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Ninja Theory

Ch. 1 of 8
— CH. 1 · INTRODUCTION —

Contents

Ninja Theory

8 sections
  • Ninja Theory is a British video game developer based in Cambridge, England, and today it works as a first-party studio for Xbox Game Studios. It began in March 2000 under a different name, Just Add Monsters. Tameem Antoniades, Nina Kristensen and Mike Ball founded it with £3,000. At the start the company had three staff and no equipment or technology. How does a studio that begins like this survive for more than two decades? And what did it learn along the way about who should pay for a game, and who should control it?

  • Antoniades brainstormed a hack and slash multiplayer game about kung fu in his bedroom and called it Kung Fu Chaos. When the founders went looking for investment, no major publisher wanted to fund it. Several offered to buy the tiny company instead. Money was running out, so in September 2000 the team agreed to be acquired by Argonaut Games.

    Argonaut's backing changed daily life. The studio moved into a proper office, hired 17 more people and bought the technology a video game needs. The team then built a playable demo and showed it to Microsoft Games Studios. Microsoft wanted a strong lineup for its upcoming Xbox console, so it agreed to pay for development. Its publishing team was described as helpful and assisted in refining the game.

    The launch was a different story. Microsoft prepared no advertisements, and the game reached the Xbox in 2003. Critics praised it, but sales were hugely disappointing and the game was a financial failure for the company. Antoniades was shocked that Microsoft would "send the game out to die," though he understood why the publisher put its resources into more profitable projects.

    A sequel, Kung Fu Chaos 2, was already in development. The team had used player feedback to make it a more mature game. Microsoft declined to fund it, because the first game had not been warmly welcomed. Microsoft also kept the intellectual property rights, and the team could not reuse the Xbox code it had written. With too few resources to start from scratch, the studio stopped work and began a new idea called Kung Fu Story, which was also built around Chinese martial arts.

    While working on it, the team watched the games market closely. Audiences and publishers both seemed to want realism and high production values rather than highly stylised visuals. The team decided to expand the game's scope and renamed it Heavenly Sword. They assembled a demo on personal computers to guess what the unannounced seventh generation of consoles might be able to do. Publishers were interested but hesitant, because of financial troubles at Argonaut that the team did not know about.

    In October 2004 Argonaut entered administration. The team remortgaged their apartments, and Argonaut's CEO, Jez San, provided investment so the team could buy Just Add Monsters from the administrators. In November 2004 the company reestablished itself as Ninja Theory. Kristensen became head of development, Antoniades led design, and Ball led the technology team. San joined the board of directors.

  • Right after the November 2004 relaunch, Ninja Theory had enough capital to keep running for only three months. It already employed more than 50 people. Publishers kept hearing the Heavenly Sword pitch and kept answering coolly. They doubted that so small a team could build a technology-intensive game.

    With few options left, the studio signed with Sony Computer Entertainment in May 2005. The deal saved the company from bankruptcy, but it cost the studio its intellectual property and technology rights. The game would now be exclusive to the PlayStation 3. Antoniades described the negotiation as "soul-destroyingly difficult".

    The studio was driven by the ambition to be "a top studio in the world". The budget was estimated at $10 million to $20 million. Plans reached beyond a single game, from a PlayStation Portable version to a film based on the story. Ninja Theory invested heavily in performance capture, working with Weta Digital and with Andy Serkis, who became the game's "dramatic director". More than 100 people worked on the project over four-and-a-half years.

    The team says Sony interfered actively and narrowed its creative freedom. It pressed the studio to make a game that "fit in more with what a standard action-adventure video game should be". Many features were cut in the final stages of production to meet deadlines. Heavenly Sword was released in September 2007 to generally positive reviews and gained a cult following. Sales fell short of expectations, and the game did not break even.

    A sequel was the obvious next step, but the team had grown so large that it no longer fit the "cost-analysis model of AAA production". Making the sequel would have meant working on nothing else. Ninja Theory did not want to dissolve the team, so it left Heavenly Sword and every technology built for it with Sony and went looking for another publisher. Antoniades called it a "heart-breaking moment".

