On Bug Checking

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hi everyone. Programmer Kenji Saito here again.

For my second post, I thought I would give some insight into bug checking.

The minute a programmer hears the words bug checking, or debugging, they will launch into a thousand-yard stare. For programmers, it wouldn’t be an exaggeration to say that this is where their work truly begins.

Just for those who don’t understand what bug checking is, let me explain:

Bug checking is the process of fixing the errors caused by miscalculation or faulty design (bugs). Also, depending on the game, bug checking may also include making sure that the game is performing up to specification.

As I mentioned in my previous post, Bayonetta was an incredibly large program to create, which means that it required an incredibly long time and an incredible amount of effort to debug. Once Bayonetta had all of its features in-place and was finished as a game, it took two months to check for bugs. To give you an idea of the people involved, checking included all the members of the development team plus numerous Q&A testers outside of the company, all working approximately 10 hours a day. And the number of bugs… Well, let’s just say there were many.

Then there is another type of bug to rack your brain upon. Kamiya-san likes to change the game design by calling these issues bugs. This type of bug easily falls into the top three things a programmer never wants to hear. By adding things at the very end, it may make the game more fun, but it may also be adding on the number of bugs as well. Decisions have to be made as to whether it can be done, and those tough calls continued on for days and days. Bug checking is soul-crushing work. Really. It is.

But if you don’t work hard at bug checking, you will see issues result in the level of quality of the game, so we regard it as highly important. Bayonetta’s development team worked very hard to pay close attention to the details, whether it was bug checking or otherwise, in order to raise the quality of our game and make something truly special.

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Designing Bayonetta 4 – Luka (And a Special MTV Announcement)

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hello all. Character designer Mari Shimazaki reporting in.

We are now less than one week away from the Japanese release of Bayonetta. When the game comes out, I’m really excited about going to a huge store close-by and spreading out all the copies of the game! (A bit of a nuisance to the staff though…)

And now back to what has been sort-of the groove of my blog, explaining the design choices behind one of Bayonetta’s characters – this time the man chasing after Bayonetta – Luka.

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When I first drew Luka, I designed him as a bit more “adult;” however, as he is on the receiving end of the sassy Bayonetta’s jabs, I thought that he should be a bit more of a brazen youngster, which is how he ended up as you see him above. Even though he is freelance, he is still a journalist, so he wears that staple of modern masculine armor, the suit. And then there is his favorite camera, which may or may not be a Leica. To chase after Bayonetta, he also has his spy tools-of-the-trade, all secreted neatly away in his gloves, boots, etc.

Since he is rather light on his feet, I wanted to make sure you picked up on Luka’s movements by giving him a nice, long scarf. Putting something moving on these active characters to pick up on their motions is sort of a by-the-book design cue in Bayonetta. Also, Kamiya-san likes scarves.

Unfortunately, it has been a long time since I designed Luka, so I’ve forgotten a lot of the small details and motivation that went into his look.

A glance at Luka can tell you a lot though: He is a bit of a metrosexual, paying attention to his cologne, etc. He is the type to get carried away, as he loves the girls, and would be prone to saying that there is more than enough of him to go around to one-and-all.
But despite all this, Bayonetta is the only women to whom he is openly hostile. Obviously, he must have his reasons…

How will their relationship develop during the game is something you will just have to play to find out.

To switch gears now, I have an announcement to make.

I think you are all aware of MiChi, the Japanese singer who recorded the song played in the background of Bayonetta’s Japanese TV commercial. Well, MiChi is going to appear with Bayonetta on a special program to be aired by MTV Japan!

MTV’s Bayonetta Special will air on MTV Japan on

Wednesday 10/28 4pm-5pm (Premiere airing)
Thursday 10/29 9pm-10pm
Saturday 10/31 5am-6am
Sunday 11/1 4am-5am
* This schedule is subject to change.

Bayonetta herself is going to be the VJ for the show. MiChi will be her guest, and you will get a look into the making of the Something Missing track, as well as their thoughts on what it means to be a strong woman.

I even drew up some special art that you will get a peek at during the show.
It is a tie-up illustration between MiChi, who was kind enough to make the song for us, and Bayonetta. I can’t post it here, so if you want to check it out, make sure to watch the show.

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

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Hideki Answers Vol. 2 Part 2!

Bayonetta

Filed: Bayonetta, Community, Games, PGTV, PlatinumGames

Hideki Kamiya returns for the second part of Hideki Answers Vol. 2, where he answers questions submitted by users to the PlatinumGames Japanese and Western blogs.

You can submit your questions for Vol. 3 in English by visiting the PG Forums. Just click the forum link above.

As always, you can direct download the podcasts by using the RSS feed or subscribing via iTunes.

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On Creating Enemies

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hello everyone. I’m Don-san, otherwise known as a third-rate programmer. On Bayonetta, I was mainly in charge of the player and enemy character interactions.

Bayonetta was the first project in a while where I once again teamed up with Kamiya-san. Our previous collaboration was on Devil May Cry, where I was first put in charge of player/enemy programming. Back then, I had no understanding of 3D, so I remember drilling myself in the basics of three dimensions. It was also my first time working on a completely original game, so I guess I didn’t really have a grasp on how to make enemies back then.

