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Contents

   



(Top)
 


1 History  





2 Process  



2.1  Demonstration work  







3 Works  



3.1  Feature films  





3.2  Video game cutscenes  





3.3  Video Game Prototypes  







4 See also  





5 References  





6 External links  














Square Enix Image Studio Division: Difference between revisions






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{{Nihongo|'''Visual Works'''|株式会社ヴィジュアルワークス|Kabushiki gaisha Vijuaru Wākusu|lead = yes}} is a Japan-based [[Animation studio|CGI animation studio]] dedicated towards creating video game cut scenes and full-length feature films for [[Square Enix]]. Visual Works was founded as the CGI department for [[Square (video game company)|Square]] and was responsible for creating the pre-rendered CG openings for the company, starting with ''[[Final Fantasy VII]]'' in 1997.

{{Nihongo|'''Visual Works'''|株式会社ヴィジュアルワークス|Kabushiki gaisha Vijuaru Wākusu|lead = yes}} is a Japan-based [[Animation studio|CGI animation studio]] dedicated towards creating video game cut scenes and full-length feature films for [[Square Enix]]. Visual Works was founded as the CGI department for [[Square (video game company)|Square]] and was responsible for creating the pre-rendered CG openings for the company, starting with ''[[Final Fantasy VII]]'' in 1997.



Beginning with ''[[Final Fantasy VII: Advent Children]]'' (2005) the company began to work on stand-alone CGI films, continuing with ''[[Kingsglaive: Final Fantasy XV]]'' (2016). After the acquisition of [[Taito]] and [[Eidos Interactive]] by Square Enix, Visual Works branched out their functionality to create cinematic scenes for Square Enix's acquired publishing brands, whilst continuing to primarily work on Square Enix's in-house properties. Visual Works are assisting Square Enix with the lighting and cinematic direction of the ''[[Kingdom Hearts]]'' franchise for the high definition entries.<ref>{{cite magazine | title=キングダム ハーツ HD 2.8 ファイナル チャプター プロローグ | trans-title=Kingdom Hearts HD 2.8 Final Chapter Prologue | magazine=[[Dengeki PlayStation]] | publisher=[[ASCII Media Works]] | issue=629 | language=Japanese | pages=68–77 | date=12 January 2017}}</ref>

Beginning with ''[[Final Fantasy VII: Advent Children]]'' (2005) the company began to work on stand-alone CGI films, continuing with ''[[Kingsglaive: Final Fantasy XV]]'' (2016). After the acquisition of [[Taito]] and [[Eidos Interactive]] by Square Enix, Visual Works branched out their functionality to create cinematic scenes for Square Enix's acquired publishing brands, whilst continuing to primarily work on Square Enix's in-house properties. Visual Works are assisting Square Enix with the lighting and cinematic direction of the ''[[Kingdom Hearts]]'' franchise for the high definition entries.<ref>{{cite magazine | title=キングダム ハーツ HD 2.8 ファイナル チャプター プロローグ | trans-title=Kingdom Hearts HD 2.8 Final Chapter Prologue | magazine=[[Dengeki PlayStation]] | publisher=[[ASCII Media Works]] | issue=629 | language=ja | pages=68–77 | date=12 January 2017}}</ref>



