FFXV || Noctis Concept Art (2015)
Image published by FFXV art director Yusuke Naora on his account, titled "FF15 Image board (2015)" Original: FF15 イメージボード (2015) [ x ]

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FFXV || Noctis Concept Art (2015)
Image published by FFXV art director Yusuke Naora on his account, titled "FF15 Image board (2015)" Original: FF15 イメージボード (2015) [ x ]
FFXV IMAGE BOARD 2016 POSTED BY YUSUKE NAORA
Can we get a Verum Rex game?
"We have Verum Rex at home"
Verum Rex at home:
Tidus the Plumber
Tidus from FFX was originally supposed to be a plumber, fixing pipes and dispatching underwater fiends. His personality was that of an angry Japanese gang member.
Yuna was portrayed to have a more "tropical" feel but she ended up having a Japanese design.
One story idea incorporated Auron as the commander of Crimson Blades (Crusaders) and actually being Jecht in disguise.
Shown above is an early design for Tidus, Yuna, and Auron by Yusuke Naora.
Info and picture source: https://finalfantasy.fandom.com/wiki/Tidus?so=search#Behind_the_scenes
https://finalfantasy.fandom.com/wiki/Yuna#Behind_the_scenes
https://finalfantasy.fandom.com/wiki/Auron?so=search#Behind_the_scenes
Character illustrations from Square Enix's Code Age Commanders: Tsugu Mono Tsugareru Mono (PS2). Character designs by Yusuke Naora.
FINAL FANTASY VII fans are in for a treat as a brand-new video released today reveals new insight and interesting anecdotes behind the development of the fan-favorite RPG. The title was recently released on the Nintendo Switch.
‘Inside FINAL FANTASY’ is an ongoing series that takes a deep dive into the development history of some of the timeless classics within the FINAL FANTASY series. Today, FINAL FANTASY VII developers reveal the history behind the making of the game, featuring interviews with Yoshinori Kitase (Writer / Director), Shinji Hashimoto (Publicity Producer) and Yusuke Naora (Art Director).
Final Fantasy VIII – 1998 Developer Interviews
Yusuke Naora: “The first challenge I had with FF8 was dealing with the new full-size character models. They’re very different from the “chibi” size models we used in FF7. The FF7 models have some advantages: you could see their faces even when the camera is zoomed out, and their smaller size allows the backgrounds to feel relatively larger by comparison. In contrast, with the full-size FF8 models, we had to use close-ups to show the characters’ facial expressions, but then we couldn’t show their whole bodies at the same time, and vice-versa. This all meant that we had a much harder time showing the characters acting and expressions in FF8.
In turn, we spent more effort on the camerawork for this game than ever before. We tried to create scenes that combined wide-angle, zoomed-out shots with close-ups of the characters. But that approach meant we had to create double the amount of graphics content for FF8 than FF7 had, which of course meant double the amount of work. (laughs) In actuality, there were many other reasons for the increased workload for FF8. I guess it’s befitting for our first 4 CD release. (laughs)”
Read More at shmuplations.com
Final Fantasy XV || Noctis and Lunafreya
Concept art by Yusuke Naora, released upon the announcement of Vivienne Westwood passing on 29.12.2022
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