The World of Bayonetta
May 22nd, 2009 by Ikumi Nakamura
Filed: Bayonetta, Games, PlatinumGames

Hello to everyone reading the Bayonetta Blog! Nice to meet you! I’m Ikumi Nakamura. I am in charge of the concept design for the world of Bayonetta. Creating world concepts is often a behind-the-scenes job; however, I hope appearing on this blog will give everyone a greater understanding of the world of Bayonetta!
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I’d love to tell you all about the world of Bayonetta, but there are so many secrets that we can’t talk about… So instead, let’s talk about my exchanges with Director Hideki Kamiya and how we created the world of Bayonetta.

(You’ll have to play the game to find out what stage this is from.)
I have been working with Director Hideki Kamiya since Okami. Okami was about nature and healing, but this game… It couldn’t be any more opposite! (LOL) However, I had a great time bringing to life the world of Bayonetta that exists inside Kamiya-san’s head. That’s because whatever is going on up there is completely outrageous!
Not to be outdone, I tend to come up with some pretty outrageous designs myself, so I play off that outrageousness when coming up with ideas. Although, if I go too far, I may end up with something awful, so it is important to keep things in check… But basically, I know if I show Kamiya-san something I don’t think is good enough, he usually ends up loving it. So we excitedly went through the game towards the last stage, creating a world that was outrageous in the best sense of the word.
When making a game with Kamiya-san, the world view isn’t particularly locked down, so it is a fun experience. We can change how things are with each and every stage. However, there were a few things thematically within the Bayonetta world that were constants – Angels, Witches, the Sun, the Moon, etc. These motifs were unshakable. However, as we proceeded through the stages, we got excited creating the changes in architecture and culture that accompany them. As our lead character is a thin, sexy woman, the world behind her is the opposite. We went with large, heavy environments so we wouldn’t fall into the trap of letting her dynamic silhouette be lost in the shuffle. The modeling staff did a great job of turning the concepts into reality, and I think that in the playable version you get a good feel for that. I really hope everyone takes an interest in the backgrounds in the game. This is especially true in the case of the stages modeled by Mune-san and Shirai. There are things that will stand out and make you say, “WTF!?” I really can’t wait until I can tell you all about it!
(This bar seems awfully suspicious. But it is in our latest trailer! You can check it out by clicking the picture!)
Kamiya-san is incredibly detailed when it comes to the designs. I could tell you stories about what it took just to arrive at the items and accessories on a character… But that’s something I will get into in a future blog. Actually, the Bayonetta logo was another place where this came up. I started out placing visibility above all else and could only think up simple, solid designs:
“This isn’t cool!” were Kamiya-san’s first words to me.
Deep down, all I was thinking was “damn!” Yet, I did my best to keep a poker face.
Our other design concepts were decided in much the same way, going through that process of back and forth. Even though, you know, I’m a rather quiet person…
This leads me to recall some of the motifs we had created. The moon, the written spells used by the witch clan, Bayonetta’s theme colors of black with hints of red… And I think you’ve all seen the game’s logo. When it gets printed in large format advertisements, take a really close look. You should notice that there are spells written into the logo itself.

The circle behind the logo is a magical portal which Bayonetta will somehow make use of in the game. The logo itself was designed to focus on witch and demon elements, instead of focusing on femininity. Finally, the letters emerging from the other letters are a demon alphabet used by Bayonetta’s clan of witches.
I’ve got many other concept images that I would love to share, but for now I bid you farewell. Next time I hope to show you a few more designs and get closer to the heart and soul of the world of Bayonetta.
(NOTE: See high resolution versions of these pictures on PlatinumGames’s Flickr account.)



16 Comments Add Your Own
RVR- 42 Posted on May 22, 2009 at 4:33 pm
Wow! I was just about to go to bed and was chekcking through all of my regualr sites…I won’t be able to sleep now. This is great, Nakamara-san! These worlds that we’ve seen so far are wonderful. I can’t even imagine the rest of the places in the game. And a portal you speak of…oh man. I’m hyped way too much for it to be as late as it is. Thanks for all of the info and insight. P* rocks!
Marink Posted on May 22, 2009 at 9:02 pm
Awesome!
Love the pictures.
The first pic looks so realistic.
Great work.
Pheonix03 Posted on May 22, 2009 at 10:33 pm
Amazing post Ikumi-san!! The creativity and madness that you, Kamiya-san, and the whole team contribute to your games is simply astonishing. You all fully embrace the freedom that is given to you and it shows in spades!
Thank You for not having any fear when it comes to expressing your creativity and madness! That is what makes you all the best there is!!
Rizhall Posted on May 23, 2009 at 1:17 pm
Beautiful! This was another excellent post.
First thing I have to say is, I LOVE the sketch on the top. I spent a lot of time looking at it before I read the post.
Second thing: I love these stages also. I like the top one a lot, how the glass is breaking (roof window, Dante style?? =D) and the reflection on the floor is amazing. I can’t wait to see it in motion~
You guys are too awesome!
p.s. A quick question: What are the chances of getting some questions answered if we post them here? I promise they will be as vague as possible. =D
Mike Posted on May 23, 2009 at 3:02 pm
It is wonderful !!!
I respect your picture very much!!!!
I want you to draw bayonetta.
The Baroness Posted on May 24, 2009 at 1:45 am
I am so excited for this, I thank you so much for posting your beautiful concept art. Bayonetta is my new favorite video game character!!
Mister Niwa Posted on May 24, 2009 at 9:18 am
As loyal fan, i enjoy every each of your Blog Posts, Platinum Games.
Those concept arts, like ‘The Baroness’ already said, are indeed beautiful.
I am looking forward to “maybe” unlock a concept gallery in the upcoming Bayonetta?
*Cant wait*
The thrill is killing me! Cmon Platinum Games, send me a review copy already~~~ !!
LOL.
Jof Posted on May 24, 2009 at 1:08 pm
What stage is a handsome picture?
It is not possible to sleep by the enjoyment!!!!
billy boone Posted on May 26, 2009 at 9:05 am
i am pleased that the backgrounds in the game are so detailed. great job!
aXL99 Posted on May 27, 2009 at 12:55 am
I love how all the little thematic details background concepts work together as a whole, like the little demon holding up a gramophone at the Gates of Hell bar. That was cute.
Even better is that the concepts are raw and loose enough up close to give the modelling guys a bit of creative freedom as well. Some other background concepts I’ve seen are so tightly illustrated and on point just seeing them verbatim on screen makes me feel they haven’t gone even further with what they initially had design-wise.
Thanks again for posting these, I’m really looking forward to seeing the finished product!
mine Posted on May 27, 2009 at 11:49 pm
I love Nakamura-san’s picture.
I became the enjoyment further the sale of bayonetta!!
FAUNA Posted on June 27, 2009 at 6:12 am
Truly incredible art direction! My favorite games have a gothic/fantasy art style which not enough developers use. Please release a concept art book.