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Final Fantasy VII was originally released in 1997 on PlayStation, and is arguably one of the greatest video games of all time. When Square Enix began development on its remake a few years ago, they were faced with the challenge of how to update the original game, including its graphics, while maintaining a balance with its original 90’s aesthetic. Check out how the team accomplished their goal in part by using Substance Painter and Substance Source to texture virtually all the environments and characters of the game.

Introductions

Miyake: I’m Takako Miyake, the environment director for FFVIIR. The role of the Environment section is to create backgrounds that bring the concept art and setting to life while reinforcing gameplay. Many highly talented artists worked on FFVIIR, so I relied on them to create the artwork, while I provided support and facilitated communication between sections. A large part of my job was to coordinate as to prevent any discrepancies in concept or world setting.

Kazeno: My name is Masaaki Kazeno, and I work as the character modeling director for FFVIIR. I presided over the creation of all 3D player character and monster models, and ensured that character design production went smoothly. To be a bit more specific, my role was to think about how the many unique characters in the world of FFVIIR should be brought to life graphically, and to make sure the way we did so remained consistent throughout the game. I also worked with the legal and ethics teams to check every asset, so that all players would be able to enjoy the game.

Suzuki: Hello, my name is Dai Suzuki, and I am the main character modeler & lead character artist. For FFVIIR, I worked on creating models for main characters such as Cloud, Aerith, Tifa, Barret, and Red XIII. I also prepared the development environment for the character team, formulated the specifications and workflow for the game, provided scripts, and worked with the programmers to research and apply a variety of shaders. Lastly, I was in charge of reviewing outsourced work.

Nakamura: Hello, my name is Hiroyuki Nakamura, and I’m a monster artist. I paid special attention to details such as the limb-crippling mechanic and—through trial and error—I believe I was able to help create convincing monsters that immersed players in the game. I also prepared and provided guidance for the specifications and workflows for making effects unique to monsters and summons.

Thanks from all of the environment artists and character artists involved with FINAL FANTASY VII REMAKE.

All images courtesy of Square Enix.
© 1997, 2020 SQUARE ENIX CO., LTD. All Rights Reserved.
CHARACTER DESIGN: TETSUYA NOMURA/ROBERTO FERRARI
LOGO ILLUSTRATION: © 1997 YOSHITAKA AMANO
© 2015 – 2020 SQUARE ENIX CO., LTD. All Rights Reserved.