Kevin Bayliss: The Rare Artist Who Redesigned Donkey Kong and Created Diddy Kong

When Kevin Bayliss first walked into the rural English farmhouse where Rare was making video games in the late 1980s, he was only sixteen years old and did not really understand what he was looking at.

He had expected his future to lie somewhere else. In a 2026 interview with Arcade Attack, Bayliss remembered receiving a telephone call from Rare co-founder Tim Stamper after putting his artwork forward for work. Bayliss was initially more interested in another British developer, Elite, and admitted that he did not even know who Rare was. Nintendo meant little to him either.

His parents eventually drove him to the Rare offices, where Stamper led the teenager upstairs into a studio filled with drawing equipment, tracing paper, and artwork. Then came the moment that changed Bayliss’s mind. Stamper showed him large pieces of original art from the days of Ultimate Play the Game, the company the Stamper brothers had operated before Rare. Bayliss recognized artwork connected to games such as Sabre Wulf and Underwurlde and suddenly understood the level of craft being practiced inside the farmhouse.

He was offered a place at Rare. Instead of spending the next several years preparing for a conventional art career, Bayliss entered a video game industry that was itself still learning what a professional game artist could be.

That decision would eventually place him at the center of some of Rare’s most important transformations. Bayliss would work across the 8-bit, 16-bit, arcade, Nintendo 64, GameCube, and Xbox eras, helping create Battletoads, Killer Instinct, Donkey Kong Country, Diddy Kong Racing, Star Fox Adventures, and Perfect Dark Zero. More importantly, he would help establish a visual identity for Rare during the period when the British studio grew from an unusually productive Nintendo Entertainment System developer into one of the most celebrated game companies in the world.

Learning Game Art on the NES

Rare in 1987 was very different from the company that would later produce enormous teams for Nintendo and Microsoft. Development groups were small, responsibilities overlapped, and artists and programmers often solved problems as they encountered them rather than following the specialized production pipeline common in modern game development.

Bayliss entered that environment as a young artist and learned by doing.

His early work stretched across numerous Nintendo Entertainment System projects. Surviving credits and Bayliss’s own recollections connect him to games including Wheel of Fortune, WWF WrestleMania, Cobra Triangle, Who Framed Roger Rabbit, Pin-Bot, and A Nightmare on Elm Street. Some of this work went uncredited at the time, something hardly unusual in an era when developers were often invisible to the people buying their games. Modern credit databases and Bayliss’s preserved artwork now make the scope of that early career easier to reconstruct.

A Nightmare on Elm Street is particularly valuable because Bayliss has described its development in considerable detail. Speaking to historian John Szczepaniak in 2026, he remembered working with programmer Steve Patrick while Gregg Mayles gradually became involved with design, David Wise handled music, and Tim Stamper contributed some of the large background graphics. Bayliss himself created much of the artwork used throughout the platforming sections.

He was only about eighteen years old.

More revealing than the game’s credits is what Bayliss remembered about how Rare worked. There was not yet a formal design department guiding every decision. A programmer and artist might simply begin assembling a game, discovering the design while building it. Bayliss recalled Chris Stamper eventually sitting down with the project and using another NES game as an example of how a level could gradually introduce enemies and mechanics instead of immediately overwhelming the player.

Bayliss later regarded the experience as part of a transition in the way Rare approached development. The company was becoming more deliberate about game design rather than treating it as something that naturally emerged from programming and artwork.

The period also left behind tantalizing evidence of Rare games that never reached store shelves. Bayliss has remembered projects called 55, International Gymnastics, and Valley of the Kings, among others. In 2026, he described 55 as a hot-rod racing game set in 1955 in which players could race for ownership of one another’s cars. It was abandoned as the industry prepared to move beyond the NES generation.

Such cancelled projects reveal an important part of Bayliss’s career. His history cannot be reconstructed only from the games that survived. Like many developers of his generation, years of experiments, character designs, prototypes, and unfinished projects disappeared as hardware changed and companies redirected their resources.

Battletoads and the Beginning of a Visual Identity

By the beginning of the 1990s, Bayliss was no longer simply the teenager learning to make NES graphics. Rare was developing a more recognizable style, and Battletoads became one of the clearest early expressions of it.

