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标题: 【新闻部】Ninja Theory - 新作? [打印本页]
作者: kirassss 时间: 2013-4-6 07:17 AM
标题: 【新闻部】Ninja Theory - 新作?
Ninja Theory是一家位于Cambridge, England, UK的动作游戏开发工作室,最初在2000年3月建立时名为Just Add Monsters,公司后来由前Argonaut Games CEO Jez San于2004年11月购入。
公司曾经开发出多款游戏,并与持有该公司的股份的索尼有着亲密的关系。
制作/出版游戏:
Games
Kung Fu Chaos (as Just Add Monsters) (2003)
Heavenly Sword (2007)
Enslaved: Odyssey to the West (2010)
DmC: Devil May Cry (2013)
作者: kirassss 时间: 2013-4-6 07:18 AM
本帖最后由 kirassss 于 2013-4-6 04:11 PM 编辑
《DMC鬼泣》开发商推特爆料或有新作推出?
Ninja Theory工作室是《DMC鬼泣》的游戏开发商,而这款新作也已经与2013年1月15日正式发售了。虽然看起来这家工作室没什么新动作,不过似乎他们正在开发什么“新东西”,并预定于不久的将来展示给广大玩家看。
日前,该工作室通过推特透露了这这一消息。他们写道:“我们很期待不久后为您展示一些新东西。”从这条推特来看,这个“新东西”也许意味着一款全新的游戏,当然它也有可能是别的一些内容,比如《DMC鬼泣》的新DLC。不过具体情报还有待官方公布,请玩家们继续期待。
作者: kirassss 时间: 2013-5-24 08:21 AM
本帖最后由 kirassss 于 2013-5-24 04:43 PM 编辑
Ninja Theory透露 明日将会有全新内容要展示
次世代两款主机PS4和XBOX ONE已经正式公开,不少游戏厂商表示了对次世代的支持,这其中也包括Ninja Theory。在制作完《DMC鬼泣》之后,Ninja Theory下一个项目将于近日公布了,而这个项目会是次世代游戏吗?
Ninja Theory在英国的开发者日前发Twitter透露到:“明天,我们会有些新的东西要展示。”光凭这一句话就足够让粉丝们兴奋了。Ninja Theory曾经开发过《天剑》、《奴役》以及2013年1月份发售的《DMC鬼泣》,虽然新但丁的人设不敢恭维,但是游戏的素质还是不错的,就让我们期待Ninja Theory带给玩家们的新东西吧。
作者: kirassss 时间: 2013-5-26 07:57 AM


Ninja Theory 公布的新作 Fightback IOS和Android 平台。
版主:无言。。。。.........
作者: 災難降臨 时间: 2013-5-27 10:53 AM
kirassss 发表于 2013-5-26 07:57 AM 
Ninja Theory 公布的新作 Fightback IOS和Android 平台。
版主:无言。。。。.........
哥我看了也是无言啊
作者: kirassss 时间: 2013-7-9 06:43 PM
忍者理论暗示全新AAA级项目 由虚幻引擎4开发
忍者理论上一款游戏《DMC鬼泣》于今年1月份发售,而显然时隔半年他们下一个项目将要开启了。日前忍者理论在其官方Twitter上暗示,他们下一款作品将要到来。
忍者理论在其职业页面上公布了下一个项目的相关招聘消息,其中提到该作将使用虚幻引擎4开发,要求应聘人员要有相关经验。此外还需要多人游戏项目的开发经验,至少有五年的PS3及XBOX360游戏开发经验,至少担任过一个AAA级游戏的项目总监,至少开发过四款较为成功的项目,同时还要展现出自己的创新以及对游戏的理解。
此招聘要求颇高,看来忍者理论也是要计划一款由虚幻引擎4开发的AAA级大项目了,期待他们的作品。
作者: kirassss 时间: 2013-7-12 07:35 AM
本帖最后由 kirassss 于 2013-7-12 07:42 PM 编辑
新 Ninja Theory 工作室最新作品视频惊现蓝发萝莉
在混沌理论的官方网站上有一个视频概述了整个工作室的情况其中包括了所有的他已经发布的游戏。
最后还有一个神秘游戏人物出现,该人物是之前从来没有出现过的,所以是最新作品中的角色。
忍者理论作品表:
《反击》(Fightback) 应用于安卓平台, 将在出台之日由EA旗下的一个名为Chillingo的子公司代为发布。
《鬼泣》(DmC Devil May Cry)
《奴役:奥德赛西游》(Enslaved: Odyssey to the West)2010年
《天剑》(Heavenly Sword)2007年
该工作室最近开始为一个新的项目开始招募,招聘更多的设计,动画和技术。
作者: kirassss 时间: 2013-10-20 06:18 AM
本帖最后由 kirassss 于 2013-10-21 06:35 AM 编辑
Ninja Theory continues hiring spree, seemingly has multiple console projects

Engine Programmer
Ninja Theory, the makers of Heavenly Sword, Enslaved: Odyssey to the West and DmC are looking for experienced engine programmers to join our expanding team. We’ve got some exciting new console projects coming up so if you have relevant console or PC industry experience then we want to hear from you!
