowed us not only to learn more about the game but also to look beyond the screen and understand what lies behind its creation.