The original NES game placed Tim Stamper and Bayliss on art and graphics, with the Stamper brothers and Gregg Mayles responsible for design and David Wise providing music and sound. The premise was unmistakably suited to the era of cartoon creatures and exaggerated action, but the execution gave Rare room to develop something of its own.

The Battletoads were built around exaggeration. Hands and feet could swell to absurd sizes during attacks. Faces distorted. Bodies stretched into weapons. The characters were designed not simply to stand on the screen but to transform during animation.

That approach became important later because Bayliss’s work on the Battletoads helped establish some of the instincts he carried into Rare’s 3D period. Even the eyes of his later Donkey Kong design retained something of the exaggerated look he had used on the toads. Years afterward, Bayliss could look at the famous gorilla and recognize traces of the earlier characters in his face.

Battletoads expanded into sequels, ports, an arcade game, and even an animated television pilot. Bayliss remained tied to the characters, providing art and, in some versions, vocal effects. The franchise became an early demonstration of what would define much of his career: designing characters strong enough to survive beyond the specific game for which they were created.

Rare Enters the 3D Age

The most important technological change in Bayliss’s Rare career came when the company began experimenting with expensive Silicon Graphics workstations and Alias software.

The idea was not initially to abandon two-dimensional games. Instead, Rare could create three-dimensional character models, render them into highly detailed images, and then convert those images into sprites that could be displayed by existing hardware. The result looked dramatically different from conventional hand-drawn pixel art.

Bayliss was deeply involved in that transition.

David Wise later remembered seeing one of Bayliss’s early demonstrations and feeling that the characters suddenly looked almost tangible. Rare took the technology to Nintendo, and Nintendo was sufficiently impressed to support a major game built around the technique.

Two projects in particular emerged from this period, Killer Instinct and Donkey Kong Country. Both arrived in 1994, and Bayliss played a major role in the visual development of each.

Killer Instinct gave him the opportunity to work on the kind of fighting game he had long wanted to make. The arcade credits identify Bayliss with character design and character models, game design, motion capture, motion-capture setup, and character voices. Chris Tilston later explained that while several members of the team contributed ideas, Bayliss was responsible for designing the fighters’ final appearance.

The cast included characters that seemed almost engineered to test the possibilities of Rare’s new tools. Fulgore was a cybernetic warrior. Glacius was an alien. Riptor was a genetically engineered dinosaur. Spinal was a sword-wielding skeleton. Sabrewulf transformed the old Ultimate name into a monstrous fighting-game character.

Instead of drawing only what the player would eventually see, Bayliss could create models, render them from numerous positions, and then transform those renders into animation frames.

Killer Instinct therefore occupies an important place in his history. It was not simply another successful Rare game. It represented the point at which the young pixel artist who entered the company in 1987 became part of a new kind of digital art production.

Retro Gamer later described the project as part of the “dawn of a new era” at Rare, with Killer Instinct and Donkey Kong Country developing alongside one another as the studio learned to create realistic-looking rendered sprites.

Redesigning Donkey Kong

Few assignments in Bayliss’s career carried greater historical weight than the request to redesign Donkey Kong.

By the early 1990s, Donkey Kong was already one of Nintendo’s foundational characters. The original 1981 arcade game had helped establish Nintendo’s international video game business and introduced both Donkey Kong and the character who became Mario. Asking a British development studio to reinvent the gorilla was therefore not a minor artistic commission.

According to Bayliss, Nintendo saw Rare’s new graphics technology and wanted the company to make a game with it. Soon afterward, material began arriving from Nintendo and Shigeru Miyamoto relating to Donkey Kong. Bayliss found himself responsible for constructing a new version of the character.

He spent the next several weeks working on the model.

The redesigned Donkey Kong retained enough of the original character to be recognizable but changed his proportions and personality. He became broad, muscular, and expressive, with an enormous upper body, prominent brow, and red necktie. The three-dimensional model could pound its chest, run, leap, and react in ways designed specifically for Rare’s new animation process.

Bayliss’s surviving concept drawings show that the design evolved before reaching the version seen in the finished game. Some early sketches were more angular and blocky, reflecting the practical demands of getting a character to work inside the game rather than simply producing an attractive illustration.

