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Ninja Gaiden 4 Devs Explain Their No-Rework Combat Design Process

The session frames a production philosophy where combat specs are fully simulated on paper first, so that later adjustments target conditions rather than rebuilding the action itself.

Reporting from 1 source: Game Spark.

Ninja Gaiden 4 Devs Explain Their No-Rework Combat Design Process

At CEDEC 2026, PlatinumGames producer and director Yuji Nakao and lead game designer and combat director Takuma Ishikawa detailed the design flow behind Ninja Gaiden 4. The session covered writing concepts as player experiences rather than feelings, a three-stage system design process to avoid rework, and enemy design centered on the player's perspective. The talk aimed to help developers build combat actions they can play in their heads before implementing them.

PlatinumGames builds combat the way a writer drafts a scene: on paper, before any code runs. At CEDEC 2026, Yuji Nakao and Takuma Ishikawa laid out how Ninja Gaiden 4 avoided the trap of implement-then-test iteration loops that crush schedules.

Nakao's method splits every action system into basic, applied, and expanded elements, maps their relationships, then assembles them into a single action cycle judged on a risk-reward matrix. The key rule: no spec exists that cannot be reasoned through in advance. When a move fails to work, the fix is not a rebuild but a change to its conditions.

For enemies, Ishikawa said concepts start from the player's response, not the enemy's movement, so that counterplay is built into the design from the start.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

Sources