Hello!

My name is Kunihiko Tsuda, and I was in charge of cut scene production for Bayonetta 2.

Today, I’d like to talk about how we produced the cut scenes for this game.

Two of the many distinguishing characteristics of the original Bayonetta were its unparalleled over-the-top action, and its cast of unique characters.

Today, I would like to talk about how we incorporate these unique characteristics and action sequences into our cut scenes.

First of all, like Bayonetta 1, the scenario for this game was written by Hideki Kamiya. For fear of spoilers, I won’t go too deep into the story here, but I can promise you that the script is every bit as crazy as the first game (if not considerably more so), so you’ll just have to play the game and see for yourself!

Based on this script, we first created video storyboards to decide on the direction and the characteristics of each scene.

At this stage of development, it’s also common to use regular non-video storyboards, but since Bayonetta 2 has a lot of new characters, and since Bayonetta herself hasn’t remained unchanged since the first game either (not that she has a different personality or anything), we decided that it would be best to create video storyboards in order to make it easier for Yusuke Hashimoto (The game director), and Yuji Shimomura (The cut scene director. Thanks for all the hard work on Bayonetta 1 as well!) to reach a mutual understanding on how to convey that Bayonetta has changed and grown as a person since the first game.

Here’s an example:

For comparison, this is what Bayonetta was like in the first game:

As you can see, her clothes have changed quite a bit as well.
Actually recording the scenes allowed us to get a clearer impression of how each scene played out, so that we could settle on the details for the characters and stage direction at an earlier stage in the production process.

Of course, we make stage directions on which the production is based for the video storyboards for action scenes as well.

Next, we record the motion capturing based on these video storyboards.
At this point we make detailed adjustments and revisions to the stage direction as well, based on the backgrounds and cut scene trigger points, which we will have mostly worked out at this stage of development.

The motion capture data is then used to create the scenes with the help of 3DCG tools.
The data is applied to the backgrounds and character models and further tweaked.
This part of the process is very important, especially when it comes to action scenes.
This is where we give the cut scenes their typical Bayonetta-like qualities, by accelerating motions to a speed that is not possible for actual human beings, and by creating lots of physically difficult poses for Bayonetta herself.

Since Bayonetta 2 has many different kinds of gigantic monsters and enemies, this part of the process is even more important.


*This video was recorded while the game was still in development, so it looks different from the final product.

After this step, the camera direction and character motions are almost completely fixed. The only thing that remains is output to the console and postproduction work (lighting, VFX, screen filters etc.).

That’s the general flow of the process, in a very tiny nutshell.

It might be hard to believe, but I truly think that the cut scenes in Bayonetta 2 are even more crazy and over-the-top than the first game, so I hope you play the game to check them out for yourself!