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Tomonobu Itagaki

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Japanese video game designer (1967–2025)

Tomonobu Itagaki
板垣 伴信
Itagaki in 2004
Born(1967-04-01)April 1, 1967
Tokyo, Japan
DiedOctober 2025(2025-10-00) (aged 58)
Alma materWaseda University
OccupationVideo game designer
Years active1992–2025
Children1

Tomonobu Itagaki (板垣 伴信,Itagaki Tomonobu; April 1, 1967 – c. October 2025) was a Japanesevideo game designer best known for creating theDead or Alive series and also reviving theNinja Gaiden franchise in 2004. In 2009, he was chosen byIGN as one of the top 100 game creators of all time.[1]

JoiningTecmo in 1992, Itagaki produced two video game franchises that were critical and commercial successes, earning him several promotions; he headed Tecmo's development team,Team Ninja, and sat on the executive board. He left the company in June 2008 after 16 years of service, filing a lawsuit against its new president for withholding bonus pay. He formed a new company,Valhalla Game Studios, with several Team Ninja members and releasedDevil's Third.[2] The company was dissolved in December 2021, although he had formed Itagaki Games earlier in 2021. Itagaki died in October 2025 at the age of 58.

Early life

[edit]

Tomonobu Itagaki was born inTokyo on April 1, 1967.[3] Itagaki later graduated fromWaseda University Senior High School in March 1985. He enrolled in Waseda University and graduated from its School of Law in 1992.[4]

Career

[edit]

Tecmo (1992–2008)

[edit]

Itagaki joined Tecmo in 1992 as a graphics programmer, and initially worked on theSuper FamicomSoccer video game,Captain Tsubasa 4, released in Japan, followed by the Super Famicom version of theAmerican football video game,Tecmo Super Bowl, released worldwide.[5][6] Between the choices of Tecmo andSega, Itagaki chose to work for Tecmo as he lived closer to the company.[7] He was mentored by Yoshiaki Inose (ofSolomon's Key,Bomb Jack,Rygar andoriginalNinja Gaiden fame) and Akihiko Shimoji (Tecmo Bowl) in his early years at Tecmo, and learned from them to include fun as a necessary component in his projects.[8] His career breakthrough came in 1996 with his firstDead or Alive game, a game based on Sega Model 2 hardware (Virtua Fighter) created in response to a request from the Tecmo management when the company was in financial trouble.[9]

The release ofDead or Alive 2 greatly increased the series popularity, as well as Itagaki's. He had sought to create fighting games with details he felt were lacking in other games. However, atD.I.C.E. 2012, Itagaki said one of his managers at Tecmo tricked him into releasing the game onPlayStation 2 in Japan during March 2000 before he felt it was fully completed.[10] The move greatly upset Itagaki, but despite the incident and the PS2's architecture being difficult to work with, he continued to further enhanceDead or Alive 2 on the system. Starting withDead or Alive 3, Itagaki would release a series of successful games exclusively forXbox. The move toXbox was driven by how more powerful, developer friendly and easier the Xbox's architecture was to work with compared to other consoles, Itagaki became good friends with Microsoft'sSeamus Blackley whose engineer team treated Itagaki as a guest of honor compared to Sony's engineers, and how Tecmo games generally underperformed on the PS2.Dead or Alive 3 became one of the Xbox'skiller apps as it was a critical and commercial success.[11] Itagaki's rise through Tecmo had been steady since then. He was appointed the head of Tecmo's third creative department in April 2001.[4] and assumed the leadership ofTeam Ninja in July of the same year.[12]

In theDead or Alive Xtreme Beach Volleyball, Itagaki brought together the girls ofDead or Alive onto an island. The player is to foster good relationship between the girls to create a harmonious winningbeach volleyball duo. In the second iteration of the series, the focus is shifted by expanding the number of activities the player can have the girls take part in. He explained the core of the game as a paradise where the player can watch the girls they 'love' enjoy simple activities.[13][14] ForDead or Alive 4, he pushed back the release of the game in order to polish the game based on feedback of top JapaneseDead or Alive players recruited toplaytest the game.[15] He decided to exclude guns from the moveset of theSpartan namedNicole inDead or Alive 4.[15]

The Butt Battle, and Tug-of-War ofDead or Alive Xtreme 2 were heavily panned on the basis of minigame design. Itagaki defended those games as nostalgia comedic pieces, meant to make the player remember the celebrity games played on Japanese television.[16] WithDead or Alive Xtreme 2, he chose to patch an easy-cash exploit rather than leaving it alone and ruminating over the consequences.[16]