Steve Mayles became crucial to turning those concepts into the animated Donkey Kong players actually controlled. Development accounts describe Bayliss creating early designs while also remaining heavily involved with Killer Instinct, with Mayles taking responsibility for developing and animating much of the final material. It is an important distinction because Donkey Kong Country was increasingly the work of a larger collaborative team rather than the one-programmer, one-artist model Rare had used in earlier years.

When Donkey Kong Country appeared publicly, its rendered graphics created confusion about what hardware was producing them. The game was running on the Super Nintendo, yet screenshots looked unlike the conventional sprite artwork players associated with the console.

The technology received much of the attention, but its long-term influence depended on the characters created with it.

That became especially clear with Donkey Kong’s new partner.

Creating Diddy Kong

The character who became Diddy Kong began with a problem.

Rare wanted Donkey Kong to have a smaller and faster companion. One possible answer was Donkey Kong Jr., the established character from Nintendo’s earlier arcade games. Bayliss worked on a new interpretation, but Nintendo did not want such a dramatically altered version of Junior.

Rather than throw the design away, Rare turned the character into someone new.

Diddy Kong was born.

Bayliss later explained that he wanted a companion whose physical build contrasted with Donkey Kong. Diddy was lighter, faster, and equipped with a tail that could become part of his movement and silhouette. Bayliss has also identified Coco the Monkey, the mascot used to advertise Coco Pops cereal in Britain, as one of his childhood visual inspirations for the character.

The decision had consequences far beyond the first game.

By making Diddy a new character rather than simply changing Donkey Kong Jr., Rare had begun expanding Nintendo’s Donkey Kong universe. Dixie Kong, Cranky Kong, Funky Kong, the Kremlings, animal companions, and many other additions followed as the series developed its own identity.

Bayliss has said that he is particularly proud of Diddy because, unlike Donkey Kong, he was able to create the character from the beginning.

Released in 1994, Donkey Kong Country became one of the defining Super Nintendo games. Bayliss is credited for characters, while the broader team transformed those characters into a world that could sustain sequels, portable games, television animation, merchandise, and decades of Nintendo appearances.

The most remarkable part of Bayliss’s contribution may be how durable it proved. Nintendo has adjusted Donkey Kong’s appearance over the years, but the visual language established during the Rare redesign remained recognizable for more than three decades. Diddy likewise survived Rare’s eventual separation from Nintendo and became part of Nintendo’s larger character stable.

The Rare Logo That Defined an Era

Bayliss also designed something players saw before many Rare games even began.

In 1994, as the company prepared to present its new technology and increasingly ambitious productions, Rare needed a new visual identity. Bayliss developed the familiar blue-and-gold Rareware emblem built around a stylized letter R.

His inspiration was surprisingly ordinary.

Bayliss remembered the blue-and-gold enamel badges worn by school prefects and wanted Rare’s new symbol to look suitably smart when company employees attended industry events in formal clothing. The curved R was placed inside a rounded gold frame with a dark blue background.

The result became inseparable from Rare’s most famous period.

For players who grew up with Donkey Kong Country, GoldenEye 007, Banjo-Kazooie, Diddy Kong Racing, Perfect Dark, and other games of the era, the logo effectively became a seal announcing that a Rare game was about to begin. It has since acquired the affectionate nickname “Golden Toilet Roll” because of the shape of its frame, but its importance to the company’s identity is difficult to overstate.

Bayliss therefore helped shape Rare in two different ways at almost exactly the same moment. He was designing characters appearing inside its games while also designing the symbol that represented the company itself.

Diddy Kong Gets His Own Game

By the Nintendo 64 era, Bayliss had moved well beyond the position of junior artist.

One of his most important projects was Diddy Kong Racing, released in 1997. The game’s credits identify him as art director, and he also contributed character voices.

The project had not always been planned as a Diddy Kong game. Its development passed through earlier concepts including Adventure Racers and Pro-Am 64, with original characters created for the racing project. The team had built much of the game before Diddy was placed at its center, allowing Rare to connect the project to the Donkey Kong world while keeping many of its new characters.

