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SUKHRAJ JOHAL
![Ghost of Tsushima - The Art of Compelling Quest Design](https://static.wixstatic.com/media/a652ef_437aa0f8a5fd434198dd298779937f0e~mv2.png/v1/fill/w_514,h_386,fp_0.50_0.50,q_95,enc_auto/a652ef_437aa0f8a5fd434198dd298779937f0e~mv2.webp)
Nov 18, 2020
Ghost of Tsushima - The Art of Compelling Quest Design
Ghost of Tsushima is one of the only open worlds in recent memory that has nailed the player experience where the open-world content can...
![Level Design Case Study - Recreating the first level in God of War](https://static.wixstatic.com/media/a652ef_67faf39138fb4d0eb36928e524e2b0b8~mv2.png/v1/fill/w_514,h_386,fp_0.50_0.50,q_95,enc_auto/a652ef_67faf39138fb4d0eb36928e524e2b0b8~mv2.webp)
Jan 5, 2020
Level Design Case Study - Recreating the first level in God of War
An examination and recreation of the first mission level of God of War: The Marked Trees.
![Writings on the Wall: Sharing Accessible Narratives Through Environmental Design](https://static.wixstatic.com/media/a652ef_a0f879a3f23c40d1bee162feb422cbfe~mv2.png/v1/fill/w_514,h_386,fp_0.50_0.50,q_95,enc_auto/a652ef_a0f879a3f23c40d1bee162feb422cbfe~mv2.webp)
Dec 9, 2019
Writings on the Wall: Sharing Accessible Narratives Through Environmental Design
This article was featured on Gamasutra and Game Career Guide. Dead Space: The Iconic Scene The original Dead Space is praised for its use...
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