Bloodborne: Explore From Software’s Sancta Sanctorum, Where the Brutal PS4 Exclusive Was Made

on March 16, 2015 4:03 AM

Last Friday I pushed my way out of a crowded train at the Sasazuka Station on the New Keio line in Tokyo, and walked to From Software’s HQ, the place where Bloodborne was made.

I’m quite sure many would love to see in what kind of environment From Software’s games are developed, so I made sure to come home with a lot of pictures for your perusal.

Below you can see the conference room, where the first presentation and the hands-on trials were held. The walls are lined up with Dark Souls and Armored Core concept art. Many tears were shed here, as we tried to beat the Chalice Dungeon.


Bloodborne was developed on two separate floors. The lowest is where the programmers are, and you can see it below. We also get to meet the Lead Programmer and the Lead Character designer.

Like every Japanese studio, the desks are full of figurines and energy drinks.

The folks in the last picture are the cinematic team. All of the cinematics for From Software games are made in that small space.


Below you can see the art floor, and the boss and level designer Masanori Waragai. The number of figurines and assorted toys went through the roof when changing floors. Artists need inspiration.

Of course you can also see reference guns, and quite a few books that the artists used as food for thought.


I hope you enjoyed this trip in one of Japan’s leading studios as much as I did. But before the end, I leave you with this dapper gentleman, who was guarding the entrance to From Software’s conference rooms.


 /  Executive News Editor
Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality) and MMORPGs are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans of the flight simulator genre on Earth.