The result became much more than a straightforward competitor to Mario Kart 64. Players could race cars, hovercraft, and airplanes while exploring an interconnected hub world and confronting bosses. Banjo and Conker appeared before their own games reached store shelves, while Timber the Tiger, another Bayliss-associated character, became one of the game’s central personalities.

There was a satisfying symmetry to Bayliss serving as art director. Three years after helping create Diddy as Donkey Kong’s smaller companion, he was helping lead the art of a game carrying Diddy’s name.

From Timber to Dinosaur Planet

The world of Diddy Kong Racing also fed into one of the stranger development stories in Rare history.

After that game, Bayliss became involved with a fantasy adventure project that eventually evolved into Dinosaur Planet. He later recalled that Timber was considered during an early form of the idea, envisioned as a tiger adventurer traveling through a prehistoric world.

The project changed substantially. Timber gave way to new protagonists. Development grew more ambitious. Then Nintendo noticed similarities between the developing game and its own Star Fox universe.

The properties were ultimately combined.

What began as Dinosaur Planet became Star Fox Adventures, released for the GameCube in 2002. Bayliss appears in the finished game’s credits as one of its lead artists, alongside Johnni Christensen and Keith Rabbette, and he also voiced Prince Tricky and the King EarthWalker.

The transformation from an original Rare property into a Nintendo franchise game echoed Bayliss’s earlier experience with Donkey Kong Country, although under very different circumstances. Once again, Rare’s own characters, ideas, and technology were being brought into contact with one of Nintendo’s established worlds.

The End of Bayliss’s First Rare Era

By the early 2000s, the relationship that had defined much of Rare’s golden age was changing.

Microsoft acquired Rare in 2002, ending the studio’s long period as one of Nintendo’s most closely associated outside developers. Bayliss remained with the company through the transition.

His final major Rare credit came with Perfect Dark Zero, an Xbox 360 launch title released in 2005. The game’s credits identify him as lead character artist, placing him in another senior visual role almost eighteen years after his first teenage visit to the Rare farmhouse.

Bayliss left Rare in 2005.

The arc of those eighteen years is striking. When he arrived, game graphics could be constructed through careful pixel work and tracing-paper grids. During his career there, he witnessed the transition to Silicon Graphics machines, rendered sprites, polygonal Nintendo 64 characters, GameCube environments, and finally the high-definition hardware of the Xbox 360.

He had progressed alongside the technology.

Returning to Games With Playtonic

Leaving Rare did not immediately lead Bayliss into another major studio. He spent time away from full-time game development, working on art and music projects and pursuing freelance work.

A decade later, however, a familiar group began coming together.

Playtonic Games was founded by developers with deep connections to Rare, particularly its Nintendo-era platformers. Bayliss joined the company as it was developing Yooka-Laylee, a new 3D platformer consciously built in the tradition of games such as Banjo-Kazooie.

For Bayliss, the move brought him back into a collaborative environment with people he had known years earlier. He described the atmosphere as feeling like a return to the 1990s in the best sense. Playtonic’s own staff page identifies him as an artist with decades of character work behind Killer Instinct, Battletoads, and Diddy Kong Racing.

He received a character artist credit on Yooka-Laylee in 2017 and remained associated with later Playtonic projects including Yooka-Laylee and the Impossible Lair and Yooka-Replaylee.

The return was fitting. Playtonic was not attempting to reproduce Rare exactly, but it gave Bayliss another opportunity to practice the kind of character-driven game art that had defined much of his career.

Preserving the History Behind the Games

One reason Bayliss has become particularly important to video game historians is that he kept things.

Old drawings survived. Concept sketches survived. Memories of cancelled games survived.

As game preservation has become more serious, those materials have gained historical value. A finished cartridge can show what players received, but it cannot explain every rejected character, abandoned mechanic, internal experiment, or artistic decision that produced it.

Bayliss has increasingly shared those materials publicly, including early Donkey Kong Country drawings of Donkey Kong, Kremlings, and animal companions. Interviews and videos have also allowed him to identify artwork and explain development practices that would otherwise be difficult to reconstruct. In the 2026 Kit & Krysta interview, the hosts specifically noted the unusual amount of old sketch material he had preserved from his career.

His recollections have also complicated simplified versions of Rare history. A famous game was rarely the work of one person. Characters passed between concept artists, modelers, animators, designers, and programmers. Games changed identities. Cancelled projects contributed ideas to later releases. An abandoned character might appear years later in another form.

