Ninja Gaiden 4
Engine support and performance work for PlatinumGames' flagship action title — software occlusion culling, multi-platform quality presets and GPU stability.
Ninja Gaiden 4 is the new entry in PlatinumGames’ flagship action IP, released in autumn 2025. I supported it from the engine side — a high-speed action game is merciless about frame rate, so my focus was performance and graphics stability: keeping the game at a locked 120fps even on Xbox Series S.
What I built
Full-stack performance work, from CPU culling to GPU crash forensics.
Software occlusion culling
Led the design and implementation of a high-performance Masked Software Occlusion Culling system exploiting CPU SIMD — culling occluded objects before draw calls reach the GPU — plus occluder placement guidelines and debug tooling.
Multi-platform quality system
Built per-component custom omission — every model, decal and material component can opt in or out per platform and quality preset — and helped ship the quality preset and settings features.
GPU stability
Investigated crash dumps with Nsight Aftermath and fixed 20+ GPU crashes and several rendering issues: sea flicker, platform-specific noise, buoyancy errors under triple buffering.
Engine API support
Maintained and extended engine APIs, supporting gameplay programmers building features around the ocean, 120fps mode and occlusion culling.