The World of Bayonetta – 2

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

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Hello, everyone. Bayonetta conceptual designer Ikumi Nakamura checking in once again. Since the last time I wrote on the blog, Bayonetta has appeared at E3, Comic Con in San Diego, and lots of other big shows. It makes you feel like the release date is really closing in. Now on August 29, we are going to have an event (in Japan) where people can try out the game called “Feel Bayonetta”. If you get the chance to attend, I hope you have a wonderful time, um, feeling… Bayonetta…

Since in my first blog I wasn’t able to talk about much, I wanted to delve further into the World of Bayonetta in my second post.

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When we first started work on Bayonetta, we had this idea that the stage designs would be a shift from “the real to the heavenly.” The picture above is something that I made during that period. It would provide a good variety in the stages, and I thought that having the world change around the player would be a really fascinating idea. In the final version of Bayonetta, the background changes to a heavenly atmosphere when enemies appear, which is a remnant of the ideas from that period.

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When designing for Bayonetta, I thought it would be fun to play around with the silhouettes of a scene. I used this idea for the coliseum above. Bayonetta does something here, but who she is with and what she is doing is better left unsaid. I thought the ring motif was dynamic, lending a subtle, but intellectual shape to the whole thing. I thought it would be interesting to add round parts that have celestial globe-like silhouettes to the design, so I began my design. I think I able to express the high level of sophistication the witches and sages who lived in this area possessed. However, when Kamiya-san took a look at it, he shot me down instantly…. Just kidding. He gave it his blessing, and it really put me on track for creating the remainder of the world.

I was also quite particular with my other designs outside of the realm of stages.

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When Bayonetta jumps high into the air, these butterfly wings appear. They were designed to look like stained glass, and highlight the witches’ symbol of the moon. To really pop with her black body, I intentionally picked a color and design that would stand out. The silhouette of the wings has the same vibe as the frames on Bayonetta’s glasses. You can also see the wings in Bayonetta’s shadow.

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This is the magical barrier that appears along with enemies. It matches the design of the halos that float about their heads, a nod to the idea of “infinite proliferation” that I wanted to express. I would ask our special effects designer, Kudo-san, to do non-sensical things like, “Make it like it was being eaten away at by the angels from Evangelion.” But he did a great job in making it look cool.

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Now I’d like to touch on the particulars about the accessories that Bayonetta can purchase during the game. To start off, I had an evil plan to make Bayonetta look a bit goofy, seeing as how she is so fashion conscious. Hehe… I took my first design, “Moon of Mahaa-Kalaa” to Kamiya-san. I told him, “India is awesome. And you gotta love curry, right!” That is when we expanded the idea. We decided, “In Bayonetta’s world, there were witches around the globe since long before Bayonetta was born.” So the Moon of Mahaa-Kalaa, which is a blocking accessory of Indian origin, is made from a heavy, shield like brass material. Sergey’s Lover, is Russian, so I designed it to be eccentric, equating the idea of dopplegangers with the Russian folk art of Matryoshka dolls. The accessories actually weren’t named when I designed them, so when Kamiya-san attached the melodic name of Sergey’s Lover, I thought that he was rather high-class.

I started our with my own challenge to take Shimazaki-san’s high-art designs and throw in some interesting low-art ideas (from a game perspective), and I think they brushed me aside, and let me get away with it somewhat; however, I’m always like this, so I don’t really mind. There are tons of accessories and items in the game, so I hope you enjoy them!

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The production team for Bayonetta goes by the name “Team Little Angels.” The logo is meant to be a sexy angel stepping on the letters as if they were a stairway to heaven. I designed her as if she were striking a pose. This particular pose was subject to numerous, very strict, “perv-checks” from Kamiya-san.
“The curve on her back sucks!?”
“Her butt! Her butt, I tell you!!”
“It isn’t tempting enough”
“This design doesn’t have any XXXXXXX (Censored) !?”

Etcetera, etcetera…

This logo actually ended up printed on the sleeve of the Bayonetta Tshirt we gave away at San Diego Comic Con.

