![]() It’s true that I’ve created those games and all projects were a natural extension of what I wanted to make. Are you tired of hearing that? Or are you still attached to the brand? Are you following the new games? Still to this day when you create something new or talk about anything, everything is always compared to Final Fantasy. You have created Final Fantasy in 1984 but left Square by 2004. Those two were part of the Apple Arcade launch team and asked me, “Do you want to make something together?” Lost Odyssey, one of the first works of Mistwalker after Sakaguchi left Square. I have two friends inside Apple’s HQ, with whom I would often have dinner together. The topic of Apple Arcade came up from before the FF6 broadcast. We spent another 6 months from then to complete the story, while simultaneously gathering the Director, Nakamura, Art Director, Ikeda and the rest of the Fantasian team. Right around 3 months after the broadcast. After that, I began thinking about Fantasian and completed the very first proposal in June of 2018. It was on February 28th in 2018, when I had the chance to play FF6 with some colleagues of mine who developed the game. ![]() What does this process look like? How did the collaboration with Apple come to be? It is a long way from an initial idea to the beginning of game development. Many of our readers love traditional Japanese RPGs – you as well! I have read that the idea for Fantasian came a few years ago while playing Final Fantasy VI with editors from Famitsu. If you’ve never played Final Fantasy VI, you should definitely do it. But this process of confirming each other’s understanding of the game’s heavier themes was quite important. We’re both a little bit shy, so certain things we couldn’t say to each other’s face, we’re more comfortable putting into an email.įor example, the topic of “Where do you think human kindness comes from?” was a pretty deep exchange we had over email. How can we imagine you two collaborating together?Īll work related interactions are done via email. You are working with Uematsu-san for decades now. He has so much fun with music even after all these years. But he was really calm which helped a lot. I met Uematsu-san as an incredibly nice person back in 2011. There are few things I enjoy more than this moment in the day.Īfter dinner, I might watch a movie and finally sleep around 11pm. That goes on until about 7pm, which is when I have dinner and open a bottle of wine. Now I’m ready to dive into my own work.Īround 3pm my time, it’s 10am in Japan, so people begin to show up in the office. Then, I’ll make some coffee and head for my desk, at which point it’s almost midnight in Japan, so I can sneak in a few messages in real-time with the team in Japan. If it’s really beautiful, I’ll photograph the sky for a while. ![]() There are few things I enjoy more than this moment in the day.«Īs for my routine, I will step out on the patio connected to my office and check the sunrise’s colors. »That goes on until about 7pm, which is when I have dinner and open a bottle of wine. Likewise, because we have the 3D data, we are able to accurately define collisions in-game as well as add post-processing effects. This pipeline produces visuals that make the players feel like they’re actually walking through the dioramas, much more so than if we had simply used the photographs as textures on the 3D models. The studio photographs of the dioramas are then projection mapped to the 3D models. Meanwhile, we bring the dioramas to a photo studio, where the sets are well-lit to be photographed. Then, those photographs are processed through a pipeline commonly used to create 3D models of entire cities, which is how we are able to import the diorama’s 3D data into the game engine. I think it’s a beautifully made pixel-art game.įantasian’s dioramas are first photographed from about 200~300 different angles. I have not played it myself, but I do know about it. ✿antasian’s dioramas are first photographed from about 200~300 different angles.
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