Matt Stoneham

Ninja Theory

Matt Stoneham photo

Matt began his career as an animator in 2001 at Just Add Monsters before joining Sony in 2004. During this time he began a gradual transition into a character TD role, working as part of the TechArt team at Guerrilla Games before returning to Ninja Theory in 2008. Since then his role has expanded to touch on most aspects of the character and art pipelines from scripting studio tools to heading up live performance capture events.

Matt Stoneham is speaking at the following session/s

AAA Quality Meets Independent Freedom: Turning Hellblade into a Reality Using Unreal Engine

Thursday 12th July: 14.00 - 14.45 : Room 3

Taking a look at our character and VFX pipelines, and how limited resources and a powerful subject matter informed some of the technical and artistic choices on Hellblade. We’ll discuss key lessons learned throughout the process, the successes and the failures, and share our thoughts on what it means for future art pipelines at Ninja Theory.


  • You have to start somewhere...
  • Understanding what to solve in-house and when to bring specialist partners on board.
  • Cutting your coat according to your cloth; understanding resource constraints and making smart choices.
  • Constraints can make you more creative
  • Make space for an explorative creative process, but keep in mind the need to finish.

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