Ninja Theory:http://www.ninjatheory.com/wp/?page_id=960
Ninja Theory招聘程序设计师 或有多款新作
Ninja Theory目前看上去正在开发不止一款新作。在工作室官网上帖出了一则招聘启事,Ninja Theory表示“其有一些令人激动的主机游戏项目”,因此需要招聘一名引擎程序设计师,要求有相关主机或PC领域从业经验。之前,我们已经得知,工作室正在开发一款3A主机大作,用虚幻4引擎打造,拥有射击、近战、潜行等元素。而更早之前,在六月份的时候,一些流出的视频截图揭示了Ninja Theory正在开发的另一款游戏,面对媒体的询问,工作室表示对此暂时无可奉告。
作者: kirassss 时间: 2013-10-25 06:44 PM
Enslaved: Odyssey to the West Premium Edition Out Now on PSN & Steam
Enslaved: Odyssey to the West Premium Edition Now Available For Download on the PlayStation Network and Steam

[youtube]phIaEYH3Wc0[/youtube]
Namco Bandai Games announced today that Enslaved: Odyssey to the West Premium Edition is now available for download on the PlayStation Network as well as on PC via Steam for the first time ever. The Premium Edition includes the critically-acclaimed game Enslaved originally developed by Ninja Theory, and additional DLC content “Pigsy’s Perfect 10” as well as character enhancement skins Ninja Monkey, Classic Monkey and Sexy Trip - and added Steam Specific features like Big Picture Mode, Steam Achievements and Cloud Saves.
Enslaved is a tactical action-adventure game that takes players on a gripping journey as two dissimilar characters form an uneasy union in order to survive their way through a perilous, post-apocalyptic America. The game centers on the complex relationship between the two main characters, Monkey, a strong and brutish loner, and his A.I. partner Trip, a technologically savvy but sheltered young woman from a peaceful community. When both characters become captured by a mysterious slave ship, players must employ a mix of combat, strategy and environment traversal in order to escape and make the dangerous journey back home.
Enslaved raised the standards for video game development by enlisting highly talented professionals from other entertainment industries. Emmy, Golden Globe and Bafta nominee actor and director Andy Serkis, renowned for his roles in film as “Gollum” in The Lord of the Rings and the title role “Kong” in King Kong, was tapped to not only direct, but portray the lead character of Monkey. With influences and contributions from top music and film industry talent, Enslaved combines beautifully rendered graphics and captivating music with seamless animation and engrossing gameplay.- http://store.steampowered.com/app/245280/





















作者: kirassss 时间: 2013-10-31 08:50 PM
Heavenly Sword Movie Trailer
[youtube]4iZCfJhNYw4[/youtube]
Heavenly Sword Animated Feature Film Coming in 2014
Today we’re proud to announce the Heavenly Sword feature film. This is a CG animated film based on the game that originally launched in 2007. The Heavenly Sword film is slated to be released digitally worldwide, as well as theatrically in select global markets, in Spring 2014. The film stars Anna Torv, Alfred Molina, and Thomas Jane.
