3 years 1 month ago
Hironobi Sakaguchi is no stranger to experimentation. In what would later become one of gaming's most ironically named games, Final Fantasy was initially Sakaguichi's make-it or break-it moment in the game industry. Had Final Fantasy failed, Sakaguchi would have gone back to college, and the world of RPGs would be poorer for it. Fantasian, the upcoming game from Sakaguchi's Mistwalker development studio, doesn't have the make-it-or break-it stakes as Final Fantasy, but it embraces the same level of personal investment and creativity.
In the original reveal of Fantasian shown off at the start of last month, Sakaguchi said Fantasian was "a game that shouldn't exist." In speaking with us, he clarified his statement, saying a game "with a diorama [development] pipeline probably shouldn't exist."
More than just a collection of static backgrounds, such as the pre-rendered levels and environments of games like Final Fantasy 7, the dioramas in Fantasian are fully 3D, each one scanned using the same sort of 3D photography used to map real-world cities with drone photography.
[ignvideo url="https://www.ign.com/videos/2021/03/02/fantasian-features-trailer"]
Scanning with drones over traditional 3D scanning techniques "proved more effective in getting and extracting the 3D information from the dioramas and then rendering in the 3D space," Sakaguchi said, calling the work "a unique challenge."
Another challenge Sakaguchi and company encountered when building the dioramas arose from the inherent lack of flexibility: once the diorama is built, it can't simply be changed in a graphics program.
"Once you lock that design in, you create this, there is no 'hey let's move this path over this way' or 'hey let's add some more trees over here,'" he said.
"We have to spend extra time in the concepting phase.