The Technology of Bayonetta – Effects
November 4th, 2009 by PlatinumGames
Filed: Bayonetta, Community, Games, PGTV
Hi everyone. Kenji Saito here once again.
For this entry, I wanted to talk a little bit about the effects engine in Bayonetta.
Our effects designer, Kudo-san, wrote about effects in his previous blog post, but what you probably didn’t know was that the tools he used to create these effects were actually developed in-house. Moreover, these effects can be created from within the engine while manipulating the game in real-time.
It’s a little hard to explain with words, so please take a look at a real-world example of what I mean.
This video shows creating special effects as we control the character.
So why did we create an environment for real-time effects creation? At PlatinumGames, we use a “crash and build” development style, so things are often changing in the design. To match up with that style, as well as to match with the effect designer’s request that we have an environment where they can quickly check the effects they create, we set-up the in-game effects creation engine. This allowed us to give the effects designers the ability to go about their work in a final game scene-like environment, which in turn allowed them to create high-quality effects in a very productive manner.
Tagged: Bayonetta, Crash and Build, Game Development Tools, Kenji Saito, Programming, PS3, Special Effects, Video Game, Xbox 360


12 Comments Add Your Own
hikkiboy Posted on November 4, 2009 at 10:47 am
this is amazing!
Marink Posted on November 4, 2009 at 10:55 am
Awesome.
Very Awesome.
Mikethehunter16 Posted on November 4, 2009 at 11:20 am
Nothing short of incredible.
DancingRobot Posted on November 4, 2009 at 11:29 am
Wow. You make your own technology. That’s very impressive.
Do you guys license out this stuff?
aXL99 Posted on November 4, 2009 at 12:03 pm
“Moreover, these effects can be created from within the engine while manipulating the game in real-time.”
Real time effects caused by the player?! That’s, that’s insane!
I don’t know if any other studio besides you guys that has developed this kind of technology, if there is one by all means enlighten me.
Otherwise, I’m glad you guys developed this in-house and are keeping it to yourselves as it’s unlikely for a publisher to gain rights of any tools developed during a project. Keeping the special effects fresh for each move was a great idea.
FAUNA Posted on November 4, 2009 at 8:01 pm
The effects combined with 60 fps is truly mind-blowing to behold!
JinK Posted on November 5, 2009 at 1:38 am
Thanks 4 posting these video. It’s amazing and i love PlatinumGames ’s staff =X.
60Hertz Posted on November 7, 2009 at 5:25 am
I always thought that in-game authoring was the best way to make games. Do you use in-game authoring in other areas such as level design, object placement, enemy placement, enemy behavior, sound design, etc… it seems to be the fastest and actually simpler (in terms of implementation) and yet most houses don’t do it.
twenty1 Posted on November 7, 2009 at 5:52 am
I love hearing this technical stuff………that development approach is nice
Hussein Hayoti Posted on November 7, 2009 at 10:59 pm
i was surprised when i played the game in the second run, i saw changes in the cut scenes Bayonetta Model, scenes that i thought was Pre rendered!
Amaizing
Baberific Posted on November 16, 2009 at 3:04 am
Jeez, with a freeflow creation engine, no wonder why Bayonetta rocks!