Of Angels and Monsters


Filed: Bayonetta, Games, PlatinumGames

Hello, I am the producer of Bayonetta, Yusuke Hashimoto. I wanted to take this chance to give you a glimpse of some of the enemy designs in Bayonetta. While I may be filling the role of producer these days, I was previously a designer, and also in charge of special effects.

When we first started development, I got caught up in the idea that “the enemies are angels,” drawing some sketches of enemies that I showed to the game’s director. He seemed to take a liking to them, and I ended up designing around 70% of all the enemies in Bayonetta. I’d love to say, “And here are those sketches!” but the truth is they are gone. (I threw away all the sketches other than the ones that made the final cut…) So instead, I want to show you the final design for an enemy named “Affinity.”

Affinity Design

Our initial concept was that of a “divine enemy,” so along with the main thematic color of white, I melded a bird with a human to facilitate a decent from the heavens. I paid extra attention to the fact that these characters had to be enemies in a game, so while they may be divine, they still must be monsters.

Which leads us to this:


This is a look at the guts of Affinity.

Kamiya-san asked for two things which I incorporated into my design. 1) You should be able to visually see an enemy’s vitality. 2) The internals of the enemy must make them seem to be incredibly strange beasts. When playing the game, as the enemies take damage, their “shells” fall off, no longer covering the exposed, gross internals of the enemy! Most of the enemies in Bayonetta have these sorts of internal views, so if you are into that sort of thing, I hope you look forward to seeing what the other enemies look like on the inside!

Finally, one last shot:


This is the design for “Fortitudo,” which was actually the first enemy that won the game director’s approval. It might be a bit hard to pick up in the illustration or in screenshots; however, Fortitudo is a gigantic boss character! When you see him in the game, he will really blow you away!

Next time, I won’t be talking about my role as a designer, but instead plan on telling you about my job as producer.

As an aside, E3 is coming up soon. Of course, you can expect to get brand new information about Bayonetta! Things are really going to ramp up towards the release of the game, so thanks for all your support!!

(NOTE: Check out high resolution versions of these pictures on PlatinumGames’s Flickr account.)

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14 Comments Add Your Own

Marink Posted on May 15, 2009 at 9:21 pm


Just Awesome.

Darkpen Posted on May 15, 2009 at 9:27 pm

….seriously reminds me of the mass-produced EVA 05-13 units

TheBrotha Posted on May 15, 2009 at 9:46 pm

It's great artwork. It's good to see talent like this getting an individual mention. Platinumgames are definitely onto a winner when it comes to developing a relationship with their fanbase.

Rizhall Posted on May 15, 2009 at 11:16 pm

VERY nice~

I love the designs, but even moreso, I love the idea of enemies breaking down as they get weakened.

One of the things I loved in DMC1 was how well developed and detailed the enemies were, and DMC2, 3, and 4 ignored this factor. I am glad that this is being brought back in this game.

Pheonix03 Posted on May 16, 2009 at 4:06 am

Very nice Hashimoto-san. I'm impressed that you both design the enemies and produce. I'm impressed by how much effort teh team is putting into Bayonetta, it's going to lead to an amazing product, I'm sure of it.

Gpsato Posted on May 16, 2009 at 8:19 am

The design is really awesome, good job Hashimoto-San X)

I hope one day, work as you! ^^

see ya

J FER SALAZAR Posted on May 16, 2009 at 8:51 pm

Stylish ! !

By adding those details into the enemies reminds me the Blades (Demonic lizards) from Devil May Cry 1 and 2. Good old days…it seems they are coming back ! , thanks Platinumgames!!

Crow T. Robot Posted on May 16, 2009 at 11:41 pm

I am actually really lovin the Angel designs. The second one looks pretty awesome.

Phantasos Posted on May 17, 2009 at 5:47 pm

This was probably the update i was expecting the most.

I think this is the first time i´ve seen the concept of a regular enemy changing his appearance according to his life bar. It´s similar to Ninja Gaiden 2´s system but it´s still different and actually rewarding from a visual and gameplay point of view. Thumbs up from my part.

Also the monster designs looks very good so far, Fortitudo especially.

Variable Gear Posted on May 18, 2009 at 10:59 pm

I apologize if this is a misguided question, but are there any risks to breaking the shells of the enemies in Bayonetta and seeing their internal forms? Are there any enemies who start out being slow, shelled creatures with weak attack power, who, when damaged enough, show their true, faster, more damaging form? Or, is this "guts" mechanic simply used to allow the player to get a feel for the amount of damage an enemy has taken? If it's just a life bar, that's cool, but if it actually effects gameplay, that's even more interesting.

Also, is it possible that there are enemies who are weaker in their true form than their shelled form?

Thanks for giving us fans continued insight into the development of Bayonetta. It's been fun, and I'm looking forward to the final game.

Ritalman Posted on May 20, 2009 at 5:13 am

This is an interesting point. If some enemies get weaker and others get stronger with the shell off, it'll lead to priority management in the dispatch order :)

RVR- 42 Posted on May 21, 2009 at 6:28 pm

Yea Variable Gear…great question[and avy too btw…I LOVE NMH haha]. But wow…these designs so great. Thank you so much for letting us in on this Hashimoto. :)

billy boone Posted on May 26, 2009 at 6:16 pm

great job! i am very impressed with your designs.

FAUNA Posted on June 27, 2009 at 3:17 pm

Love how the monster's 'true form' is hiding under the exterior 'angel shell'. Very cool touch how the outer form breaks away in combat. It's great to see hand-drawn concepts instead of CG renders. I'll say again, an art book would make me very happy.

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