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Ghost of Tsushima: the island, the grass and the wind

Breakdown

Know first: Biomes: how a forest is built

This breakdown takes apart how Sucker Punch Productions built the island of Ghost of Tsushima (2020) for the PlayStation 4: its land, its fields of grass and its wind. The wind became both the look of the game and the way it leads the player. The sources are the slides of two talks at GDC 2021, the Game Developers Conference. Adrian Bentley, the coding team lead, spoke on building and loading the island, and Bill Rockenbeck on simulating the wind. An interview with the creative and art director Jason Connell tells how the wind came about. What makes it a good example: one idea, wind, runs through art, technology and design at once.

The whole picture

PartThe problemThe answer
The island on a napkinThe studio’s old way of building would need hundreds of gigabytesEstimate first, then build for a budget of a few megabytes per tile
Building the landBuilding it in a 3D program was slow and fragilePainting and procedural growth inside the engine, on the GPU
GrassFields of grass for miles, on a PS4Maps of grass type and height, and blades made on the GPU near the player
One windEverything must move with the same windOne wind model for particles, plants, grass and cloth
The Guiding WindLead the player without arrows on the screenMake the wind blow toward the goal

Further in the article

  1. The island on a napkin
  2. Building the land in the engine
  3. Grass from maps
  4. One wind for everything
  5. The Guiding Wind
  6. Findings
  7. What to take away
  8. Exercises
  9. Sources and further reading
  10. Test yourself