==History==

==History==

Visual Works was founded as a subsidiary CGI production company for Japanese video game developer and publisher [[Square (video game company)|Square]] around 1997. The company's first project was the 1997 ''[[Final Fantasy VII]]''.<ref name="TR">{{cite web|url=http://www.siliconera.com/2011/07/14/final-fantasy-cg-studio-visual-works-talks-about-the-tomb-raider-trailer/ |title=Final Fantasy CG Studio Visual Works Talks About The Tomb Raider Trailer |date=14 July 2011 |url-status=live |archiveurl=https://web.archive.org/web/20161101041409/http://www.siliconera.com/2011/07/14/final-fantasy-cg-studio-visual-works-talks-about-the-tomb-raider-trailer/ |archivedate=1 November 2016|publisher=Siliconera }}</ref><ref name="Hist of FF7">{{cite web|url=http://www.ign.com/articles/2008/05/01/ign-presents-the-history-of-final-fantasy-vii |title=IGN Presents: The History of Final Fantasy VII |work=[[IGN]] |publisher=[[Ziff Davis]] |first=Rus |last=McLaughlin |date=April 30, 2008 |accessdate=September 14, 2008 |url-status=live |archiveurl=https://web.archive.org/web/20140128130134/http://www.ign.com/articles/2008/05/01/ign-presents-the-history-of-final-fantasy-vii |archivedate=January 28, 2014 }}</ref> They have continued to produce video game scenes for the company, remaining a subsidiary after the merger of Square and [[Enix]] into [[Square Enix]] in 2003,<ref>{{cite web|url=http://www.animenewsnetwork.com/interest/2016-06-01/square-enix-streams-introduction-movie-for-visual-works-exhibit/.101110 |title=Square Enix Streams Introduction Movie for Visual Works Exhibit |publisher=[[Anime News Network]] |url-status=live |archiveurl=https://web.archive.org/web/20161011001704/http://www.animenewsnetwork.com/interest/2016-06-01/square-enix-streams-introduction-movie-for-visual-works-exhibit/.101110 |archivedate=2016-10-11 }}</ref> and expanded to create cinematic's for more video game franchises after Square Enix acquired [[Taito]] and [[Eidos Interactive]].<ref name="TR"/> Working at Visual Works is considered to be among the elite of Square Enix technical jobs.<ref name=interviewfrench>{{cite web|url= https://www.finaland.com/?rub=site&page=news&id=6462|publisher=Finaland|accessdate=June 1, 2020|date=October 17, 2019|author=Fat Chocobo|title= Interview : La French Touch chez Square Enix}}</ref>

Visual Works was founded as a subsidiary CGI production company for Japanese video game developer and publisher [[Square (video game company)|Square]] around 1997. The company's first project was the 1997 ''[[Final Fantasy VII]]''.<ref name="TR">{{cite web|url=http://www.siliconera.com/2011/07/14/final-fantasy-cg-studio-visual-works-talks-about-the-tomb-raider-trailer/ |title=Final Fantasy CG Studio Visual Works Talks About The Tomb Raider Trailer |date=14 July 2011 |url-status=live |archive-url=https://web.archive.org/web/20161101041409/http://www.siliconera.com/2011/07/14/final-fantasy-cg-studio-visual-works-talks-about-the-tomb-raider-trailer/ |archive-date=1 November 2016|publisher=Siliconera }}</ref><ref name="Hist of FF7">{{cite web|url=http://www.ign.com/articles/2008/05/01/ign-presents-the-history-of-final-fantasy-vii |title=IGN Presents: The History of Final Fantasy VII |work=[[IGN]] |publisher=[[Ziff Davis]] |first=Rus |last=McLaughlin |date=April 30, 2008 |access-date=September 14, 2008 |url-status=live |archive-url=https://web.archive.org/web/20140128130134/http://www.ign.com/articles/2008/05/01/ign-presents-the-history-of-final-fantasy-vii |archive-date=January 28, 2014 }}</ref> They have continued to produce video game scenes for the company, remaining a subsidiary after the merger of Square and [[Enix]] into [[Square Enix]] in 2003,<ref>{{cite web|url=http://www.animenewsnetwork.com/interest/2016-06-01/square-enix-streams-introduction-movie-for-visual-works-exhibit/.101110 |title=Square Enix Streams Introduction Movie for Visual Works Exhibit |publisher=[[Anime News Network]] |url-status=live |archive-url=https://web.archive.org/web/20161011001704/http://www.animenewsnetwork.com/interest/2016-06-01/square-enix-streams-introduction-movie-for-visual-works-exhibit/.101110 |archive-date=2016-10-11 }}</ref> and expanded to create cinematic's for more video game franchises after Square Enix acquired [[Taito]] and [[Eidos Interactive]].<ref name="TR"/> Working at Visual Works is considered to be among the elite of Square Enix technical jobs.<ref name=interviewfrench>{{cite web|url= https://www.finaland.com/?rub=site&page=news&id=6462|publisher=Finaland|access-date=June 1, 2020|date=October 17, 2019|author=Fat Chocobo|title= Interview : La French Touch chez Square Enix}}</ref>



In 2005, Visual Works produced their first stand-alone project, the feature-length CGI film ''[[Final Fantasy VII: Advent Children]]''. They produced a second stand-alone film, ''[[Kingsglaive: Final Fantasy XV]]'', in 2016.

