![]() ![]() Instead of supporting veteran developers on flagships, they were entrusted with minor titles for on-the-job training. The corporate culture was then centered around the spirit of initiative, which extended to newcomers. Kazutoyo Maehiro joined Square in the middle of the 1990s, at a time the company was actively looking for fresh recruits to bolster its growth. By examining Maehiro's career, we can gain a clearer image of the sort of creative direction he is likely to give FF16. In FF16, this trifecta finally gets the chance to express ideas and ambitions all of their own.Īs when we previously looked at other Final Fantasy XVI development staff, looking at the past can help us to decipher the future. This makes him the game’s third mastermind, alongside producer Naoki Yoshida and main director Hiroshi Takai - a trio that has been joining forces for more than a decade already. Although it is possible to define him as a “planner”, the Japanese equivalent to what Western studios call game designers, we would be overlooking the impressive diversity of his more than 25-year career at Square Enix, from creating the levels of Vagrant Story to writing the scenario for Final Fantasy XIV’s reboot, or designing Final Fantasy XII’s battle system - not forgetting his gift for pixel art.Ī longstanding player, fascinated with dark fantasy settings and old Western role-playing games such as the Wizardry series, Maehiro is now Final Fantasy XVI’s creative director and original scenario writer. Kazutoyo Maehiro certainly lies within the second category. This is great news for Final Fantasy XVI - as one such developer is in a key role on the project. Others, however, are so versatile that it is almost impossible to grasp the scope of their skills. Video game developers are usually renowned for one specialty, with their fame stemming from work in areas such as scenario writing, concept art, or battle system design. ![]()
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