WEEK 01 — Summer Project Review&Movement Workshop

Summer Project: Ghost of Tsushima — Presentation Summary

During the summer, I created a presentation based on Ghost of Tsushima, focusing mainly on the game’s worldbuilding, art direction, core gameplay, and the emotional experience it delivers to players.

Worldbuilding & Player Agency

My presentation introduced the historical setting of 13th-century Tsushima, where the island is invaded by the Mongol army. I highlighted how the game uses landscapes, temples, forests, and seasonal colour palettes to construct a strong Japanese cultural atmosphere.

I also discussed the two different playstyles—Samurai or Ghost—and how these choices affect the player’s experience throughout the game.

Core Gameplay

I broke down the gameplay into three major elements:

Sword Combat : Fast, skill-based duels with stance switching and precision timing.

Stealth : Silent kills, fear tactics, smoke bombs, and assassination tools.

Exploration :The guiding wind replaces traditional UI markers and creates a natural navigation system.

These gameplay elements helped me understand how the game builds tension, rhythm, and freedom.

Player Experience

In my video, I summarised the emotional message of the game:

“Players should feel both honor and fear, constantly shifting between being a samurai and a ghost.”

The contrast between these two identities shapes the tone of the entire game.

Hook + Bonus Ideas

One important line I highlighted is the narrative hook:

“A samurai must lose honor to save his people.”

This idea captures the core conflict of the main character.I also added a bonus idea: multiple endings based on player decisions.

Reflection

This summer project helped me practise how to analyse a game’s visual style, worldbuilding, and emotional tone from a designer’s perspective.It also strengthened my understanding of how art direction and theme shape the overall atmosphere of a game.

PPT Video

Visual Prompt: F1 Race Track

For the Movement workshop, I chose an image of an F1 race track as a visual cue. The image shows a wide, curvy track designed to serve extreme speed, precise control and rapid changes of direction.
The shpe of the track – a combination of long straights and sharp bends – immediately conveys a strong sense of movement and tension. Bold lines, clear track markings, and tense perspectives allow me to understand ‘sport’ as a state of high speed, control, and high risk.
These keywords helped me to expand the concept of motion beyond mere physical displacement, linking it to decision-making processes, risk management and momentum control, resulting in a deeper and more abstract understanding.

Based on the F1 racetrack image, I created several movement-based prompts:

High-speed pathfinding players choose racing lines to optimize movement

Risk-reward movement faster routes become more dangerous

Timing-based movement braking, accelerating, drifting

Environmental flow movement shaped by curves, slopes, and terrain

This helped me explore movement not only visually but mechanically.