Connect with us

Hi, what are you looking for?

Features

Square Enix Kazuyuki Ikumori Cinematic Lecture

Square Enix stopped by the USC School of Cinematic Arts for an in-depth lecture of the cinematic production across the publisher’s various titles. The two hour lecture was headed by Square Enix Visual Works General Manager and Chief Creative Director, Kazuyuki Ikumori, whose work spans across Final Fantasy, Tomb Raider, Deus Ex, and Hitman video games. The Japanese video game publisher began its college tour in order to allow students learn and understand the company’s creative development from one of its head members.

The lecture was hosted by Professor Danny Bilson and Square Enix localization specialist Elijah Smoklo, who served as translator. Ikumori’s presentation was comprehensive, with a focus on exploring every detail of Visual Works entire CG production process. From the detailed production workflow to using assets recorded from a motion capture session, Izukori emphasizes, “the quality of the creative aspect…to increase the efficiency and quality” and to “get down the minute details.”

It is interesting to note that Visual Works operates a separate entity from other Square Enix studios, oftentimes overseeing multiple projects at once. The studio’s current work includes the CG visuals behind the Tetsuya Nomura x Hatsune Miku collaboration, Final Fantasy Type-0 and Just Cause 3.

While the cinematography and CG visuals appear effortless and flawless, there is a painstaking amount of work done to achieve the end product. Overall, I came away with a few ah-ha moments and other times a sense of bewilderment of process necessary to render a single facial expression. For example, Izukori mentions the “eye-candy” appeal of Final Fantasy characters, however noting “the slightest minute change in expression can be seen as a negative” when it comes to achieving that direction.

I was most fascinated by the challenge of visualizing magic, a fictional element that frequently appears as an important gameplay component in Final Fantasy games. The direction given by the Square Enix animators and developers is just simply to create something that “looks cool” and it is ultimately up to Izukori to artistically render the final product through various layering of VFX effects. Ultimately, there is a lot that goes into the illusion of what players see in Final Fantasy.

Izukori concluded the presentation with words of encouragement for his audience and that is to “create an original vision and cultivate it…but do not become overconfident to the point where you’re confining yourself.” Izukori then emphasized the importance of “being multifaceted and open-minded in incorporating various tools and various ideas. Don’t limit yourself to one thing.” As a special treat from the publisher, the audience was treated to a behind the scenes look at the various stages of production from a scene in Final Fantasy Type-0, out in stores now.

Written By

Co-Founder & Owner of MonsterVine. You can reach me via e-mail: will@monstervine.com or on X/Twitter: @williamsaw.

Click to comment

Leave a Reply

Your email address will not be published. Required fields are marked *

You May Also Like

Xbox Series X Reviews

Dragon Quest III HD-2D Remake brings a classic title to modern standards with its stunning HD-2D art. While the art doesn’t have the fancy...

Playstation 5 Reviews

Double Exposure is the process of layering two different exposures on the same image and when done with the same framing, can create a...

Interviews

We’re thrilled to have gotten a chance to speak with Shinichi Tatsuke, producer of Romancing SaGa 2: Revenge of the Seven the other day,...

PC Reviews

The SaGa series is near and dear to my heart, with SaGa Frontier 1 & 2 being two of my favorite games on the...

Previews

Until I played Life is Strange: True Colors I wasn’t sure how Deck Nine was going to handle being in charge of the Life...

Advertisement