Anyways, the Bayonetta world remains shrouded in mystery, but I hope to reveal a little bit more to you as we move forward.

Next time, I hope to show you some more stages and prop designs.

(NOTE: Higher resolution versions of the concept art in this post can be found on the PlatinumGames Inc. Flickr Page)

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Very Easy Automatic

Bayonetta

Filed: Bayonetta, Games, PGTV, PlatinumGames

Hi all. Bayonetta Director Hideki Kamiya here. At long last, here we go! Gameplay video of Very Easy Automatic Mode (AKA Mommy Mode)! Writing a ton of words would be a disservice, so instead, check out this video.

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This blog content is intended for mature audiences. Click more to verify your age and view the video.

More…

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Designing Bayonetta Part 3 – Rodin and Enzo

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hi everyone. Character designer Mari Shimazaki here with you again.

I’m back from Comic Con!

I went in place of Kamiya-san, who was suddenly unable to attend. It was a totally packed couple of days, so see JP’s report for all the details.

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A picture of me with the Bayo-Gals, who were passing out flyers around town in San Diego. I was really happy, you know, seeing stuff like this. I got excited and jumped in there with them for a picture grinning ear to ear…

So now on to Rodin and Enzo.

Here are your odd couple. As promised, they are very Blues Brothers-esque.

First up is Rodin.

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You might have seen him all over a section of our Japanese homepage known as “The Gates of Hell.” Rodin is a demon gunsmith who plays a big-brother role to Bayonetta. Unfortunately, I can only show you the final design, but I can share that Rodin wasn’t his original name, and he was a far funkier man at first.

I have memories of designing him and thinking that he had that so-called “spirit of an artiste,” meaning he was a man who loves fine antiques and music. I would imagine that Rodin would listen to some records, get into the groove of things, and then get down to business making weapons… Even now, Rodin’s love of music still remains ever so slightly as a part of his character profile, and that love is reflected in a gameplay element.

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This is the underground informant, Enzo.

I designed Enzo with the idea in mind that he adores the Italian Mafia, but his personal hobbies are decidedly more bourgeois. Contrary to expectations, he is also a devoted husband and father to a large family. And boy is he a talker! That’s about it, I suppose. Enzo got OK’ed in only three days, so it’s actually kind of hard to remember these things! (Hehe…)

As he so eloquently explained in his blog post recently, modeler Kenichiro Yoshimura modeled Enzo for me, although he did seem to have a very strange affection for the character. It was COMPLETELY different from when he was modeling Luka (a character you see in the trailers)! (LOL)

I thought that Bayonetta is actually a game about glasses, so everyone should be wearing them! Hence the addition of Enzo’s (sun)glasses. Coming up with each and every character’s glasses was a secret source of enjoyment.

I wanted to end with another picture from my trip to Comic Con.

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We had an autograph signing at the User Event (even though the game isn’t out yet), and someone brought an Okami art book! Another person brought their PS3 system! And another brought their Devil May Cry package! It was really a day to take in how excited and grateful our fans are.

I really want to do an event like this in Japan, too! Please make it happen, Hashimoto Producer!!

Until next time!

(NOTE: Higher resolution versions of the concept art in this post can be found on the PlatinumGames Inc. Flickr Page)

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A Notice

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hi everyone. Miss me? “I’ll-take-soba-over-udon-any-day” Hideki Kamiya again. A few days ago I had an interview with Famitsu and we covered a wide variety of things. To have media take this thing that people (at the very least most likely) think of as that weird Bayo-something game from that Platinum-something-or-another company (LOL) and push it worldwide is something that makes me extremely happy. . We may be doing this blog on our own in relative obscurity; however, no matter how good a product you create, without the help of people to spread the word, it is never going to end up in user’s hands. Once we get people to get their “heads around” a game, then we can get them to get their “hands around” a controller. Then they can make their own decisions. We want to keep working hard to make that happen.

By the way, what we talked about really wasn’t limited to just Bayonetta, but instead ended up being more about my thoughts on action games as a whole. I ran my mouth sounding all high and might on a litany of topics (LOL), but what I really hope is that you feel where I am coming from even a little bit, and that it translates into some interest in Bayonetta.