In 2005, Visual Works produced their first stand-alone project, the feature-length CGI film ''[[Final Fantasy VII: Advent Children]]''. They produced a second stand-alone film, ''[[Kingsglaive: Final Fantasy XV]]'', in 2016.



==Process==

==Process==

The studio's creative freedom in creating cutscenes varies from project to project. Director Kazuyuki Ikumori explained in 2015 that some projects allow them complete freedom to decide the direction of the scenes and where they best fit, while others more narrowly define for the studio the length and location of the scene and how it begins and ends. Some projects also consult with the studio on which scenes work better as interactive scenes than passive cutscenes. Visual Works does not try to have different styles based on if a game originates in Japan or Western countries, such as for former Eidos properties, but instead try to match the style of the game series or development studio. Ikumori noted that for some series, such as those by [[Crystal Dynamics]] or [[IO Interactive]], they receive a lot of detail about the feeling of the scenes, which they take as a starting point, but for others such as ''[[Final Fantasy]]'' they know the series so well that they can easily match the developers' intent. Ikumori credits this last to his previous work as a map and character designer for the ''Final Fantasy'' series.<ref name="SIint">{{cite web|url=http://www.siliconera.com/2015/04/03/final-fantasys-cinematic-mastermind-on-making-advent-children-and-ffxvs-cutscene-balance/ |title=Final Fantasy's Cinematic Mastermind On Making Advent Children And FFXV's Cutscene Balance |publisher=Siliconera |author=Spencer |date=2015-04-03 |accessdate=2016-11-02 |url-status=live |archiveurl=https://web.archive.org/web/20150406112522/http://www.siliconera.com/2015/04/03/final-fantasys-cinematic-mastermind-on-making-advent-children-and-ffxvs-cutscene-balance/ |archivedate=2015-04-06 }}</ref>

The studio's creative freedom in creating cutscenes varies from project to project. Director Kazuyuki Ikumori explained in 2015 that some projects allow them complete freedom to decide the direction of the scenes and where they best fit, while others more narrowly define for the studio the length and location of the scene and how it begins and ends. Some projects also consult with the studio on which scenes work better as interactive scenes than passive cutscenes. Visual Works does not try to have different styles based on if a game originates in Japan or Western countries, such as for former Eidos properties, but instead try to match the style of the game series or development studio. Ikumori noted that for some series, such as those by [[Crystal Dynamics]] or [[IO Interactive]], they receive a lot of detail about the feeling of the scenes, which they take as a starting point, but for others such as ''[[Final Fantasy]]'' they know the series so well that they can easily match the developers' intent. Ikumori credits this last to his previous work as a map and character designer for the ''Final Fantasy'' series.<ref name="SIint">{{cite web|url=http://www.siliconera.com/2015/04/03/final-fantasys-cinematic-mastermind-on-making-advent-children-and-ffxvs-cutscene-balance/ |title=Final Fantasy's Cinematic Mastermind On Making Advent Children And FFXV's Cutscene Balance |publisher=Siliconera |author=Spencer |date=2015-04-03 |access-date=2016-11-02 |url-status=live |archive-url=https://web.archive.org/web/20150406112522/http://www.siliconera.com/2015/04/03/final-fantasys-cinematic-mastermind-on-making-advent-children-and-ffxvs-cutscene-balance/ |archive-date=2015-04-06 }}</ref>



Visual Works uses [[motion capture]] to design the movements of their CGI characters; Ikumori has described the process as being "really about the center of balance and that transition of balance" than about the exact motions. Especially for more fantasy-oriented series, they use the motion capture data as a basis to overlay with more exaggerated, "flashy" movements that still reflect the way the characters normally move.<ref name="SIint"/>