However, making an original game was incredibly fun, and I remember making lots of things just because. I remember adding things simply because I had a few extra moments – I would change up the grunt enemies, give them new traits, or increase the number of their variations, or I’d increase the variety of swords that would fly around our “rival character.”

I don’t know if it was because they liked me just making things on my own, but after that, I kept getting asked to program the enemies. I guess I chewed through things too fast, but every time I would be placed on a new team, the number of enemies I was in charge of kept growing. On Devil May Cry, I was in charge of maybe 1/3 of the enemies; however, on Resident Evil 4, I was in charge of them all. On God Hand, I was also placed in charge of programming the player as well as all the enemies in the game. With Bayonetta, I handed off a couple of the enemies to some new programmers here, and thus I wasn’t in charge of everything, but I did take care of 95% of things. And of course, I was in charge of Bayonetta herself. Since I’ve been in charge of enemies for something like 10 years now, there are a few things that I pay particular attention to when creating enemies, and I’d like to share them with you.

1) You Don’t Need a Design Doc

When making enemies, one would think that you need a design doc, but in reality, there ends up being so many changes in the end that it doesn’t really make a difference. (Other than setting a direction to work from in the beginning.) So I don’t really ask or depend on a design doc, and instead I talk with those involved to get a good idea of what needs to be done, and then I take over on my own and make the enemy my way. Especially with Kamiya-san, who tends to not be someone who is very specific from the get-go, opting instead to just shoot ideas at you on the fly, you have to be ready to adapt and adjust at all times.

2) You Should Get Things On-Screen ASAP

Making enemies is frequently about trial and error. If you are able to get things moving on-screen at an early stage, you can figure out if you are off-course and get back on track without much damage. One may think that because one hasn’t thought things out entirely before starting that there would be quite a bit of trial and error; however, as the fundamental game design is prone to change, I need to be able to react quickly to these changes. If you are able to get things up and running early, you are able to conduct even more experiments, which are directly linked to increasing the quality of the work.

3) Don’t Make Enemies That Behave Irrationally

For instance, I absolutely hate enemies that automatically evade or counter at the exact moment the player hits the attack button. The player has done nothing ahead of time to warrant it, so I do often wonder what in the hell the enemy is reacting to that he is dodging all of a sudden. I tend to get cold towards things that make me feel like I am fighting against a computer.

When I make an enemy, I treat it as an extension of myself, so if I feel that I myself couldn’t react and dodge in a certain amount of time, I am not going to allow an enemy to do that either. Nor will I ever let an enemy do some sort of attack that can’t be dodged even though the player is reacting to it. I may be an old man, but I’m a pretty hardcore gamer, so I think I’m pretty good at reacting to things.

4) Do Your Best to Avoid Patterns

Making things pattern-based does allow players to create strategies easily, but I think it ends up feeling more like work than fun. Even when you think that a pattern is fun, there is probably something else to it that is making you feel like you are having a good time, don’t you think? If I am making an enemy, I want people to enjoy what I am creating, so I try my best to avoid patterns.

Furthermore, if a player can block, it becomes a hot-bed for patterns or for the kind of passive gameplay that I am not a fan of. When we made God Hand, only the enemies could block, and I often hear that this was unreasonable. However, I feel that if we would have let the player block too, we probably would have ended up with a monotonous game. So to counter, you can Guard Break in God Hand. It wasn’t made to be unreasonable, instead it is an opportunity.

Of course, in Bayonetta, there is no block.

5) Watch Closely and Stealthily How People Play

When you watch someone play, places where you are overdoing it, or places where things aren’t there yet will become clear, and this will become a great reference. However, when being watched, people try to hide their “go-to moves,” so I try to watch them play in secret. (I’m an expert tip-toer.)

If I spy someone on the development team completely stuck in a groove with a go-to move, this is when I secretly work up a counter to their addiction. (Unforgivable, right?)

Just like patterns, go-to moves spoil gameplay by making it a simple work mechanism, so I tend to counter these moves, especially in the case of powerful enemy characters.

Of course, I don’t find it a problem if a user finds a go-to move in a released game and uses it. That is a matter of an individual’s efforts, and I am happy if they work hard to find these techniques. However, if I catch a developer doing this, I can’t let it slide. (This too, is unforgivable!)

That is all I can really think of right now… Well, actually, there are tons of points I can’t tell people, the kind of glib lines about how I want to do this and that; however, if I get in trouble with everyone here for spilling our secrets that would not be fun, so I’ll leave things here.

In Bayonetta, I’ve based things on the points I listed above, and I made it with the intention of having plenty of things to sink your teeth into. Whether it is Bayonetta’s rival, Jeanne, the giant claw wielding Grace and Glory, or the beast-like Fairness and Fearless, I think they are all “walking the walk” so to speak. Even though the game is tough, Bayonetta’s abilities as a player character are great as well, so I hope that as a result you will all be able to experience a new kind of thrilling, high-speed battle!

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What in the World Does a Programmer Do?