  • While researching the wuxia theme of Heavenly Sword, Antoniades read the classic novel Journey to the West. It inspired the studio's next game, Enslaved: Odyssey to the West. The team wanted to try something new, so many of the fantasy and wuxia elements were shifted into science fiction. Without technology of its own, the studio built the game on Epic Games' Unreal Engine.

    Because Heavenly Sword had lost money, there was little cash in reserve, and the pitch to publishers had to move fast. A first deal, with a company called Green Screen, dissolved a month after it was signed. Namco Bandai Games then agreed to publish. The team worked with only two-thirds of the Heavenly Sword budget.

    They hired Alex Garland to write the story. Antoniades found Garland "intimidating" to work with, while Garland found the team "friendly". The two often argued over whether the game needed boss fights, and Garland became involved in the design itself. Andy Serkis returned for motion capture. Nitin Sawhney, who had composed the music for Heavenly Sword, wrote the score again.

    Enslaved was released in October 2010 and reviewed positively. Like earlier Ninja Theory projects, it met an unenthusiastic market and was a commercial failure. The studio finished a single-player downloadable expansion called Pigsy's Perfect 10. A multiplayer expansion that was also in development was cancelled after the lukewarm reception.

  • Capcom chose Ninja Theory to make the next Devil May Cry game as soon as Enslaved was finished. The publisher was impressed by the studio's earlier work, especially Heavenly Sword. It picked a western developer on purpose, hoping to "add western flair to a traditionally Japanese-styled game". Capcom gave the studio plenty of creative freedom, and Hideaki Itsuno supervised the project.

    The team designed a new look for the series hero, Dante, and fans pushed back hard. Some sent death threats, and a few of those arrived as comics and death metal songs. Antoniades answered the criticism by saying that "The essence of Devil May Cry is all about 'cool'", and that the design from the PS2 era "isn't cool anymore."

    Despite the controversy, DmC: Devil May Cry was released in January 2013 to critical acclaim. It was a commercial success, and it reached the top of the retail software sales charts in the United Kingdom, the United States, Europe and Japan. For the first time, the studio received royalties from a project. Heavenly Sword, Enslaved and DmC together sold approximately 4.5 million units.

  • As the eighth generation of consoles arrived, Ninja Theory expected development costs to climb and publishers to grow more conservative. The studio chose to diversify and split into smaller teams working on different projects. One result was Fightback, a free-to-play mobile game made with Chillingo. Antoniades called it a learning experience, covering games as a service, mobile technology and touch screen controls. It also showed the studio how competitive the mobile market is.

    The smaller pitches did not go well. A horror game pitched together with Garland drew a request for melee combat, and then publishers said neither horror nor melee was popular. A four-player cooperative game set in the real world with real characters was told to add sci-fi or fantasy elements so that it would sell. A multiplayer melee game met reluctance because it had no single-player mode, the team was inexperienced and such games were unlikely to turn a profit.

    In early 2013 the studio tried to meet publishers halfway without losing its creativity. The result was Razor, a multiplayer game mixing gunplay and melee combat. It had an extensive story, procedurally generated missions, mobile control integration and a boss that thousands of players would fight for months. Publishers were keen at first. Then Bungie announced Destiny, a game of a similar nature, and most publishers chose not to compete with it. A later partnership built on the Razor assets ended when the publisher interfered with Ninja Theory's creative freedom.

    Disney Interactive kept the studio afloat in 2014 and 2015. Ninja Theory provided additional development and combat elements for Disney Infinity: Marvel Super Heroes and Disney Infinity 3.0.

    Razor's failure, along with Garland's question about why games had so few independent projects like those in independent film, pushed the team toward a new idea. The studio would own its intellectual property, publish the game itself and sell it at a lower price, while keeping high production values. The team believed there was "a middle ground between the low budget pure indie development and AAA projects". It decided against Kickstarter and chose to fund the game itself.

