Umm… Hello.
My name is Kai.
I was primarily in charge of animating Bayonetta on this project. I have been in this industry for a long time, and I have been involved in various projects, like my most recent work on the Viewtiful Joe series.
I’d like to give you some insights into the animation for Bayonetta.
When animating, especially for an action game, the things you absolutely must bear in mind are response and a sense of exhilaration. However, can you truly express gathering and releasing one’s power in such a small number of frames? We gave Bayonetta more masculine, powerful attacks to exploit the gap between her feminine looks and fighting abilities.
This is my first game back with Kamiya-san since Viewtiful Joe, and I don’t think his way of approaching things has changed since then. To me, he has been making fun-to-play games of the kind you don’t see too often lately.
However, when we first started Bayonetta, Kamiya-san asked me to try making some test motions where the punches and kicks were released in a single frame. He was so enamored with that prototype, that even now he says, “That version was really good.”
I wanted to scream, “Well then you don’t need any animation!”
So even though he feels that way, I keep working hard under Kamiya-san (and, of course, for our users as well) so that I can get him to say, “this version is even better!!”
I know that we’ve released trailers, but I think that video doesn’t really get across what we are trying to say, so I really want you all to get your hands on the game as soon as possible
Until then, we have to live with some strict rules about what we can say, but I’m including some video of that prototype I mentioned earlier for you all.
It took about a month to develop once work was started, but all of the elements are “Bayonetta”.
Finally, Kamiya-san asked me to answer a question from GN (A user on our Japanese blog) since it had to do with my work:
@GN > I have a question. How are you approaching animation? Are you referencing any movies or games?
Well, I don’t really look at a single work as something I want to references; however, since my childhood, I have been influenced by action movies starring Bruce Lee, Jackie Chan, and Li Lianjie (Jet Li), and wrestlers like Tiger Mask, Antonio Inoki, and Akira Maeda. I also watched hero shows like Kamen Rider and Ultraman growing up, and I still keep my eyes on the latest action games, fighters, and other sports. I think that I take all of those influences and meld them into my work.
In regards to Bayonetta, I’ve added some elements of dance and ballet to her animation, as well as receiving a number of ideas from the motion capture actors for Bayonetta, who are professional stuntmen and acrobats.
I hope that answers your question. I know you probably wanted Kamiya-san to answer it himself, but forgive me for taking the reins on this one.