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hi everyone. I’m Kenji Saito, the lead programmer on Bayonetta.

I’d really like for all of you to take this opportunity to understand what a Programmer really does, so I thought I would do so by giving you an insight into my work.

Basically, a programmer takes the ideas from the game director and game designers and combines them with the materials (CG, sound effects, etc.) from the artists, sound designers and company, and then “puts together a game.” Programmers are also charged with creating the development environment for the artists and designers. While this isn’t a job that is immediately apparent, I suppose it correct to say programmers are the unsung heroes.

So what does a programmer actually do? To put it in simple terms, he takes the director’s ideas and translates them into a programming language that a computer can understand. How good or bad a translation it becomes is directly related to the programmer’s skill.

However, with a game on the scale of Bayonetta, the amount of translation to be done is incredible. How about we take a look at one of the source code files for Bayonetta?

This is one of the player character source code files, and it weighs in at around 13,000 lines. The whole of Bayonetta is somewhere around 1.8 million lines of code. (That would be about 170,000 printed pages.)

Kamiya-san has filled Bayonetta to the brim with the many things he holds dear. I really hope you all check it out!

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BAYONETTA AT TGS 2009!

Bayonetta

Filed: Bayonetta, Community, Games, PlatinumGames

Hello everyone. If you don’t remember me, I am Kai, an animator here at PlatinumGames.

I haven’t blogged here since May, but I recently had the opportunity to check out the 2009 Tokyo Game Show, so I thought I would tell you about my experience.

I was actually at the show for 3 days, from September 24 – 26, but I was really excited for the September 26, when the show was opened to the public. I can’t tell you how much I was looking forward to finally seeing people play our game, especially as we have said time and again how much we want people to try out Bayonetta. I know I am not only speaking for myself when I say that all the PlatinumGames staff who went to the show felt the same way.

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The last time I was at the Game Show as in 1995, when video games were presented at the Tokyo Toy Show. I remember being incredibly excited to see a version of Virtua Fighter 2 that was on display for the Sega Saturn. Looking back, the number of people at the show nowadays has really increased, hasn’t it? We lined up with everyone else to get into the show, but even though we got to the show 30 minutes before opening, it still took about an hour to get in.

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Here is the Bayonetta booth. We went here right after we got into the show, shortly after 10 AM, and there was already restrictions being placed on those standing in lines. (More than a 2 hour wait to play and SEGA staff would stop allowing people to wait in line.) People weren’t just gathered around the demo stations, they were also gathering in front of a screen at the center of the booth that would show trailers and the new Bayonetta TV commercial. The booth was at a fever pitch!

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We also went inside the booth to check it out.

Kamiya-san, Hashimoto-san, and the rest of the staff would stand to the side of the booth and soak in the atmosphere. What made us happiest was that the lines never died out, and that emotional experience continued, as we were able to see lots of excited people playing the game to the very end of the day. At around 3 PM, they shut down the line for Bayonetta, so there may have been some people there who didn’t get a chance to play. We truly apologize for this.

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Kamiya-san was quite popular, and often had fans come up to him and say hello. He was happy to oblige their requests.

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Shimako was also very popular.

Bayonetta was also featured in the Microsoft and Sony booths to a very warm reception, and we were lucky enough to be selected as one of the recipients of the Game Future Awards from the 2009 Japan Game Awards. They say that this award is given to those titles shown at Tokyo Game Show that have garnered the most amount of attention. Thank you so much to everyone who has supported us this far, and to all those who voted for us at Tokyo Game Show! Also, if you are in Japan, keep an eye on the official Bayonetta home page for information about our in-store events, the downloadable demo, and other hot news as we take the wraps off the latest information. Make sure you don’t miss anything.

One of my personal favorite things to do is camp out in a game store and watch people buying our game on the day it is released. I can’t wait to meet many of you when you are picking up Bayonetta.

A little bonus:

Kamiya-san was a guest at Capcom’s booth for their Ghost Trick talk show.

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Kamiya-san wore a “Wicked Witch” (Majo Saiban) printed t-shirt with a picture of Bayonetta on it. (Shimako and I were in charge of this bit of nefariousness.) Once he wrapped up with the event, he tossed the shirt out into the crowd.

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Hideki Answers Vol. 2 Part 1!

Bayonetta

Filed: Bayonetta, Community, Games, PGTV, PlatinumGames

Hideki Kamiya returns for a second round of questions submitted by users to the PlatinumGames Japanese and Western blogs.

Part 2 of this podcast is coming at you in 2 weeks, and you can submit your questions for Vol. 3 in English by visiting the PG Forums. Just click the forum link above.

As always, you can direct download the podcasts by using the RSS feed or subscribing via iTunes.

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Hideki Kamiya Plays Bayonetta

Bayonetta

Filed: Bayonetta, Community, Games, PGTV, PlatinumGames

You’ve seen character designer Mari Shimazaki demonstrate the Easy Automatic mode of Bayonetta, now check out this video we captured of Bayonetta director Hideki Kamiya playing the game’s normal difficulty mode the only way he knows how – Hidekimatically.

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