Visual Works uses [[motion capture]] to design the movements of their CGI characters; Ikumori has described the process as being "really about the center of balance and that transition of balance" than about the exact motions. Especially for more fantasy-oriented series, they use the motion capture data as a basis to overlay with more exaggerated, "flashy" movements that still reflect the way the characters normally move.<ref name="SIint"/>



===Demonstration work===

===Demonstration work===

In 2019, a four and a half minute trailer titled “Visual Works Character Prototype” was developed of a woman with an eyepatch fighting a doll.<ref name=prototype>{{cite web|url= https://www.famitsu.com/news/201901/11170155.html|publisher=Famitsu|accessdate=June 1, 2020|title= スクウェア・エニックスの映像制作部隊"ヴィジュアルワークス"が謎めく眼帯美女のムービーを制作したワケ|date=January 11, 2019}}</ref> Previous demonstrations had been done with Visual Works employees ideas, but Square Enix president Yosuke Matsuda suggested making a demo based on this female character.<ref name=prototype/> Starting only with the concept of “a woman with an eyepatch”, Visual Works then expanded the world around her to give the character a lot of detail, the kind that would impress prospective game developers.<ref name=prototype/> While acknowledging that such projects are time intensive, Kazuyuki Ikumori, the general manager and chief creative director of Visual Works has noted that such projects are already very difficult and expensive, and that such projects get game developers and those making CGI visuals on the same page early on.<ref name=prototype/> The video was based on “oriental dark fantasy” as seen by those who do not know Japanese culture, and has elements of [[Noh]] such as a [[Noh mask]].<ref name=prototype/>

In 2019, a four and a half minute trailer titled “Visual Works Character Prototype” was developed of a woman with an eyepatch fighting a doll.<ref name=prototype>{{cite web|url= https://www.famitsu.com/news/201901/11170155.html|publisher=Famitsu|access-date=June 1, 2020|title= スクウェア・エニックスの映像制作部隊"ヴィジュアルワークス"が謎めく眼帯美女のムービーを制作したワケ|date=January 11, 2019}}</ref> Previous demonstrations had been done with Visual Works employees ideas, but Square Enix president Yosuke Matsuda suggested making a demo based on this female character.<ref name=prototype/> Starting only with the concept of “a woman with an eyepatch”, Visual Works then expanded the world around her to give the character a lot of detail, the kind that would impress prospective game developers.<ref name=prototype/> While acknowledging that such projects are time intensive, Kazuyuki Ikumori, the general manager and chief creative director of Visual Works has noted that such projects are already very difficult and expensive, and that such projects get game developers and those making CGI visuals on the same page early on.<ref name=prototype/> The video was based on “oriental dark fantasy” as seen by those who do not know Japanese culture, and has elements of [[Noh]] such as a [[Noh mask]].<ref name=prototype/>



== Works ==

== Works ==

Line 64: Line 64:

* ''[[Final Fantasy III]]'' (2006)

* ''[[Final Fantasy III]]'' (2006)

* ''[[Final Fantasy XII]]'' (2006)

* ''[[Final Fantasy XII]]'' (2006)

* ''[[Crisis Core: Final Fantasy VII]]'' (2007)<ref name=core>{{cite web|url= https://www.gamasutra.com/view/news/108955/Critical_Reception_Square_Enixs_Crisis_Core_Final_Fantasy_VII.php|publisher=Gamasutra|accessdate=June 10, 2020|title= Critical Reception: Square Enix's Crisis Core: Final Fantasy VII|author=Cowan, Danny|date=March 26, 2008}}</ref>

* ''[[Crisis Core: Final Fantasy VII]]'' (2007)<ref name=core>{{cite web|url= https://www.gamasutra.com/view/news/108955/Critical_Reception_Square_Enixs_Crisis_Core_Final_Fantasy_VII.php|publisher=Gamasutra|access-date=June 10, 2020|title= Critical Reception: Square Enix's Crisis Core: Final Fantasy VII|author=Cowan, Danny|date=March 26, 2008}}</ref>