  • Hellblade: Senua's Sacrifice was built by a team of only 15 people. With a small budget, the studio skipped heavy advertising and made numerous developer diaries for interested players. To capture performances, it worked with technology companies 3Lateral, Cubic Motion and Xsens, which let actors preview their performance while they acted. In September 2016 the studio announced a division called Senua Studio, devoted to real-time virtual character technology.

    The game explored mental illness and psychosis, so the company consulted professional neuroscientists. It also won financial backing from the Wellcome Trust. After a three-year development cycle, Hellblade launched in August 2017 and was a critical success, with praise for how it portrayed mental illness. It became profitable within three months of release, generating more than $13 million from sales of more than 500,000 units. At the 14th British Academy Games Awards it was nominated for nine awards and won five. Antoniades took the acclaim as validation that the independent AAA business model worked.

    The studio's first goal had been a blockbuster for major publishers. Over time the team realised that the publisher model restrained creative vision and made games more conservative and risk-averse. Under the independent AAA approach, the developer talks directly to players, who try early versions and give feedback. After Hellblade succeeded, Ninja Theory urged other small companies that wanted higher production values to adopt the model. It also said it did not "hate" publishers and would still do "work-for-hire, publisher work and original work".

    Antoniades described creativity and narrative as "core" to the studio. The team put story ahead of gameplay, believing a well-written, intriguing story attracts players to keep going, which in turn improves the gameplay. Mechanics were added only when they enhanced the experience. Antoniades pointed to Hellblade's permadeath system and its lack of a heads up display as examples.

  • On the 10th of June 2018, during E3 2018, Microsoft announced an agreement to acquire Ninja Theory along with three other studios. Antoniades explained the choice by saying, "We want to be free from the AAA machine and make games focused on the experience, not around monetization". He said the move would let the team keep building smaller, riskier games with creative independence. Matt Booty, head of Microsoft Studios, saw Ninja Theory as a studio that would make good work for the Xbox Game Pass subscription service.

    In October 2019 the studio announced The Insight Project, a research and development effort focused on mental health. It builds on the studio's work with Paul Fletcher, a University of Cambridge psychiatrist and professor of health neuroscience who had consulted on Hellblade. The plan was to build smaller games that "help people identify and control negative emotions". At The Game Awards 2019, the studio also announced Senua's Saga: Hellblade II for Xbox Series X.

    In January 2020 the studio teased an experimental game, Project: Mara. Antoniades said it would be "a real-world and grounded representation of true mental terror", based heavily on research, interviews and firsthand accounts. In January 2026 Project: Mara was reported to have been canceled.

    In April 2024 Polygon reported that co-founder and chief creative director Tameem Antoniades had left Ninja Theory. He confirmed it on social media. He said he had wanted to leave after the first Hellblade but stayed two more years to help with the transition. Senua's Saga: Hellblade II reached players that same year, in 2024.

Updated

Common questions

Who founded Ninja Theory and when?

Tameem Antoniades, Nina Kristensen and Mike Ball founded Ninja Theory in March 2000 in Cambridge, England, under the name Just Add Monsters. They started with £3,000. The company took the name Ninja Theory in November 2004.

What games has Ninja Theory developed?

Ninja Theory developed Kung Fu Chaos, Heavenly Sword, Enslaved: Odyssey to the West, DmC: Devil May Cry, Hellblade: Senua's Sacrifice and Senua's Saga: Hellblade II. It also made the mobile game Fightback and worked on Disney Infinity: Marvel Super Heroes and Disney Infinity 3.0.

Why did Ninja Theory lose its technology after Heavenly Sword?

Ninja Theory lost its in-house technology because of its contractual agreements with Sony, which had funded Heavenly Sword. The studio left the game and all the technologies built for it with Sony. It chose this rather than dissolve its team to make a sequel.

What is the Independent AAA model at Ninja Theory?

Independent AAA is Ninja Theory's approach of making a game with a small budget and a lower price while keeping high production values. The studio owns the intellectual property and publishes the game itself. Hellblade: Senua's Sacrifice was built this way.

How successful was Hellblade: Senua's Sacrifice for Ninja Theory?

