So I certainly hope to make that dream come true here at Luminous Productions.Īre there many people who share your dream at Luminous Productions, to create a brand new title?Īramaki: My impression is that most of the Luminous Productions team are the type of people with the desire to create a new title. My lifelong dream ever since I joined Square Enix has been to create a game that can stand as an equal with existing titles that are loved around the world like Final Fantasy and Dragon Quest. Tell us about your drive and vision toward the said challenge.Īramaki: It might sound a bit overboard if I say to “deliver a brand new gaming experience across the world,” but that’s actually how I feel (laughs). To launch a new studio to do AAA-scale development for a global audience, and even a brand new IP at that – it’s not often that we get to take on a big challenge like this. Honestly, an opportunity like this doesn’t come along that often, does it?Īramaki: I’d assume there are few opportunities like this in Japan. Our objective is to deliver our audience a completely new IP that is marketable worldwide.Īn opportunity to develop a AAA game for a global audience, in Japan. As we all know, Square Enix has a number of popular titles under their belt like Final Fantasy and Dragon Quest Luminous Productions’ mission is to develop a new title that’s on the same playing field as those titles. The team with the largest number of staff assigned is the development of the next-generation AAA-scale game title for a brand new IP. In terms of the number of projects, we have several production lines in motion, including engine development and R&D.Īmong your ongoing projects, would you say the largest production would be the development of the new AAA-scale game that will be a brand new IP?Īramaki: Yes. What is the current size of Luminous Productions and how many employees do you have roughly?Īramaki: We have about 130 employees. I was already managing nearly 70 programmers who were involved in the development of FINAL FANTASY XV back then, and now I’m undertaking a challenge of a much larger magnitude as the studio head – so things can be tough. For FINAL FANTASY XV WINDOWS EDITION, I was pretty much acting as the director in addition to being in charge of the development of the game engine, Luminous Engine. You were the lead programmer on FINAL FANTASY XV before taking over as the studio head.Īramaki: That’s right. And we’ve started creating that new title since the start of 2019. I was working on the DLC for FINAL FANTASY XV, and at the same time, we took the whole year to make solid preparations to kick off the new IP game title to be developed at Luminous Productions. Please walk us through your experience leading up to now and what the current organizational structure is like.Īramaki: 2018 was a pretty hectic year for me. It’s been eight months since the studio made the transition to the new organizational structure. Aramaki was appointed the new studio head. Luminous Productions was launched in March, 2018 and in December of the same year, Mr. (Final Fantasy 14 uses a “scaled-down” version.) Two tech demos were released to showcase the engine’s power and abilities, called Agni’s Philosophy and Witch Chapter 0.He also had an interesting bit to share in the new interview, where he mentions the studio’s focus on creating a solid game first before venturing out to other initiatives. Since the Luminous Engine was specifically created for Final Fantasy 15, no other game currently uses it. The engine makes the real-time animation nearly identical to the CGI animation, which makes it a very beautiful game to play. This allows the characters to portray a larger range of emotions. The hair alone in the Luminous Engine is comprised of around 20,000 polygons.īut, what really sets it apart is the fact that it uses real-time global illumination and photorealistic rendering. Up to 100,000 polygons are used for each character, compared to the 20,000 polygons used for Final Fantasy 13. What sets the Luminous Engine apart from its competition are the specs. It was inspired by other engines you may have heard of – the Unreal Engine and the CryEngine. The Luminous Engine was built by Luminous Studios, which was developed internally by Square-Enix. This picture shows how detailed the Luminous Engine allows the animation to be, resulting in realistic-looking graphics. It was then decided that Final Fantasy Versus 13 would become Final Fantasy 15 and be released on the eighth-generation consoles using the more powerful Luminous Engine. The Crystal Tools engine that Final Fantasy 13 had used was not adequate enough to handle the technical aspects that came with an open-world environment. During its long development, it became an open-world environment. Originally, Final Fantasy Versus 13 was using the Crystal Tools engine. FINAL FANTASY XV – Luminous Studio 1.5 Tech Demo
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