Ninja Gaiden (2004) was Itagaki's effort to develop a game centered on violent gameplay[17] with superninjaRyu Hayabusa as the protagonist. Capitalizing on the brand name of the earlier NES series, Itagaki developed a critically acclaimed action-adventure game for theXbox. While working onNinja Gaiden, he wanted to produce the "best and the ultimate action game" on the Xbox before moving on to the Xbox 360, which led to the production of the additional downloadable contentNinja Gaiden Black.[18][19] He continued work on it to release an enhanced version,Ninja Gaiden Black. Tecmo appointed him as an executive officer in June 2004 and later assumed the position of general manager of the high-end production department in February 2006. In March 2008, he releasedNinja Gaiden: Dragon Sword for theNintendo DS. The move to a portable console was partly due to a promise made to his daughter.[20]

Itagaki claimed to be one of the very few in the Japanese video game industry to establish communications with the Western world.[21] He suggested other Japanese developers should do like-wise and be aware of the gaming tastes outside Japan,[13] so as to be able to reverse the Japanese gaming industry slump of the mid-2000s.[9]

He objected to the suggestion of Kasumi in theNinja Gaiden universe, saying her "soft" nature conflicts with the "hard-edged" nature of the game, whereas Ayane perfectly fits in.[9]

Lawsuit

[edit]

In 2006, a female former Tecmo employee filed asexual harassment suit against Itagaki.[22][23][24] She claimed that Itagaki had made several unwanted sexual advances on her since 2003. While Itagaki admitted to kissing her, he claimed that whatever had gone between them had been consensual. Tecmo's ensuing investigation reached the conclusion that "the allegations in question were a result of the former employee's desire to vent frustration over her own personal affair, and not indicative of sexual harassment."[25][26][27] Tecmo also demoted Itagaki and the accuser for their mingling of "personal affairs with their corporate responsibilities". In June 2007, a Tokyo district court found Itagaki innocent of the charges.[28][29]

Departure from Tecmo and later projects

[edit]

On June 2, 2008, just before the release ofNinja Gaiden II, Itagaki released a statement in which he announced that he was resigning from Tecmo and was suing the company for 148 million yen ($1.4 million) for withholding abonus promised for his previous works.[30][31] He was also suing Tecmo's presidentYoshimi Yasuda [ja] for damages based on "unreasonable anddisingenuous statements" made in front of Itagaki's colleagues.[32] Other lawsuits against Yasuda were filed with former president Junji Nakamura and two plaintiffs on the behalf of 300 Tecmo employees suing for withholding executive retirement benefits amounting to 166 million yen and unpaid wages amounting to 8.3 million yen.[33][34]

In a 2010 interview with 1up.com, Itagaki revealed that he was working on a project with former members of Team Ninja under a new studio, Valhalla Game Studios.[35] The title in question,Devil's Third, was revealed shortly beforeE3 2010. In 2017, Itagaki announced he had become a special advisor to video game company Metal Soft.[36] Valhalla effectively closed down in December 2021.[37]

In January 2021, Itagaki announced that he had established a new game studio, Itagaki Games.[38]

Works

[edit]
YearTitleRole
1993Captain Tsubasa 4Graphic engineer[5]
Tecmo Super BowlGraphic engineer[39][40]
1996Dead or AliveProducer and director[41]
1999Dead or Alive 2Producer and director[42]
2001Dead or Alive 3Producer and director[43]
2003Dead or Alive Xtreme Beach VolleyballProducer and director[44]
2004Ninja GaidenProducer and director[45]
Dead or Alive UltimateProducer and director[6]
Fatal Frame II: Crimson ButterflySpecial adviser[46]
2005Ninja Gaiden BlackProducer and director[47]
Dead or Alive 4Producer and director[6][48]
2006Dead or Alive Xtreme 2Chief designer and software architect[49]
Super Swing GolfAdviser[50]
2008Ninja Gaiden: Dragon SwordExecutive producer[51][52]
Ninja Gaiden IIProducer and director[6][53]
2015Devil's ThirdDirector[54]
2020Samurai Jack: Battle Through TimeSupreme advisor[54]

Design approach

[edit]

Game design philosophy

[edit]

Itagaki believed a good game should be an integrated product of good graphics, interactivity, and playability.[55] He also placed a high priority on ensuring his games are interactive with the player's actions and respond quickly to the player's inputs.[56] It was this belief which led to his criticism ofHeavenly Sword.[57] He found the payoff for the game's button-prompting sequences to be less fulfilling than that ofGenji: Dawn of the Samurai, whoseKamui sequences he called dumb, but entertaining.[16] Likewise, he citedMetal Gear Solid 2: Sons of Liberty andFinal Fantasy X as games lacking the interactivity appealing to him.[13]

