


I was very curious about how they were made… with this development, I got to experience firsthand the awesome powers of the Square staff! L-R (top): Yoshihiko Maegawa (Field Planner), Akiyoshi Oota (Planner), Tomoe Inazawa (Field Graphics) (bottom) Eiji Nakamura (Sound Engineer), Yasuyuki Hasebe (Battle Programmer), Kaori Tanaka (Field Graphics/Character Design). Inazawa: Before I joined Square, and ever since I had been making video game graphics, Final Fantasy was one of those games I was always aware of. Even after we finished everything, I feel like there was so much left that we didn’t get a chance to do. Maegawa: I knew it was going to be difficult before we started, but I didn’t realize just how tough it would be. It was just a full-bore effort all the way through, until we looked up one day and realized it was done! Everyone has the highest expectations which you, as developer, must answer. The pressure of it being a “Final Fantasy” game is huge. Playing these games is a ton of fun, but when you get down to actually making it yourself, you quickly learn how difficult it is. How did it feel to shift your perspective from “player” to “developer” ? I understand that for most of the people who worked on FFVI, this was their first time working on a Final Fantasy game. We develop the game in an on-going way, by mixing together everyone’s ideas and input. I think having a master planner doc where everything is spelled out is certainly one valid approach to game development, but that’s not how things work at Square.


Takahashi: The first thing we did was to collect every individual’s ideas, and then we just got started with the actual development. Takahashi: One of our staff really wanted to do something with an industrial revolution atmosphere, so that became the basis: a world of magi-teki armor, metal, and machinery. Kaori Tanaka (Field Graphics / Character Design) -I understand that FFVI eschews the old medieval fantasy world of the previous Final Fantasy games in favor of a new, mecha setting.