I know I promised that my next blog would be about Easy Automatic mode; however, that one is going to have to wait until next week. I’m going to use a gameplay movie to show you what I mean, but I was a bit busy so I didn’t have time to record it… I’ll make sure to put it out before the Feel Bayonetta event we are holding in Japan, so if you were selected to be there, you can take a look at the movie and then give it a try for yourself if you feel so inclined. …Of course, I bet everyone who applied to the event is probably a pretty hard-core gamer. (LOL)

Anyways, I mentioned in my last blog that I filmed a TV show, and now that the air date has been decided, I can share it all with you:

(This show will air on Japanese TV)
BS11 TV Lecture Series “THE WALL OF GAME”
Aug 22, 10:30PM – 11PM
http://www.bs11.jp/hobby/

Sorry to keep pushing these appearances! (I’m so happy about it, I even told my mom to make sure to watch!) We don’t really cover Bayonetta as much as my over all experiences in making games. What was difficult. What was fun. It brought back a lot of memories to discuss. I’ve also got the chance to give a pep talk to people who want to join the industry, so if you want grab your family and everyone watch it together!

That about wraps it up for now!

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Bonus Cackling Image No. 1:
Alright! Time to make you 3D, too! This is the cross-view version.

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Bonus Cackling Image No. 2:
And here is the parallel version. Give it a shot!

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The Greatest Show on Earth

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

San Diego Comic Con was not what I expected. I went in thinking I would see more of the monstrous giga-booths that grace E3 or Tokyo Game Show. Instead, I found a comic book show. Now, it was a really big comic book show, but it was a comic book show. The sea of people made it hard to move, and the movie and game company booths were a welcome change of pace; however, it didn’t feel like something I had never seen before.

Then I went outside.

Thousands of people waiting in line for a panel was one of the most frightening and awe-inspiring things I’d ever seen.

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(This was the second most frightening thing I saw at Comic Con.)

PG sent quite a contingent this year, with Tatsuya Minami, Atsushi Inaba, Yusuke Hashimoto, and Mari Shimazaki joining myself and two others, PG exec Seigo Tabira and my international coordinating counterpart, Tatsuya Sumida, to hold a panel, meet our fans, and try to put on a killer event Friday night. Arriving Wednesday and Thursday, we were struck by the beauty of San Diego. Truly a picturesque city. We met up with our friends from SEGA of America and checked out the Hard Rock Hotel, where we would be holding our event Friday night. This was also our first opportunity to lay eyes on the custom Xbox 360 that Colorware produced for us based of a Mari Shimazaki design. Needless to say, we were impressed. (So impressed, we wanted to keep it for ourselves!)

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Prior to our panel on Friday, we had the opportunity to check out the show floor. The Bayonetta booth, while small, seemed to have a steady stream of gamers checking out the demo, or waiting for their turn at the controller. Things got even crazier when Penny Drake, the model inside the custom-made Bayonetta costume, arrived at the booth on Friday.

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We also had a bit of free time each day, so I guided Hashimoto-san through the various booths. Hashimoto-san had wanted to attend Comic Con for years, and being an artist himself, watching him get the chance to meet other artists that influenced him was really exciting. I can’t claim it was all selfless work though. Being a fan of many of the artists myself, Hashimoto-san and I both spent inordinate amounts of money on art books, sketches, toys, and DVDs.

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(Yusuke Hashimoto and Batman:The Animated Series creator Bruce Timm.)

However, once Friday evening rolled around, it was all business. Our first time showing at Comic Con, we were all nervous as to whether anyone would actually show up to the panel, but no one expected the long line of fans excited to get in. Nor did anyone expect the cheers and reception that fans in San Diego gave us during the panel itself. PG has some of the most passionate fans in the world, but to see it right in front of you makes that fact really strike home.

