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Ninja Gaiden 4

Engine support and performance work for PlatinumGames' flagship action title — software occlusion culling, multi-platform quality presets and GPU stability.

Role · Engine developer · I.Meisters Inc. (Tokyo) 2025 AAA title / engine support Stack · C++ / C# / Liberty Engine / SIMD
Ninja Gaiden 4

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.

Gameplay footage (YouTube)
My Part

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.

37%
trans-stage CPU time saved
120 fps
locked on Xbox Series S
20+
GPU crashes fixed
0.2 ms
occlusion rasterization cost
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