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	<title>PlatinumGames Inc. &#187; Bayonetta Doll</title>
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		<title>PlatinumGames Inc. &#187; Bayonetta Doll</title>
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		<title>The World of Bayonetta &#8211; Maps and Props</title>
		<link>http://platinumgames.com/2009/11/30/the-world-of-bayonetta-maps-and-props/</link>
		<comments>http://platinumgames.com/2009/11/30/the-world-of-bayonetta-maps-and-props/#comments</comments>
		<pubDate>Mon, 30 Nov 2009 01:58:51 +0000</pubDate>
		<dc:creator>Ikumi Nakamura</dc:creator>
				<category><![CDATA[Bayonetta]]></category>
		<category><![CDATA[Community]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PlatinumGames]]></category>
		<category><![CDATA[Bayonetta Doll]]></category>
		<category><![CDATA[Concept Design]]></category>
		<category><![CDATA[Ikumi Nakamura]]></category>
		<category><![CDATA[Ithavoll]]></category>
		<category><![CDATA[Nipple Rebellion]]></category>
		<category><![CDATA[PS3]]></category>
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		<guid isPermaLink="false">http://platinumgames.wordpress.com/?p=2130</guid>
		<description><![CDATA[<a href="http://platinumgames.files.wordpress.com/2009/11/top00.jpg"><img class="alignnone" title="top00" src="http://platinumgames.files.wordpress.com/2009/11/top00_thumb.jpg" border="0" alt="top00" width="500" height="135" /></a>

Hello all! I’m Ikumi Nakamura, concept designer on Bayonetta. It has been three weeks since Bayonetta was released in Japan... I bet there are many of you who have completed the game, and one of the things I’ve seen quite a bit of are comments referring to Bayonetta as “middle aged.” (LOL) Considering she is a witch who has been living for hundreds and hundreds of years, I think she has transcended middle age; however, these days I’m just happy that it seems people are into an attractive older woman like Bayonetta.

For this entry, I thought I’d bring you up to speed on some of the prop design in the game. First of all, in Bayonetta, there are certain treasure boxes that can show up at certain points in the game. However, one of Kamiya-san’s hallmarks is to make these treasure boxes engaging by giving them a sense of a bit more backstory and relevance... I think.

<a href="http://platinumgames.files.wordpress.com/2009/11/f3108cc92138.jpg"><img class="alignnone" title="宝箱詳細" src="http://platinumgames.files.wordpress.com/2009/11/thumb1.jpg" border="0" alt="宝箱詳細" width="500" height="312" /></a>

This treasure box was designed to actually have been a witch’s grave, but as they were persecuted by the Sages, the Sages placed a blessed counterweight on top of the grave to seal them. Over time, the remains of the witch inside actually became an item. By destroying the counterweight, Bayonetta is able to release the soul of witch within, and gain her strength in the form of the item. Pretty engaging, huh?

These small items get destroyed immediately, or are only on screen for a split-second, but they are still satisfying to design, and I get excited designing them.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=platinumgames.com&amp;blog=6054675&amp;post=2130&amp;subd=platinumgames&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>6</slash:comments>
	
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			<media:title type="html">ikuminakamura</media:title>
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			<media:title type="html">イザヴェル運搬車</media:title>
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			<media:title type="html">チャプター人形ベヨ</media:title>
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			<media:title type="html">武器画面ＢＧ調整用</media:title>
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