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Once the panel wound up, it was time for Little Angels. We have always wanted to find a way to connect with our fans overseas, whether it is on this blog, or at the event in San Diego. Everyone from PlatinumGames was quite pleased to say hello and meet so many new faces. We wanted to make the night special, so with Penny Drake by his side, we started off with a special presentation by Hashimoto-san of a section of Bayonetta previously only shown to the press at E3 or in snippets of video – Burning Vigrid. Shimazaki-san followed up with an overview of the Bayonetta design, revealing for the first time some of the rejected concepts that marked the long development of the character. Through and through, the star was Bayonetta, and that was none the more evident when we wrapped up the presentation and gave everyone the chance to play the game in an intimate setting.

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We spiced things up a bit by running a Score Attack contest, allowing players to play the demo with a goal in mind – the highest number of halos. Whispers of scores getting overtaken were on everyone’s lips at the party, and numerous attendees took multiple cracks at the demo hoping to come away with the one of the evenings most coveted prizes, the Scarborough Fair gun used during the motion capture sessions for Bayonetta. In the end, there could only be one, and it ended up in the hands of a member of PG’s very own forum community. We couldn’t think of a better home.

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It was also important to make sure that everyone at the event got some face time with Hashimoto-san and Shimazaki-san, so we held an autograph signing where fans could bring their own items, or get an 8×10 of Bayonetta, and have them signed by the crew. They had a great time meeting everyone and signing everything from an Okami artbook to a Playstation 3, and everything in between. There were even a few quick sketches of Bayonetta drawn by Shimazaki-san for eager fans.

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The night ended off with a presentation of the Bayonetta Xbox 360. One lucky fan walked away with the console, autographed on the spot by the PG staff, after joking warnings to make sure it doesn’t end up on eBay.

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It was a successful night and a successful trip. Everyone at PlatinumGames can’t wait to do it again.

Until next time!

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-JP

Tagged: ,

Cutscenes from Start to Finish

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hello everyone. I am Tsuda, in charge of the cutscenes on Bayonetta.

It is these very cutscenes that I’ll be discussing with you today.

…or would like to be discussing, but since we haven’t released the game yet, there is much about the story that I can’t tell you. So instead, I am going to talk to you about what we focused on while creating the cutscenes for Bayonetta.

The first thing you need to make these scenes is a script. For Bayonetta, Kamiya-san wrote the script himself.

I had the same feeling on Okami, but it’s hard to believe that a guy who looks as serious and stern as Kamiya-san does can write such great stories… I guess looks aren’t everything… Of course, Bayonetta is no second best to Okami. It is a great story with laughter and tears. I hope you are all looking forward to it.

So once a script is in hand, we use that to start blocking out the action. Bayonetta, as you may know, is an action game, and the cutscenes take place in the midst of the cataclysmic disasters, or Climax Action, so would having just a bunch of people talking really work out…

This led us to the inevitable conclusion that the action scenes would form the core. This was when we went to Director Yuji Shimomura, who worked on Devil May Cry 3 and 4, to come on board as action director.

His involvement has Bayonetta’s story bursting at the seams with action.

For instance, this line of stage direction in the script:

“BAYONETTA, sensing something is near her, shoots her gaze in the direction of a motorcycle attached to a wall. It is here she encounters JEANNE.”

Became this:

There is obviously stuff that comes after this; however, just having her ride the bike isn’t that interesting, so the cutscene ended up as you see above.

Of course, the other signature elements of Bayonetta – A modern witch, four guns, and femininity – as well as her signature times, her glasses, and her hair, are all packed into the various action in the cutscenes. I can’t really give you an example, but you are in for a treat.

Once the script and direction were in place, the next step was to turn this into computer data. Since Bayonetta is about human beings, that means we had to use motion capture. But how do we film this crazy situation, or these enemies… There were quite a few difficult problems to overcome…

But anyways, to do motion capture, you need actors! Which means we had to go out and find actors. What is most important is finding people with the right styling, as well as physical characteristics such as weight and height, to play Bayonetta and the other main characters. We took all of this into consideration as we searched.

In Bayonetta’s case, we needed someone over 180cm (about 5’11”) tall… With long limbs… Who is sexy… And can do stunt work…

We realized, “There’s no one like this in Japan!”