Bayliss’s history makes those connections visible.

Why Kevin Bayliss Matters to Video Game History

Kevin Bayliss’s career cannot be reduced to the claim that he designed one famous character.

His importance lies in the span of the work.

He entered Rare when British game development could still resemble a handful of people working in rooms inside a farmhouse. He learned to construct graphics for the NES under severe technical limits. He helped give Battletoads its exaggerated personality. He designed fighters and participated in motion capture for Killer Instinct. He helped Rare cross into computer-generated graphics. He redesigned Donkey Kong for a new generation, created Diddy Kong, and designed the Rareware logo that came to symbolize an entire period of the company’s history.

Later he became art director on Diddy Kong Racing, a lead artist on Star Fox Adventures, and lead character artist on Perfect Dark Zero before eventually returning to character art with Playtonic.

What connects those projects is not merely a list of credits. It is the history of game art itself.

Bayliss began in an industry where an artist might manually build tiny character sprites for an 8-bit machine and ended his first Rare career working on characters for a high-definition console. Between those points, he experienced the arrival of pre-rendered computer graphics, motion capture, fully polygonal worlds, increasingly specialized development teams, and the transformation of video game characters into enduring pieces of international popular culture.

Donkey Kong still carries the visual inheritance of the character Rare rebuilt in 1994. Diddy Kong, once an abandoned attempt to rethink Donkey Kong Jr., became one of Nintendo’s recognizable characters in his own right. Battletoads and Killer Instinct continued long after their original releases. Even Rare’s old blue-and-gold R remains capable of immediately transporting players back to the company’s 1990s heyday.

Behind all of them is part of the work of a sixteen-year-old artist who once walked into a farmhouse without knowing much about Rare or Nintendo and decided that, somehow, he wanted to learn how to make what he saw there.

Sources & Further Reading

Ellis, Kit, and Krysta Yang. “How Rare Redesigned Donkey Kong & Created Diddy Kong ft. Kevin Bayliss.” The Kit & Krysta Podcast, August 20, 2026. Interview with Kevin Bayliss. https://podcastrex.com/shows/the-kit-krysta-podcast/236-how-rare-redesigned-donkey-kong-created-diddy-kong-ft-kevin-bayliss

Arcade Attack. “Kevin Bayliss Interview (Rare Legend).” Arcade Attack Retro Gaming Podcast, February 24, 2026. Interview with Kevin Bayliss. https://arcadeattackpodcast.podbean.com/e/kevin-bayliss-interview-rare-legend/

Szczepaniak, John. “The Making of A Nightmare on Elm Street: The Much-Maligned NES Game That Changed How Rare Worked Forever.” Time Extension, July 25, 2026. https://www.timeextension.com/features/the-making-of-a-nightmare-on-elm-street-the-much-maligned-nes-game-that-changed-how-rare-worked-forever

Szczepaniak, John. “‘That Was One Game I Wish Had Come Out’: Ex-Rare Artist Kev Bayliss Talks Unreleased Games.” Time Extension, August 7, 2026. https://www.timeextension.com/news/2026/08/that-was-one-game-i-wish-had-come-out-ex-rare-artist-kev-bayliss-talks-unreleased-games

Yarwood, Jack. “The Origin of Rare’s Iconic ‘Golden Toilet Roll’ Logo.” Time Extension, December 21, 2022. Interview with Kevin Bayliss. https://www.timeextension.com/features/flashback-the-origin-of-rares-iconic-golden-toilet-roll-logo

Rare. “The Making of Battletoads.” Rare Replay: Rare Revealed, 2015. Preserved by Rare Gamer. https://www.raregamer.co.uk/games/the-making-of-battletoads-rare-replay-rare-revealed/

Rare. “The Making of Killer Instinct.” Rare Replay: Rare Revealed, 2015. https://www.youtube.com/watch?v=WYOSruFjwEY

“Battletoads.” Rare Gamer. Accessed October 15, 2026. Includes original development credits identifying Kevin Bayliss and Tim Stamper for art and graphics. https://www.raregamer.co.uk/games/battletoads/

