for the graphical representations of the game's enemies, igarashi had sprites from earlier "castlevania" games such as "" reused, and the development team redesigned them for use on the nintendo ds. unlike most recent "castlevania" games, ayami kojima did not participate in designing the characters for "dawn of sorrow". instead, the characters were drawn in a distinctive anime style, influenced by producer koji igarashi who wanted to market the game to a younger audience. "aria of sorrow"s sales figures did not meet expectations, and as a result, igarashi consulted konami's sales department. the staff concluded that the demographics of the game boy advance did not line up with the series' target age group. igarashi believed that the nintendo ds inherently attracted a younger audience, and he was working to court them with the anime style. furthermore, igarashi considered the anime style a litmus test for whether future "castlevania" games would incorporate it. kojima's hiatus from "dawn of sorrow" allowed her to concentrate upon her character designs for "".