Saturday 23rd September 2017,
Project Crystallis

Nomura Speaks On The Art and Modern World Of Final Fantasy XV

Nocits Kid 2

There is no shortage of news and information this week with Square-Enix’s latest game, Final Fantasy XV. NBC news sat down with Tetsuya Nomura to talk about Final Fantasy XV’s art and modern world. Here is the Q&A between the two:

NBC News: Some say that the “Final Fantasy” games are getting too modern for a game with “fantasy” in its name — but of course, tech and magic have always been at odds in the series. How do you see it?

Tetsuya Nomura: I don’t like the extreme cases of tech or magic. If I choose, I choose a modern setting — but that’s not a good setting for a game. So if you look at “FFXV,” it starts in a very modern world similar to Shinjuku (in downtown Tokyo), but when the story starts, you go to the medieval world — but the weapons they are using are high tech-weapons; that kind of combo is what I like. In all “FF” titles in the past, there were no titles in extreme high or low fantasy, they always had a mixture. There was some weight on one side or the other, but it was always mixed. Personally, when I play games, I cannot be emotionally involved if the game starts in an imaginary fantasy world — so I want to start in the modern world and branch out into the fantasy.

Q: Does character design have a big effect on gameplay, or is it the other way around? Do level designers say “We need an ice monster” and you comply, or can you also say “This character I’ve made should definitely use a spear”?

A: When I design the “silhouette” (i.e. general outline) I make suggestions such as “this character should carry something long on his back.” Before, I used to design weapons as well, but now I only design characters. It was until “FFX” that I was doing weapons — if you remember the Buster Sword and Gunsword, those were suggested back to the developer teams and they used them in gameplay.

It was until “FF8” that I designed monsters. If you look at the trailer for “FFXV,” the behemoth and giants were originally designed for “FF7” and “FF8” by me; they were redesigned for “XV.”

Q: Where does character inspiration come from? Modern fashion, history books or does it just spring into your head?

A: It’s not like I’m always thinking about character design. When I receive orders, I start imagining things. The image of that character, the “silhouette,” comes into my mind, and from that I start thinking of details. In the past I would probably flip through the pages of fashion magazines, now I look through the Web pages of my favorite brands.

Q: On that note, and this might sound a little silly, but hair has always appeared to be a big part of your character design. Has that become more important as technology enables it?

A: If you look at the real world, you don’t see too many extreme hairstyles. That’s why characters in games should have unique hairstyles. It’s just one way to showcase each character’s personality. We do have to deform some realistic hairstyles to more game-appropriate styles.

Sometimes I wish we had the easiness Western FPS (first-person shooters) have, to make everyone bald. We’re a company that’s known for unique hairstyles, but in a way we’re running out of ideas.

Q: Are there any artists or games in particular that have inspired you or that fans should check out?

A: The reason I joined Square was because I loved Amano-san’s art (Yoshitaka Amano, who has done “FF” logos and design since the beginning). When I was in high school, my art teacher told me about Amano-san. I really only joined because of him; I wasn’t interested in the gaming world at all. In a way, it was him who hired me, and whom I respect the most.

Source: NBC

All this new information is getting me extremely excited for Final Fantasy XV. Let us know what you think in the comment section, and stay up to date on everything Final Fantasy XV with Project Crystallis.

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  • Payden Keith Pringle

    It’s really interesting to have him answer these kinds of questions. And cool to think he starts with a “silhouette” and goes from there.

    Still, NBC? .. Why does this feel out of place. Oh well. 😛

  • bleachedsnow

    The silhouette is a super important part of character design. A well designed character should be recognizable just from the silhouette. Think Sack Boy or Pikachu. I like this article, it gives a lot of insight on Nomura’s creative process 🙂