“The Making of Battletoads.” Retro Gamer, no. 125. Interview with Kevin Bayliss. Preserved by Rare Gamer. Accessed October 15, 2026. https://www.raregamer.co.uk/games/the-making-of-battletoads/

“The Making of Diddy Kong Racing.” Retro Gamer, no. 144. Interviews with Kevin Bayliss, Richard Gale, John Pegg, and Lee Schuneman. Preserved by Rare Gamer. Accessed October 15, 2026. https://www.raregamer.co.uk/games/the-making-of-diddy-kong-racing/

Milne, Rory. “The Evolution of Donkey Kong Country.” Retro Gamer, no. 237. Interview material from Kevin Bayliss and other Rare and Retro Studios developers. https://pocketmags.com/us/retro-gamer-magazine/issue-237/articles/the-evolution-of-donkey-kong-country

“A Rare Celebration.” Retro Gamer, no. 250. Oral history featuring Kevin Bayliss and other current and former Rare developers. https://pocketmags.com/us/retro-gamer-magazine/issue-250/articles/a-rare-celebration

Baigent, Jason. “Thirty Years of Donkey Kong Country with Kevin Bayliss & David Wise.” So Many Games, November 24, 2024. https://somanygames.co.uk/articles/donkey-kong/

Playtonic Games. “The Team.” Kevin Bayliss staff profile. Accessed October 15, 2026. https://www.playtonicgames.com/the-team/

Xbox Wire Staff. “Meet Killer Instinct Season 2’s Maya and Her Deadly Daggers.” Xbox Wire, September 18, 2014. https://news.xbox.com/en-us/2014/09/18/games-killer-instinct-season-two-maya/

Xbox Wire Staff. “C-C-C-COMBO! Killer Instinct Is Back and Better than Ever with the Launch of Season 2 on Xbox One.” Xbox Wire, October 14, 2014. https://news.xbox.com/en-us/2014/10/14/games-killer-instinct-season-2-launch/

MobyGames. “Kevin Bayliss: Video Game Credits.” Accessed October 15, 2026. https://www.mobygames.com/person/53188/kevin-bayliss/credits/

MobyGames. “Diddy Kong Racing: Nintendo 64 Credits.” Accessed October 15, 2026. https://www.mobygames.com/game/3582/diddy-kong-racing/credits/n64/

MobyGames. “Killer Instinct: Arcade Credits.” Accessed October 15, 2026. https://www.mobygames.com/game/4287/killer-instinct/credits/arcade/

Stockdale, Henry. “27 Years Later, Early Donkey Kong Country Concept Sketches Are Revealed to the World.” Nintendo Life, January 20, 2021. https://www.nintendolife.com/news/2021/01/video_27_years_later_early_donkey_kong_country_concept_sketches_are_revealed_to_the_world

Doolan, Liam. “Donkey Kong Country’s Artist Reacts to Nintendo’s Redesign.” Nintendo Life, January 21, 2025. https://www.nintendolife.com/news/2025/01/random-donkey-kong-countrys-artist-reacts-to-nintendos-redesign

Scullion, Chris. “‘People Need to Embrace Change’: Donkey Kong Country Artist Welcomes New DK Design.” Video Games Chronicle, April 3, 2025. https://www.videogameschronicle.com/news/people-need-to-embrace-change-donkey-kong-country-artist-welcomes-new-dk-design/

Scullion, Chris. “Diddy Kong’s Redesign Gets a New Nintendo Render, Is Praised by Donkey Kong Country Artist.” Video Games Chronicle, May 21, 2025. https://www.videogameschronicle.com/news/diddy-kongs-redesign-gets-a-new-nintendo-render-is-praised-by-donkey-kong-country-artist/

“From Me to Wii: Martin Hollis’ Journey.” Game Developer. Interview with Martin Hollis. Accessed October 15, 2026. https://www.gamedeveloper.com/design/from-me-to-wii-martin-hollis-journey

PlayStation Rumble. “Yooka-Laylee and the Impossible Lair (feat. Kevin Bayliss Interview).” PlayStation Rumble: A Video Game Podcast, February 25, 2023. https://podcasts.apple.com/us/podcast/yooka-laylee-and-the-impossible-lair-feat-kevin/id1592886616?i=1000602173121

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