* ''[[Final Fantasy IV]]'' (2007)

* ''[[Final Fantasy IV]]'' (2007)

* ''[[Final Fantasy XIII]]'' (2009)<ref name=theworks>{{cite web|url= https://www.siliconera.com/final-fantasy-cg-studio-visual-works-talks-about-the-tomb-raider-trailer/|publisher=Siliconera|accessdate=July 8, 2020|date=July 14, 2011|title= Final Fantasy CG Studio Visual Works Talks About The Tomb Raider Trailer|author=Siliconera Staff}}</ref>

* ''[[Final Fantasy XIII]]'' (2009)<ref name=theworks>{{cite web|url= https://www.siliconera.com/final-fantasy-cg-studio-visual-works-talks-about-the-tomb-raider-trailer/|publisher=Siliconera|access-date=July 8, 2020|date=July 14, 2011|title= Final Fantasy CG Studio Visual Works Talks About The Tomb Raider Trailer|author=Siliconera Staff}}</ref>

* ''[[Kingdom Hearts Birth by Sleep]]'' (2010)

* ''[[Kingdom Hearts Birth by Sleep]]'' (2010)

* ''[[Final Fantasy XIV (2010 video game)|Final Fantasy XIV]]'' (2010)

* ''[[Final Fantasy XIV (2010 video game)|Final Fantasy XIV]]'' (2010)

Line 79: Line 79:

* ''[[Tomb Raider (2013 video game)|Tomb Raider]]'' (2013)<ref name=theworks/>

* ''[[Tomb Raider (2013 video game)|Tomb Raider]]'' (2013)<ref name=theworks/>

* ''[[Gunslinger Stratos 2]]'' (2013)

* ''[[Gunslinger Stratos 2]]'' (2013)

* ''[[Lightning Returns: Final Fantasy XIII]]'' (2013)<ref name=returns>{{cite web|url= https://www.siliconera.com/lightning-returns-final-fantasy-xiii-developer-diary-goes-behind-the-scenes-at-square-enix/|publisher=Siliconera|accessdate=July 15, 2020|date=August 30, 2013|title=Lightning Returns: Final Fantasy XIII Takes Us Behind The Scenes At Square Enix|author=Sahdev, Ishaan}}</ref>

* ''[[Lightning Returns: Final Fantasy XIII]]'' (2013)<ref name=returns>{{cite web|url= https://www.siliconera.com/lightning-returns-final-fantasy-xiii-developer-diary-goes-behind-the-scenes-at-square-enix/|publisher=Siliconera|access-date=July 15, 2020|date=August 30, 2013|title=Lightning Returns: Final Fantasy XIII Takes Us Behind The Scenes At Square Enix|author=Sahdev, Ishaan}}</ref>

* ''[[Drakengard 3]]'' (2013)

* ''[[Drakengard 3]]'' (2013)

* ''[[Thief (2014 video game)|Thief]]'' (2014)

* ''[[Thief (2014 video game)|Thief]]'' (2014)

Line 86: Line 86:

* ''[[Deus Ex: Mankind Divided]]'' (2016)

* ''[[Deus Ex: Mankind Divided]]'' (2016)

* ''[[Final Fantasy XV]]'' (2016)

* ''[[Final Fantasy XV]]'' (2016)

* ''[[Valkyrie Anatomia: The Origin]]'' (2016)<ref name>{{cite web|url= https://www.siliconera.com/valkyrie-anatomia-trailer-shows-glimpse-battle-worked-visual-works/|publisher=Siliconera|accessdate=July 9, 2020|title= Valkyrie Anatomia Trailer Shows A Glimpse Of Its Battle, Being Worked On By Visual Works|date=April 22, 2016|author=Sato}}</ref>

* ''[[Valkyrie Anatomia: The Origin]]'' (2016)<ref name>{{cite web|url= https://www.siliconera.com/valkyrie-anatomia-trailer-shows-glimpse-battle-worked-visual-works/|publisher=Siliconera|access-date=July 9, 2020|title= Valkyrie Anatomia Trailer Shows A Glimpse Of Its Battle, Being Worked On By Visual Works|date=April 22, 2016|author=Sato}}</ref>