So we went outside the country to find out actors!

Auditioning overseas paid off…

“There are people like this here!”

I was truly stunned by how stylish foreign actors are.

But no matter how you cut it, a human being could never being all of Bayonetta’s action to life…

BTW – This is Enzo.

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He has a really unique way of moving, and the actor was really well suited to the role. I’m sorry I can’t show you some video…

Another one of the benefits of using foreign actors is that we are able to create scenes that our foreign audience can enjoy without it feeling strange to them as the actors are performing Bayonetta’s lines in the game’s main language, English.

With that said and done, we had captured the data we needed.

We took the data and placed it on the characters, making edits to the motion and adding the camera animation. Camera animation can be a real villain.

Even though we are using CG, if we get too far away from real world camera work, it will end up reeking of CG-ness. It will feel completely unreal. Especially in this game, where the distance and speed at which things move is a world apart from what normal humans are capable of, we are precluded from doing things like tight close-ups of Bayonetta. If we get too caught up in cute camera work, we lose the speed and dynamism we are after. Of course, this changes according to what you are trying to make, but with Bayonetta worked staying conscious of real camera shots like dolly and crane shots, making sure we didn’t lose the dynamic nature of the action scenes, the mid-air battles, or the calamities that strike the world.

Once we had placed in the camera animation for each cut, we would add the lighting and special effects, then tweak them until they were near a point of completion.

Well, that pretty much sums up how we created the cutscenes, a job we are still in the midst of finishing.

Bayonetta isn’t just filled with Climax Action during the gameplay, it is also packed into the cutscenes as well. I truly hope you enjoy them!

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A Few Items To Report

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hey everybody! What did you think about the Hideki Answers video? I couldn’t answer all your questions; however, I want to be able to engage in as many conversations as possible, so I want to keep doing these. I’m game to keep it up, but it seems that JP is whining about having to put subtitles on everything, so send him lots of requests for more videos! (LOL)

So a few days ago, I headed to Tokyo to record a TV show. Let me tell you… Soba in the Kanto region is AWESOME! Being from Shinshu region, I’m not the most picky person on the planet when it comes to soba, but since I was raised in Eastern Japan, I like the strong flavor and slightly sweet soy sauce dipping broth of Kanto-style soba (Sorry to everyone from Osaka). I’m not even a fan of the good stuff you get at a Soba restaurant. What I like is the soba you eat standing at a counter inside a train station. Throw some tempura into the soba and it’s absolutely fantastic! For everyone reading this outside of Japan, you’ve got to try it if you ever visit the country. My recommendation would be the soba stand inside the Matsumoto Station in Nagano Prefecture.

So back to the TV show… It will air on BS Channel 11 (in Japan) on August 23 and will feature comments from game creators. I was joined by the one and only Bakataru Kato (from Famitsu Magazine) and we were able to talk about a variety of things related to making games. However, I’m like you and won’t have any idea how it turns out until it hits the airwaves. J When I have more details on the show, I will be sure to post about it.

Next up, there was some filming going on for something secret in Kawasaki City, Kanagawa Prefecture, so I went to take a peek at that. I can’t really tell you about what I saw. (THEN DON’T WRITE ABOUT IT!! I know, right!?) But since I went with my producer Hashimoto, I’m sure it will end up on the blog soon. Look forward to it!

And next… I had a bit of time afterwards, so I headed to Odaiba to check out the famed “White Knight of the Federation.” I can’t even put into words how I felt when I saw it. I looked up, and it brought a single manly tear to the corner of my eye.

Finally, there was a comment on the blog that caught my attention, so I wanted to answer it here.

> Fan-san

You’ve said things like, “Action games haven’t advanced since I created Devil May Cry.” However, I think that you should quit saying “I made.” You were able to make Devil May Cry thanks to a really talented staff, right? Games are made together. Please don’t think of it as some sort of personal achievement.

