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Square Enix Image Studio Division

From Wikipedia, the free encyclopedia
(Redirected fromVisual Works)
Japanese CGI animation studio
Square Enix Image Studio Division
Native name
株式会社スクウェア・エニックス イメージ・スタジオ部
Kabushiki-gaisha Sukuwea Enikkusu imēji Sutajio Bu
Formerly
  • Visual Works
  • Image Arts
Company typeSubsidiary
IndustryCGI animation for film,CGI animation for video games,performance capture,Visual effects
FoundedJuly 1999
April 1, 2021 (merged company)
Number of locations
Tokyo, Japan
Key people
Takeshi Nozue (general manager)
ProductsFinal Fantasy VII: Advent Children
Kingsglaive: Final Fantasy XV
CG forSquare Enix games
ParentSquare Enix
Websitejp.square-enix.com/imagestudio/

Square Enix Image Studio Division (Japanese:株式会社スクウェア・エニックス イメージ・スタジオ部,Hepburn:Kabushiki-gaisha Sukuwea Enikkusu imēji Sutajio Bu) (formerlyVisual Works andImage Arts), is a Japan-basedCGI animation studio dedicated towards creating video game cut scenes and full-length feature films forSquare Enix. Square Enix Image Studio Division was founded as Visual Works, the CGI department forSquare that was responsible for creating the pre-rendered CG sequences for the company, starting withFinal Fantasy VII in 1997.

Beginning withFinal Fantasy VII: Advent Children (2005) the company began to work on stand-alone CGI films, continuing withKingsglaive: Final Fantasy XV (2016). After the acquisition ofTaito andEidos 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 theKingdom Hearts franchise for the high definition entries.[1]

In April 2021, Square Enix merged its Visual Works division with its Image Arts Division to create Square Enix Image Studio Division. The Image Arts Division, whose core staff includes members from the team that created theKingsglaive: Final Fantasy XV, has meanwhile engaged in research and development into high-end visual expression with a focus on real-time graphics.

History

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In July 1999, Japanese video game developer and publisherSquare founded multiple subsidiaries dedicated to different aspects of production related to its game development. One of these was Square Visual Works, dedicated to computer graphics productions.[2][3] The staff forming Square Visual Works had previously worked on the company's in-house CGI cutscenes starting withFinal Fantasy VII (1997).[4] Among Square Visual Works's first projects under the name wereFinal Fantasy IX andParasite Eve II.[5] They have continued to produce video game scenes for the company, remaining a subsidiary under the name Visual Works after the merger of Square andEnix intoSquare Enix in 2003,[6] and expanded to create cinematic's for more video game franchises after Square Enix acquiredTaito andEidos Interactive.[3] Working at Visual Works is considered to be among the elite of Square Enix technical jobs.[7]

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

Process

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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 byCrystal Dynamics orIO Interactive, they receive a lot of detail about the feeling of the scenes, which they take as a starting point, but for others such asFinal 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 theFinal Fantasy series.[8]

Visual Works usesmotion 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.[8]

Demonstration work

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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.[9] 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.[9] 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.[9] 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.[9] The video was based on "oriental dark fantasy" as seen by those who do not know Japanese culture, and has elements ofNoh such as aNoh mask.[9]

Works

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Feature films

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Video game cutscenes

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Prototypes

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See also

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References

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  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.
  2. ^会社概要.Square (in Japanese). Archived fromthe original on June 3, 2000. RetrievedMarch 25, 2022.
  3. ^ab"Final Fantasy CG Studio Visual Works Talks About The Tomb Raider Trailer". Siliconera. 14 July 2011.Archived from the original on 1 November 2016.
  4. ^Leone, Matt (January 9, 2017)."Final Fantasy 7: An oral history".Polygon.Archived from the original on January 9, 2017. RetrievedJanuary 11, 2017.
  5. ^"Square Enix Streams Introduction Movie for Visual Works Exhibit".Anime News Network.Archived from the original on 2016-10-11.
  6. ^"Square Enix 2004 Annual Report"(PDF).Square Enix. 2004.Archived(PDF) from the original on January 24, 2021. RetrievedApril 13, 2022.
  7. ^abcdefgFat Chocobo (October 17, 2019)."Interview : La French Touch chez Square Enix". Finaland. RetrievedJune 1, 2020.
  8. ^abSpencer (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. Retrieved2016-11-02.
  9. ^abcde"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. RetrievedJune 1, 2020.
  10. ^Cowan, Danny (March 26, 2008)."Critical Reception: Square Enix's Crisis Core: Final Fantasy VII". Gamasutra. Archived fromthe original on May 10, 2012. RetrievedJune 10, 2020.
  11. ^abc"Final Fantasy CG Studio Visual Works Talks About The Tomb Raider Trailer". Siliconera. July 14, 2011. RetrievedJuly 8, 2020.
  12. ^Sahdev, Ishaan (August 30, 2013)."Lightning Returns: Final Fantasy XIII Takes Us Behind The Scenes At Square Enix". Siliconera. RetrievedJuly 15, 2020.
  13. ^Sato (April 22, 2016)."Valkyrie Anatomia Trailer Shows A Glimpse Of Its Battle, Being Worked On By Visual Works". Siliconera. RetrievedJuly 9, 2020.
  14. ^Romano, Sal (November 4, 2014)."Hatsune Miku x Tetsuya Nomura Visual Works movie". Gematsu. RetrievedJuly 8, 2020.

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