* ''[[Dragon Quest XI: Echoes of an Elusive Age]]'' (2017)

* ''[[Dragon Quest XI: Echoes of an Elusive Age]]'' (2017)

* ''[[Kingdom Hearts HD 2.8 Final Chapter Prologue]]'' (2017)

* ''[[Kingdom Hearts HD 2.8 Final Chapter Prologue]]'' (2017)

Line 96: Line 96:


===Video Game Prototypes===

===Video Game Prototypes===

* ''Hatsune Miku'' (2014)<ref name = vocaloid>{{cite web|url= https://www.gematsu.com/2014/11/hatsune-miku-x-tetsuya-nomura-visual-works-movie|publisher=Gematsu|accessdate=July 8, 2020|date=November 4, 2014|title=Hatsune Miku x Tetsuya Nomura Visual Works movie|author=Romano, Sal}}</ref>

* ''Hatsune Miku'' (2014)<ref name = vocaloid>{{cite web|url= https://www.gematsu.com/2014/11/hatsune-miku-x-tetsuya-nomura-visual-works-movie|publisher=Gematsu|access-date=July 8, 2020|date=November 4, 2014|title=Hatsune Miku x Tetsuya Nomura Visual Works movie|author=Romano, Sal}}</ref>



* ''Character Prototype'' (2018)<ref name=interviewfrench/>

* ''Character Prototype'' (2018)<ref name=interviewfrench/>


Revision as of 05:05, 2 January 2021

Visual Works

Native name

株式会社ヴィジュアルワークス

Romanized name

Kabushiki gaisha Vijuaru Wākusu
Company typeKabushiki gaisha
IndustryCGI animation for film, CGI animation for video games, performance capture, Visual effects
Founded1997

Number of locations

Tokyo, Japan

Key people

Kazuyuki Ikumori (director)
ProductsFinal Fantasy VII: Advent Children
Kingsglaive: Final Fantasy XV
ParentSquare Enix Holdings
Websitehttp://visualworks.jp.square-enix.com/

Visual Works (Japanese: 株式会社ヴィジュアルワークス, Hepburn: Kabushiki gaisha Vijuaru Wākusu) is a Japan-based CGI animation studio dedicated towards creating video game cut scenes and full-length feature films for Square Enix. Visual Works was founded as the CGI department for Square and was responsible for creating the pre-rendered CG openings for the company, starting with Final Fantasy VII in 1997.

Beginning with Final Fantasy VII: Advent Children (2005) the company began to work on stand-alone CGI films, continuing with Kingsglaive: Final Fantasy XV (2016). After the acquisition of Taito and Eidos Interactive by Square Enix, Visual Works branched out their functionality to create cinematic scenes for Square Enix's acquired publishing brands, whilst continuing to primarily work on Square Enix's in-house properties. Visual Works are assisting Square Enix with the lighting and cinematic direction of the Kingdom Hearts franchise for the high definition entries.[1]

History

Visual Works was founded as a subsidiary CGI production company for Japanese video game developer and publisher Square around 1997. The company's first project was the 1997 Final Fantasy VII.[2][3] They have continued to produce video game scenes for the company, remaining a subsidiary after the merger of Square and Enix into Square Enix in 2003,[4] and expanded to create cinematic's for more video game franchises after Square Enix acquired Taito and Eidos Interactive.[2] Working at Visual Works is considered to be among the elite of Square Enix technical jobs.[5]

In 2005, Visual Works produced their first stand-alone project, the feature-length CGI film Final Fantasy VII: Advent Children. They produced a second stand-alone film, Kingsglaive: Final Fantasy XV, in 2016.

