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Worlds sekai
Environments that hold a story in every stone.
Best with headphones · Rendered live on your GPU
Effects were turned off to keep things smooth on this device.
Real-time 3D studio — Tokyo — Since 2018
Engine-ready characters, environments and technical art for AAA and indie games, plus real-time visuals for film and live stages. AAA quality, delivered on schedule, from Tokyo.
Click anywhere to cut
(01) The meaning of Nin
Nin means to endure: to work unseen, with patience, until the strike is perfect. For eight years we have been the quiet hands behind worlds players remember, from Valkyrie Elysium to The Texas Chain Saw Massacre. Characters, environments, shaders and visuals, built to run at sixty frames. Every frame.



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Environments that hold a story in every stone.
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Shaders, lighting and VFX tuned to the millisecond.
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Audio-reactive visuals for clubs, stages and screens. Turn the sound on.
(02) Selected work
More work Devour · Monster Hunter Stories · Disney Tsum Tsum · Katana Inu · ASCA “Shinkaron” · GEMS COMPANY “Tokimeki Dream Line” · fripSide Virtual Live · BLAME! · Naruto vs Pain · Tokyo Ghoul · Silicon Studio Enlighten & Mizuchi · ATLAS CM · SIXPAD CM · Mark the Adventurer · Shuri, our studio mascot · Fab asset packs
Much of our art is under NDA. Ask us for the private reel. 80+ projects on ArtStation ↗
Trusted by
In their words
“Nin-Ja consistently delivers high-quality art assets on time and within budget. When we need external art resources, we don’t even talk to anyone else. These are our guys!”
“Working with Nin-Ja has been essential to our Devour game’s success. Without their hard work, attention to detail, and excellent communication we would not have been able to achieve our goals.”
“We have been working with Nin-Ja Company since the birth as we were the first clients and we are still collaborating with them till this day, I guess that means something. Professional, Diversified, and Quality.”
(03) What we do

Hero characters, NPCs and DLC variants, and environments from blockout to final lighting. Sculpt, retopology, textures, rig, skin and LODs with our in-house Maya tools, engine-ready for Unreal Engine 5 and Unity, stylized to photoreal.

Shaders and materials, performance and platform porting, and custom Maya, Python and UE5 tools that remove the bottlenecks from your art pipeline. Beauty that fits the frame budget.

Audio-reactive visuals in Unreal Engine 5 and TouchDesigner that move with the DJ, live. Stage and LED-wall loops built to the exact size of the venue screens, VJ packs, key visuals and promo motion, battle-tested every night at UVX.

In-engine cinematics, promo films, virtual production backdrops for the LED volume, 360° and immersive content, and real-time architectural visualization.

A dedicated team that plugs into your engine, tools and review cadence, from one artist to a full content pipeline, backed by our vetted network. From Tokyo to the world, in English and Japanese.
Tools we master
Why studios choose us
Senior leads review every asset in engine before it leaves the studio. It lands engine-ready, with no rework on your side.
Credits on The Texas Chain Saw Massacre, Predator: Hunting Grounds, Valkyrie Elysium, Foamstars and PokéPark KANTO.
Production in Japanese and English, on Tokyo hours with overlap for studios in Europe and the Americas.
A senior core team plus a vetted network of artists and partner studios, from one character to a full content pipeline.
Ways to work with us
A
Fixed scope, fixed timeline. Ideal for a map, a character set or a trailer.
B
A monthly team that plugs into your pipeline, tools and review cadence, and grows with your production.
C
We audit your art pipeline and ship the tools and fixes that save your team hours every week.
(04) Our businesses
01 — Studio
Game art and real-time 3D for games, film and live stages: characters, worlds, technical art and live visuals.
See the work ↑02 — Nightlife
UVX is our blacklight nightlife brand in Tokyo. UVX is the stage, Nin-Ja is the visuals: every night is our live lab, where new ideas meet a real crowd before they go to work for other venues and brands.
3 worlds built · 1,500+ guests · 50+ DJs
Book the visuals alone, or a full UVX night with them for brand activations and corporate events.
Visit UVX ↗From our 3D store Modular Yatai Street Food · Japanese Street Props · Japanese Houses Kit · Sci-Fi Spaceship Kit Get the packs on Fab ↗
(05) The code we keep
Our mission: AAA-quality work, on time, every time.

KAGE
The best work disappears into the world. Players remember the place, not the polygon.

SOKU
If it can’t run at frame rate, it isn’t finished.

WAZA
Fewer, better things. Every asset earns its milliseconds.

WA
We work as an extension of yours. Same tools, same goals, same deadline.
(06) How we move
Stage 1/5
01
Brief, references and the hard technical limits, mapped before a single polygon.
02
Greybox in engine. Scale, composition and gameplay readability, validated early.
03
Art, shaders and VFX built together, reviewed in engine every day.
04
Profiled on target hardware until it fits the budget. Then a little more.
05
Engine-ready, documented and supported after launch.
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(07) The studio
An international team of senior artists and technical artists, working from Daikanyama, Tokyo. Small enough to care about every pixel. Experienced enough to ship.
Led by
Rafael Rodriguez Bellot
Founder · Representative Director & Creative Director
Character artist and art director with 16+ years in games and film. Before Nin-Ja he modeled characters and cloth for Kingsglaive: Final Fantasy XV and Ignis’s outfit, House of the Dead: Scarlet Dawn and Netflix’s Kong: King of the Apes, and has since led work on titles for Square Enix, Soleil, Sega, Gun and IllFonic. He founded Nin-Ja to bring AAA quality at indie speed.

Join the clan
We hire artists of every nationality, graduates and mid-career alike, with visa and relocation support to Tokyo. Freelancer or partner studio? Join the Nin-Ja Network and be first in line when a game, real-time or live-visual project fits your skills.
Open roles ↗ Join the network ↗ recruit@nin-jacompany.com
(08) Company profile

(09) Contact
Send us a brief
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Studio
Castillo Daikanyama #403
16-1 Daikanyama-cho, Shibuya-ku
Tokyo 150-0034, Japan
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