Heavenly Sword is a dramatic tale of revenge that sees Nariko, a fiery red-haired heroine, embark on a quest of vengeance against the invading King Bohan and his army. Once considered the failure of a legendary prophecy, Nariko must wield a sword that was ultimately meant for another. This ancient Heavenly Sword, once belonging to a powerful deity, can never be wielded by a mortal without slowly and inevitably killing them. For Nariko, it’s a race against time to avenge her clan before her life is irreparably overtaken by the omnipotent Heavenly Sword.
I think it’s important to understand where Heavenly Sword stands for us, as many of you know Blockade Entertainment from our Ratchet & Clank movie announcement. In fact, Heavenly Sword came before Ratchet & Clank, and ultimately started everything for us. You see, we had an idea we presented to Sony a few years back. We asked them to allow us to use the existing game assets and development materials from a Sony game to make a movie. Sony could pick the franchise we would adapt, as we loved all of the franchises within PlayStation - how could we go wrong?
They chose Heavenly Sword.
We’re fortunate to work with the Heavenly Sword game franchise. Andy Serkis, along with Ninja Theory, had created an extensive library of material to access and use in the film. In addition, Anna Torv, while a relatively unknown actress when voicing the video game, has grown tremendously in popularity thanks to her role on Fringe.
Initial feedback on early cuts of the film encouraged Blockade, Sony, and the film’s financial partners to take the film to the Cannes Film Festival earlier this year with TriCoast WorldWide. The reaction to the film was very positive, with multiple buyers looking to release the film theatrically in their markets.
After a few exhausting years, working with a very small crew, the film is done and we can tell the world about it. We hope you enjoy it!
PSBlog:http://blog.us.playstation.com/2 ... ilm-coming-in-2014/
作者: kirassss 时间: 2013-11-24 07:30 AM
本帖最后由 kirassss 于 2013-11-26 07:22 AM 编辑
Ninja Theory reaffirms commitment to consoles
Ninja Theory’s design chief Tameem Antoniades made comments at the Slush business conference in Helsinki last week about how the AAA console model “is a little bit broken”. Antoniades’ remarks seemed to suggest that the studio wouldn’t be working on dedicated gaming systems in the future.
This isn’t so, however. Ninja Theory has clarified on Twitter that the company still intends to make titles “for both mobile and console platforms and will continue to do so for the foreseeable future.”
The tweet is as follows:
Ninja Theory否认传闻 不会变为手机游戏开发组
之前曾有传闻称,《天剑(Heavenly Sword)》,《奴役:西游记(Enslaved: Odyssey to the West)》和《鬼泣5(DMC)》的制作组Ninja Theory将会完全转型成为手机游戏制作组。虽然他们对新主机平台并非有十足的信心,但他们的官方推特账号今天确认,手机和平板游戏不会成为他们未来的唯一领域。
他们的游戏每次都很值得赞赏,具有出色的视觉效果和游戏机制上的创新。然而他们的游戏却并没有大卖特卖,所以转型到更小规模的项目也是情理之中。虽然他们的官方推特否认了传闻,不会成为彻头彻尾的手机开发组,但目前他们的下一步计划依然很神秘。
“关于Ninja Theory将转变为完全的手机制作组的传闻是不准确的。” - @NinjaTheory
他们会制作PS4版的《天剑》或者《鬼泣》续作吗?我们不得而知,不过显然他们并未自甘堕落,依然在与小型化休闲化的潮流对抗。
作者: kirassss 时间: 2014-8-19 07:38 AM
Ninja Theory releases early videos and design documents for its canned game Razer

Unseen Ninja Theory: Razer
For more information on the context in which Razer was created and why it didn’t go ahead, please read The Independent AAA Proposition
Razer is a game concept designed for Xbox One, PS4 and PC that sadly didn’t make it past publishing green light. It was a game we designed in conjunction with a publisher to satisfy their desirable feature list. At the time we were developing an iOS game, an online multiplayer melee game as well as exploring next-gen art pipelines.
Razer was a game that was to bring all these elements together into an epic massively co-op sci-fi adventure. It involved the idea that a huge alien creature had enveloped our planet. It would take thousands of players months if not years to coordinate guerrilla-warfare on a massive scale to kill this beast.