I thought about letting this comment go, but if even more people get the wrong idea that would be awful, so I am going to answer here. I’m not sure where you heard that quote, but I know that I didn’t say it. When I am talking about my resume, sometimes I will say use the first-person pronoun, but I swear I have never said anything along the lines of me seemingly making a game by my own force of will, and I have certainly never thought that way as well. I respect the staff that I work alongside with, and the trust that I put in them during the game design process is something that everyone who has read blog posts up until now I think should recognize. Games are indeed “made together.” Everyone on the staff pours all of their energy into a project and what emerges in a game with pulsing with their distinct touch. This is a more eloquent way of describing the games we send out into the world, is it not?

…OK. Maybe I went a little bit overboard. LOL. Nevertheless, we are going to keep on having both responsibility and pride when it comes to our work, making games that everyone involved can be proud to stand up and say, “I made this!” Everything we do is for the people who play our games.

For my next entry, I am planning on introducing you to “Easy Automatic” mode. I think we have already gotten across the fact that while Bayonetta may be a difficult game aimed at hard-core games, we also want to create an environment where light users who want to enjoy the game like they would an action movie will be able to play easily. But how did we actually implement that? I’m going to use some video to explain it to you all. Look forward to the next entry, alright!

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Picture 1: The Gallant White Knight of the Federation! I even bought three of the limited edition model kits. “Beam rifles and shields? Beam rifles and shields are just for decoration!”

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Picture 2: 3D Bonus Pictures! Cross your eyes and watch Affinity pop out of the screen and into your face!

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Picture 3: This one is made for parallel viewing. As for the 3D image in the next post… Hahahahaha!

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Making a Fogey: Enzo

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hello again, one and all. Bayonetta modeling lead Kenichiro Yoshimura AKA Yoshi here.

For this blog entry, I wanted to do something a bit different from last time and give you an inside look at how I modeled the face of Bayonetta’s old fogey – Enzo. As much as I love creating women, there are lots of crazy bits to making an old fogey, so this is fun for me too.

First of all, before I work on any faces, I always make a rough sketch. Kamiya told me he wanted a designed based upon a few key words – an impish, Blues Brothers and Danny DeVito-esque, nouveau riche guy. My personal key points were a jutting jaw and a double chin.

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With sketch in hand, its time to light the fire and kick the tires – Modeling time!

After putting hands to virtual clay, here’s what I came up with.

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A little too cute, don’t you think? His eyes are really round and it seems like he would have a penchant for rice balls. (Note: This is a reference to the Naked General, Kiyoshi Yamashita)

Whenever I would show this to people, it would immediately spark laughter. Kamiya-san laughed as well, sparking a retake. Which lead to this:

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This is how Enzo ended up. He’s got a big mouth, and by lowering his eyelids, his face ended up being nice and shady. From a side view, the line of his chin is quite slovenly, which I like. This version was more or less OKed, so I kept on working.

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I added the wrinkles and jowls in Zbrush. Then we used this as bump information known as a normal map in the same way as I explained last time describing the making of Bayonetta.

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Once I finished up the texture and got the feel of the surfaces down right, the model was done! Enzo is red-faced, making him seem like an old man up to no good. The mole on his right cheek was something I took so much pride in that I modeled it! …Only to have it covered up by his sunglasses.

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Here is a full body shot.

His body shape is pretty much Humpty Dumpty. It’s cute in motion. His clothes are shabby and a little bit dirty.

You know what? Old fogeys are fun!! Enzo is a really interesting character in the game, so I hope you all definitely give him your undivided attention!

Finally, I wanted to answer a question I got last time asking if I was just leaving the polygons as quads. Yep. I leave them as quads. For models with polygon counts from the PS2-era and prior, it is true that we would manually break things into triangles to control bends on the model; however, with the number of polygons in current models, the amount of work that would entail makes it impossible. It would be literally be killer. Moreover, when modeling with Zbrush, if you have triangles, they end up distorting which makes things less than ideal.

Those two reasons are why we go with quads.

And with that, I bid you adieu!

(NOTE: Higher resolution versions of the images in this post can be found on the PlatinumGames Inc. Flickr Page)

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