Yusuke Naora

Yusuke Naora (直良 有祐 Naora Yūsuke) (born January 9, 1971) is a Japanese video game art director and character designer who worked for Square Enix (formerly Square). He served as the art director for several Final Fantasy and Compilation of Final Fantasy VII titles. He also served as the producer of the Code Age franchise. On October 1, 2016 he announced on Twitter that he had left the company, but would continue to contribute to Square Enix games as a freelancer.[1]

Biography

Final Fantasy X

Naora described the game as a "journey", and the Besaid Village from the game was heavily influenced by his trip to Bali, Indonesia, where he saw seaside towns, temples, people handing out tropical flowers, and distinctive dress.[2]

Code Age Commanders

Naora worked on the game Code Age Commanders for three years, in cooperation with a group he assembled for this project called "War Head".[3] The game was conceived to be a new game, unlike Final Fantasy, and could be made into a game for the PlayStation 2, a manga, and a cell phone game.[3] Some of the drawing is done by Naora himself.[3] In order to simulate the nature of two handed combat, multiple buttons are utilized in combat.[3] The game was designed to appeal to the western desire for game customization.[3]

The Last Remnant

Naora took note of the popularity of Fallout 3, and the growing differences between Japanese and Western RPG's.[4] He then undertook to compare the two styles to appeal to both audiences.[4] Naora developed the game "from the ground up" to appeal to both Japanese and Western audiences, and undertook extensive customer research into American gaming desires and tastes.[4]

Final Fantasy Type-0

Naora was on a staff of three for Type-0 in 2006, but development began in 2008 due to ongoing work on Crisis Core: Final Fantasy VII, and even then not fully until 2009 due to The 3rd Birthday.[5] Naora worked to create the backstory for the game, and the built up the fourteen characters life stories.[2] He developed the country designs and the main game visuals.[5] It was the longest he had ever worked on a single game.[5]

Crystal Conquest

Naora was the art director for Crystal Conquest.[6]

Final Fantasy X Remaster

Naora outlined the focus of the Final Fantasy X Remaster from an artistic perspective as being color correction, fixing errors and increasing the games resolution.[7]

Final Fantasy XV

Having worked on the game since its title was changed, Naora was very excited and nervous creating a trailer for the game to appear on copies of Final Fantasy Type-0 HD.[8]

Other Activities

Naora delivered a lecture in 2015 at SMU Guildhall college entitled "The Visual Evolution of Final Fantasy" where he discussed the visual changes from creating with pixel graphics to 3D characters.[9]

Gameography

References

  1. https://twitter.com/NaoraYusuke/status/782137499023925248
  2. 1 2 Spencer (2014-04-30). "On Creating Art For Final Fantasy X And Final Fantasy Type-0". Siliconera. Retrieved 2016-02-14.
  3. 1 2 3 4 5 IGN Staff (2005-07-31). "Square Enix 2005: Yusuke Naora Interview". IGN. Retrieved 2013-02-26.
  4. 1 2 3 Jeremy Parish (2008-11-17). "The Last Remnant New Impressions". 1UP.com. Retrieved 2013-02-26.
  5. 1 2 3 Anoop Gantayat (2011-07-26). "Hajime Tabata and Yusuke Naora Discuss Final Fantasy Type-0". andraisang.com. Archived from the original on December 25, 2012. Retrieved 2013-02-26.
  6. Spencer (2011-07-26). "Square Enix "Secret Title" Has Illustrations From Final Fantasy Type-0 Art Director". Siliconera. Retrieved 2013-02-26.
  7. Grant Mikuriya (2011-07-26). "Interview with Final Fantasy Director Yoshinori Kitase and Art Director Yusuke Naora". Denkiphile.com. Retrieved 2016-02-14.
  8. Britton Peele (2015-03-03). "Interview: Final Fantasy art director Yusuke Naora stops by SMU's Guildhall". Siliconera. Retrieved 2016-02-14.
  9. Ishaan (2015-03-24). "The Visual Evolution Of Final Fantasy – A Lecture By Art Director Yusuke Naora". Siliconera. Retrieved 2016-02-14.

External links

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