Process

The studio's creative freedom in creating cutscenes varies from project to project. Director Kazuyuki Ikumori explained in 2015 that some projects allow them complete freedom to decide the direction of the scenes and where they best fit, while others more narrowly define for the studio the length and location of the scene and how it begins and ends. Some projects also consult with the studio on which scenes work better as interactive scenes than passive cutscenes. Visual Works does not try to have different styles based on if a game originates in Japan or Western countries, such as for former Eidos properties, but instead try to match the style of the game series or development studio. Ikumori noted that for some series, such as those by Crystal DynamicsorIO Interactive, they receive a lot of detail about the feeling of the scenes, which they take as a starting point, but for others such as Final Fantasy they know the series so well that they can easily match the developers' intent. Ikumori credits this last to his previous work as a map and character designer for the Final Fantasy series.[6]

Visual Works uses motion capture to design the movements of their CGI characters; Ikumori has described the process as being "really about the center of balance and that transition of balance" than about the exact motions. Especially for more fantasy-oriented series, they use the motion capture data as a basis to overlay with more exaggerated, "flashy" movements that still reflect the way the characters normally move.[6]

Demonstration work

In 2019, a four and a half minute trailer titled “Visual Works Character Prototype” was developed of a woman with an eyepatch fighting a doll.[7] Previous demonstrations had been done with Visual Works employees ideas, but Square Enix president Yosuke Matsuda suggested making a demo based on this female character.[7] Starting only with the concept of “a woman with an eyepatch”, Visual Works then expanded the world around her to give the character a lot of detail, the kind that would impress prospective game developers.[7] While acknowledging that such projects are time intensive, Kazuyuki Ikumori, the general manager and chief creative director of Visual Works has noted that such projects are already very difficult and expensive, and that such projects get game developers and those making CGI visuals on the same page early on.[7] The video was based on “oriental dark fantasy” as seen by those who do not know Japanese culture, and has elements of Noh such as a Noh mask.[7]

Works

Feature films

Video game cutscenes

Video Game Prototypes

See also

References

  1. ^ "キングダム ハーツ HD 2.8 ファイナル チャプター プロローグ" [Kingdom Hearts HD 2.8 Final Chapter Prologue]. Dengeki PlayStation (in Japanese). No. 629. ASCII Media Works. 12 January 2017. pp. 68–77.
  • ^ a b "Final Fantasy CG Studio Visual Works Talks About The Tomb Raider Trailer". Siliconera. 14 July 2011. Archived from the original on 1 November 2016.
  • ^ McLaughlin, Rus (April 30, 2008). "IGN Presents: The History of Final Fantasy VII". IGN. Ziff Davis. Archived from the original on January 28, 2014. Retrieved September 14, 2008.
  • ^ "Square Enix Streams Introduction Movie for Visual Works Exhibit". Anime News Network. Archived from the original on 2016-10-11.
  • ^ a b c d e f g Fat Chocobo (October 17, 2019). "Interview : La French Touch chez Square Enix". Finaland. Retrieved June 1, 2020.
  • ^ a b Spencer (2015-04-03). "Final Fantasy's Cinematic Mastermind On Making Advent Children And FFXV's Cutscene Balance". Siliconera. Archived from the original on 2015-04-06. Retrieved 2016-11-02.
  • ^ a b c d e "スクウェア・エニックスの映像制作部隊"ヴィジュアルワークス"が謎めく眼帯美女のムービーを制作したワケ". Famitsu. January 11, 2019. Retrieved June 1, 2020.
  • ^ Cowan, Danny (March 26, 2008). "Critical Reception: Square Enix's Crisis Core: Final Fantasy VII". Gamasutra. Retrieved June 10, 2020.
  • ^ a b c Siliconera Staff (July 14, 2011). "Final Fantasy CG Studio Visual Works Talks About The Tomb Raider Trailer". Siliconera. Retrieved July 8, 2020.
  • ^ Sahdev, Ishaan (August 30, 2013). "Lightning Returns: Final Fantasy XIII Takes Us Behind The Scenes At Square Enix". Siliconera. Retrieved July 15, 2020.
  • ^ Sato (April 22, 2016). "Valkyrie Anatomia Trailer Shows A Glimpse Of Its Battle, Being Worked On By Visual Works". Siliconera. Retrieved July 9, 2020.
  • ^ Romano, Sal (November 4, 2014). "Hatsune Miku x Tetsuya Nomura Visual Works movie". Gematsu. Retrieved July 8, 2020.
  • External links


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