Hellblade: Senua's Sacrifice became profitable within three months of its August 2017 launch. It generated more than $13 million from more than 500,000 units. It was nominated for nine awards and won five at the 14th British Academy Games Awards.

When did Microsoft acquire Ninja Theory?

Microsoft announced its agreement to acquire Ninja Theory on the 10th of June 2018, during E3 2018. Three other studios were part of the announcement. Ninja Theory became part of Microsoft Studios, now known as Xbox Game Studios.

Why did Ninja Theory's DmC: Devil May Cry cause controversy?

DmC: Devil May Cry caused controversy because Ninja Theory gave the series hero Dante a new design, and some fans objected. Some fans sent the team death threats. The game was still acclaimed on its January 2013 release and was a commercial success.

All sources

62 references cited across the entry

  1. 1VideoThe Dreadnought Diaries 1 The Mission (Ninja Theory)Ninja Theory — 22 January 2020
  2. 5Just Add Monsters RebornDavid Adams — Ziff Davis — 15 November 2004
  3. 6JAM puts Ninja Theory into practiceRob Fahey — Gamer Network — 16 November 2004
  4. 7British game makers saved by SonyAlfred Hermida — British Broadcasting Corporation — 25 May 2005
  5. 8MagazineThe Monkey King: An Interview With Andy SerkisBen Reeves — GameStop — 1 October 2010
  6. 10The Independent AAA PropositionTameem Antoniades — Ninja Theory — 10 August 2017
  7. 12Enslaved: Heavenly Sword developer Ninja Theory talks up its next adventureRobert Purchese — Gamer Network — 19 November 2009
  8. 13Alex Garland "intimidating" – Ninja TheoryRobert Purchese — Gamer Network — 16 July 2017
  9. 14The making of Enslaved: Odyssey to the WestJem Roberts — Future plc — 29 October 2010
  10. 17The X ButtonTodd Ciolek — 17 October 2012
  11. 18Capcom US, Japan's creative relationship with UK's Ninja TheoryJessica Conditt — Oath Inc. — 16 August 2012
  12. 20Developer Receives Death Threats Over New Devil May Cry GameLuke Plunkett — Gizmodo Media Group — 1 June 2012
  13. 21Ninja Theory Addresses Dante's RedesignKenneth Richardson — 29 September 2010
  14. 23Ninja Theory's Collaboration with Disney Infinity is Just the StartGiancarlo Varanini — CBS Interactive — 16 September 2014
  15. 24MagazineFighting The Clone Wars: Ninja Theory's Take On Star WarsKyle Hilliard — GameStop — 13 May 2015
  16. 28The real-time motion capture behind 'Hellblade'Nick Summers — Oath Inc. — 8 August 2017
  17. 29Ninja Theory launches Senua Studio divisionDan Pearson — 2 September 2016
  18. 31500,000 sales in 3 months: the risk Ninja Theory took with Hellblade paid offRobert Purchese — Gamer Network — 22 November 2017
  19. 32What's next for Ninja Theory after HellbladeSamuel Roberts — Future plc — 26 April 2018
  20. 34Ninja Theory joined Microsoft 'to be free from the AAA machine'Christopher Grant — Vox Media — 10 June 2018
  21. 35Why Xbox bought Ninja TheoryChristopher Dring — 23 August 2018
  22. 36Ninja Theory launches mental health R&D effortBrendan Sinclair — 29 October 2019
  23. 41Cat's out the bag!Tameem Antoniades — April 5, 2024
  24. 44Xbox's reverse-2018Stephen Totilo — 16 June 2026
  25. 49Tameem AntoniadesPhil Elliot — Gamer Network — 10 August 2010
  26. 52How Ninja Theory proved independent AAA has a futureHaydn Taylor — Gamer Network — 17 November 2017
  27. 55Enslaved: Odyssey To The West Journeying To PCNathan Grayson — 11 October 2013
  28. 60Ninja Theory Shows off Unreleased Game, RazerJon Ledford — 20 August 2014

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