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Eiji Kitada is a digital artist and former employee of Square Enix's Visual Works department (the division responsible for CG cutscenes). Kitada left Square in 2009, where his last project was working on what was then known as Final Fantasy Versus XIII (now known as Final Fantasy XV).
I was trying to dig up something interesting about XV (as I like to do when I'm bored) and found some older blog posts of his where he talks about Versus. Yes, these are from 2011, but I'm sharing them because a) he's remarkably candid, which is something I don't see often from Japanese employees and b) waiting for anyone at Square to say something meaningful about the XV project in the last year has been painful.
The translations below are mine. Corrections are welcome if I bungled something.
Regarding FF13's convoluted development before its E3 reveal in 2006:
Disorganization over FF13's reveal trailer nearly made him quit the company.
However, Kitada did not quit Square as planned and stayed on for another 3 years to see happier times at the company (especially working on Versus, he says). Despite what you might think from the dark episode above, he has some favorable things to say about Square after that crunch period was over.
About Final Fantasy Versus XIII's preproduction:
(this would have been 2007-2008 according to his resume)
The Versus XIII production team was bare-bones for a period of several years, with himself and one "P-sempai" doing all CG work together. Other projects took precedence.
Last year, when Versus was re-introduced as FFXV, Kitada tweeted his surprise at how the designs had changed since his time on the project.
I was trying to dig up something interesting about XV (as I like to do when I'm bored) and found some older blog posts of his where he talks about Versus. Yes, these are from 2011, but I'm sharing them because a) he's remarkably candid, which is something I don't see often from Japanese employees and b) waiting for anyone at Square to say something meaningful about the XV project in the last year has been painful.
The translations below are mine. Corrections are welcome if I bungled something.
Regarding FF13's convoluted development before its E3 reveal in 2006:
Disorganization over FF13's reveal trailer nearly made him quit the company.
When production of FF12 ended, they gradually increased members of the R&D team, and it seemed things were going well, but as for my own work, I couldn't get an "OK" no matter how many times I rebuilt it. I could never get someone to check and verify my work. The E3 deadline kept drawing near. I pulled all-nighters without going home. I was exhausted in both mind and body.
At that particular time, I was exhausted but my motivation was never low. In the middle of the night, I would try things like exchanging ideas with coworkers, or going out for a bite to eat for a change, just to make the atmosphere seem not so bad. [a little unclear on the meaning]
My life continued like this for months, and I wondered if my mental strain would snap like a thread, or if my head would split open... am I going to end up hating CG, which I've always loved? That's when I started thinking, "After E3 is over, I'm quitting Square." This was around my 3rd year of working at Square.
However, Kitada did not quit Square as planned and stayed on for another 3 years to see happier times at the company (especially working on Versus, he says). Despite what you might think from the dark episode above, he has some favorable things to say about Square after that crunch period was over.
About Final Fantasy Versus XIII's preproduction:
(this would have been 2007-2008 according to his resume)
The Versus XIII production team was bare-bones for a period of several years, with himself and one "P-sempai" doing all CG work together. Other projects took precedence.
One of the first things I participated in [on the Visual Works team] was Final Fantasy Versus XIII's preproduction. Mr. P was the modeling supervisor on this project and I was the lead position. The preproduction modeling and rendering, at that time, was pretty much just the work of the two of us. At that time, Final Fantasy VII Advent Children Complete was running as a separate project, so while Mr. P and I did preproduction, we also had the job of supporting the Advent Children team.
Now that I think about it, that was the most enjoyable time -- I felt my time on Visual Works was perhaps my most fulfilling period [at Square].
Last year, when Versus was re-introduced as FFXV, Kitada tweeted his surprise at how the designs had changed since his time on the project.
The designs that I was working with have changed in subtle ways. I mean, several years have passed and some things are completely different from the way they were before. I feel like the character designs especially have changed.