Ghost of Yotei
Senior Systems Designer
Sucker Punch Productions (Current)
Sr System Designer Responsibilities
- New Game+ Lead
- MVP plan and team management
- 2 New armors, 10+ Charms, new Vendor, New resource
- Balance of faucet/sinks
- Owner of Progression, Economy, and Collectible systems
- Prototyping to ship
- Balancing
- See more details below

Ghost of Yotei PS Blog Article
ROLE: Senior Systems Game Designer
COMPANY: Sucker Punch Productions, SIE
RELEASE: 2025
PLATFORM: Playstation 5
Additional Responsibility Details:
- Progression
- Armor sets and Charms: perks, and unlocks
- Design and implementation of all upgrades for armor, weapons, and gear
- Designed, implemented, and managed all bounty hunt system rewards
- Skill Trees (non-weapon) and Skill statues
- Minigame progression such as Zenhajiki, Sword Forging, Bamboo, Onsens, and Fox Follows
- Implemented and managed Traveler’s Maps
- Economy
- Design and implemented pickups and collectibles such as Mon
- Worked directly with Ainu and Japanese consultants on collectibles
- Armor, weapon, and cosmetic object implementation and management
- Vendor inventory and locations
- Pickup variants and coordinated flavor
- Prototyped, implemented, and managed chests and other such interactive game objects
- Balance
- Reviewed External and Internal focus testing to adjust game balance across major benchmarks such as weapon unlocks, armor unlocks, upgrades, collectibles, and skills.
- Conducted data analytics on data to improve the game
- Used internal and external logging software and improved data collection across the game
- Managed Entitlements (deluxe edition rewards, cosmetics, etc) across main game
- Misc Design
- Created and presented design, progress, and feature pitches to Creative Directors and to coworkers at company wide meetings
- Design and prototyping for Sensei weapon training
- Initial design for Wolf Chase mechanic
- Worked closely with
- Campaign team on mission needs and progression
- Combat team on Armors, Charms, Skills, ammo, Ranged weapons, and melee weapons
- Character Art and Tech Art teams for implementation of all cosmetics and dyes
- UI team for Gear menu UI, Vendor UI, Upgrade UI , Inventory menu UI
- Env Art team for prop creation and implementation for collectibles and pickups
- Content owners on various sub systems like Puzzleboxes and minigames like zenhajiki
- Writing who supported most of the above efforts