Itagaki professed a liking for simplicity of inputs; he stated too many inputs would result in the loss of the gaming experience.[58] As such, he respectedSega-AM2 for their work onVirtua Fighter 4, while maintaining his claim thatDead or Alive 3 is still a better game.[13] Likewise, he deplored implementing scenarios to show off technology just for the sake of it, sarcastically asking what is the point of cutting down "thousand heads of cabbages on screen."[59] In his integration mindset, everything (graphics, controllers, interactiveness, responsiveness, etc.) has its place, evenCG pre-rendered cutscenes which he said can deliver a better cinematic experience of some scenes than doing them in real-time.[60]

Opinions on hardware

[edit]

As a game developer, Itagaki defined his philosophy as being able to extract the strengths of a game machine, and integrate them together to develop games to a level no one else can reach. He defined a game developer's satisfaction with a game machine as dependent upon these criteria.[61] With this philosophy, he continually expressed happiness in developing on theXbox 360, proclaiming it to be more "software friendly" than thePlayStation 3 and viewing it as the most powerful console on the market at the time.[19][62] Furthermore, he admiredNintendo's dedication to innovation with theWii, which he held in high regard for the "spirit of gaming."[16]

Itagaki also spoke of his philosophy forhandheld video game consoles, which focused on responsiveness and physical interaction instead of raw hardware power.[56] As such, Itagaki refused to make a game for thePlayStation Portable (PSP), stating it went against the design philosophy of handheld devices. He believed that a game created based on the specifications of the PSP would be more suited for a home console.[63]

Pet projects

[edit]

Itagaki classified his projects into core projects (for business and technical excellence purposes), and those purely for self-fulfillment. TheDead or Alive Xtreme Beach Volleyball series andDead or Alive: Code Chronos fall into the latter. According to Itagaki, theVolleyball games are just meant for simple fun, and to fulfill a "love" for the female characters, letting the player nurture and watch the girls partaking in simple joys. While he admitted to there being sexual content in the game, Itagaki refused to create scenarios which he felt were vulgar for his "daughters", a term he used to refer to his female characters.[14]Code Chronos falls into the same category of development, developed as Itagaki's hobby for style.[20]

Frank personality

[edit]

Itagaki valued frank and "to the point" attitudes, believing anything else would allow "quibbles and sectionalists" to come in and derail the train of thought. His frank attitude was also in line with his admitted aggression.[21] This related to his desire for challenges, producing games likeNinja Gaiden which are acknowledged as "hard" by the gaming industry,[21][59] and to push himself to produce games which can contend as the best games of the genre.[64][56][65] He openly claimed to be the sole creative force behind his projects, as well as being able to convey his plan clearly for the team to understand. He bemoaned that the Japanese are starting to forget the basic concepts, closing off their minds to outside criticisms.[9]

Itagaki consistently gave harsh opinions onNamco'sTekken games, mainly due to his grudge against the company for its insulting radio commercial on hisDead or Alive game. He stated he never forgot an insult to his family, and would retaliate with "nuclear missiles more than 100 times for that".[13] This along with what he viewed asTekken's stagnation in the fighting game genre (starting fromTekken 4), led him to condemn theTekken series, placing it as his top five hated games,[55] in spite of him statingTekken,Tekken 2, andTekken 3 were good games which his family enjoyed.[13] In 2025, series directorKatsuhiro Harada revealed that Itagaki had apologised privately to Namco Bandai in 2008, saying he had respectedTekken and its staff, and that his aggressive language was part of a strategy to draw media attention, especially from Western gaming outlets.[66]

Personal life, death and legacy

[edit]

Itagaki was married and had a daughter,[13] whom he has mentioned as one of the primary influences on his projects[64] and a constant gaming partner in games like theHalo series.[15] Itagaki had in his office a set ofkatana his father made for him,[9] which he tended to take out to show to his visitors. As he wished to stop people from reading his expressions during gambling-type games, he was always seen wearing sunglasses, a habit that became his trademark in the video game community.[9]

On October 16, 2025, Itagaki's family posted news of his death through a pre-written message on hisFacebook account. He was 58 and, according to his close friend James Mielke, had been suffering from a serious illness in his final days.[67][68][69][70] Team Ninja acknowledged his death and offered condolences on social media, together with industry veterans such asTekken producerKatsuhiro Harada.[71] Others, such asSuper Smash Bros. directorMasahiro Sakurai wrote separate tributes.[72] Harada and general manager of Koei Tecmo's entertainment division, Yosuke Hayashi, were amongst the attendees who were Itagaki's memorial service held on November 27, 2025, and delivered eulogies.[73][74]

References

[edit]
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  74. ^Harumi, Katsuta (November 28, 2025)."早矢仕洋介氏弔辞".X (Twitter). RetrievedNovember 28, 2025.{{cite web}}: CS1 maint: url-status (link)

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