We worked on the design docs and several previsualisations in house over the course of about 3 months. Most games never made it past the concept phase and the public is never the wiser. In general, publishers will never release these to the public. As we own the IP, we felt that there would be value in sharing this work on a wider basis as there are so few examples of game design in the public domain.
Here are selection of documents and assets from Razer that, until now, have never been seen before.
hellblade.com
[youtube]dn4NZYFRmtw[/youtube]
This is a previs trailer to show how the published game might feel like. We always create trailers like this for our games and they are never intended to be shown to the public. They serve to get a feel for the gameplay, story and the way you might play it. They are always entirely produced in-house and this one features our own staff as actors. The trailer was created in Unreal Engine 4 and After Effects.
Flash: http://vimeo.com/103042049
Because you will fight in countless missions, we needed to create a way to procedurally generate landscapes. We developed a procedural tech within UE4 and created this art style test.
[youtube]Z39HP3RYloU[/youtube]
We often create gameplay previs for our games before we start prototyping. Previsualisation is always built upon a design spec and is planned out by designers and animators working in tandem. It is a great way to rally the coders, designers and animators behind a single vision of what we are trying to achieve.









We tend to create our design docs in a very visual manner that can be easily communicated and understood by any discipline or any publisher without having to read hundreds of pages of text. The details of the design, the specs, programming TDD’s, Art bibles, animation bibles etc are worked on collaboratively in a wiki (using confluence) and can number the 1000’s of pages by the end of a project.
• RazerGDD_01_Overview
This document gives a high level overview of the project. It is designed to be understood by everyone at a publisher including sales and marketing people. It references other games so that the publisher can better understand elements of the project in a high level fashion. At the time, the publisher we were working with wanted a concept that was taking advantage of emerging elements such as cloud gaming, communities and second screen gameplay. We thought that cloud gaming means very little to people and that it might be cool to turn it into a giant monstrous AI creature that you have to kill.
• RazerGDD_02_GamesAsService
This document was mapping out a 5 year plan for the franchise. Unlike usual AAA console games, the idea was to constantly evolve the game over time to organically grow bigger rather than launching a new game annually.
• RazerGDD_03_Interface
This is the high level window into the game: the drop ship. It gives an aerial view of the different aspects of the design.
• RazerGDD_04_Community
Self-explanatory doc describing the principles behind the community building in the game. At this point in time, we did now know what next generation features would entail on console so much of this was guess work.
• RazerGDD_05_Razer
This document covers the Razers themselves, how they work, upgrade, rank up and equip. We were designing a system and control scheme that would work for both melee and gun play. The idea was that you can play in whatever style you wish whether you’re a god of war die-hard or a gears-of-war die hard. Ultimately, whichever style of play suits you, you would have to find complementary team members and cooperate with them to complete missions.
• RazerGDD_05_Razer_Macro
This is a macro doc, with several tabs giving you a complete picture of how a razer would upgrade over time. The macro design is intended to work out the scope and variation of the design for the Razer.
• RazerGDD_06_Missions
The beast you are trying to kill is a complex organism, akin to a giant brain made up of a network of countless nodes, each of which represents a mission. This was going to be a creature that would reside on a server under a complex evolving AI system that we as developers could control to turn the tide of war. As a result, the missions would have to be largely procedurally generated from a series of templates.
• RazerGDD_07_Enemies
This document outlines the principles behind the design of the enemies. They were to be continuously adapting to your combat so that you have to change things up and be creative in your strategies.
• Razer Experience Walkthrough
As the game can be played on console and phone/tablet, we illustrated how a player might coordinate a mission throughout the course of a typical day.
• Razer Game Flow
This gives a high level view of the gameplay loops and how a person might be expected to play the game.
作者: kirassss 时间: 2016-9-14 06:58 PM
[youtube]tnQHtmV5R3o[/youtube]
作者: kirassss 时间: 2016-9-27 07:59 PM
[youtube]qQSXbrukeEk[/youtube]
[youtube]8ITJy8WcOoQ[/youtube]
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