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Final Fantasy X Q&A

Check out part two of our look at Square's upcoming RPG and Q & A with some of the development team.

Our second look at Final Fantasy X focuses on the art and music in the game. Since FFVII, these facets of the FF series have been evolving as the series has matured. FFX's art and character design feature some of the most stylized and detailed work seen in an FF game to date, thanks to the PlayStation 2's graphical muscle. The game's graphics are complemented by a soundtrack that features the most musical experimentation seen in an FF game yet and blends a variety of styles. In our final round of questions for members of the FFX team, we'll talk to art director Yuusuke Naora , character artist Tetsuya Nomura, and music composer Nobuo Uematsu about their contributions to the project.

Yuusuke Naora, Art Director


If you're a fan of the Final Fantasy series you should be well acquainted with Yuusuke Naora's work. A veteran of the series, Naora was responsible for the art direction in FFVII and FFVIII. His work on FFX, which offers a huge, varied world to explore, draws on a variety of Asian art influences to give the game its distinctive look. We spoke with Naora about working on one of the most anticipated role-playing games from Square.

GameSpot: How do you approach the art direction in an FF game?

Yuusuke Naora: For FFX, after presenting a few key drawings associated with the plot, I let the other staff members take it from there. Then, I would advise them on how to improve their work. In the meantime, I keep the production line moving, while drawing art for key locations in the game. My main priority is producing quality work as a team.

GS: Do you feel tied to the work from previous FF games?

YN: The series has already used techno-future fantasy and pure fantasy settings, so I wanted to try something completely different, while still keeping it Final Fantasy. So, you could say that it didn't really influence me.

GS: Where did you draw inspiration from when developing the look of the game?

YN: A pamphlet from a travel agency.

GS: What was the most important element for you to focus on in the art direction in the game?

YN: The talents of each staff member.

GS: How do you keep things fresh after nine entries without alienating the fans?

YN: By creating art that doesn't bore me.

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