
With games like FFIV, FFV, and FFVI already being 16-bit titles, did that mean fewer changes? How did you approach working on them? Shibuya: I didn’t have the 3D remake in mind at all. Did the they affect the Final Fantasy Pixel Remaster sprites, designs and development? And did any parts of the 3D remakes rub off on them? Of these six games, Final Fantasy III and IV ended up with 3D remakes. The field and battle animations use Final Fantasy V as a basic point of reference, so they can nod their heads and wave their hands.

Refrained from filling in extensive details, and kept the visuals looking similar to how they did on the Super Nintendo Entertainment System (SNES). Shibuya: For Final Fantasy I, FINAL FANTASY I, Final Fantasy II, and Final Fantasy III, I How influential were the 16-bit games like FFIV, FFV, and FFVI on the sprites for the first three Pixel Remasters? So, I was just genuinely glad that I’ve continued working for so long, and grateful to be able to revisit my own work, and starting point, from 34 years ago. Kazuko Shibuya, Square Enix: I think the reason why I was able to gain this opportunity is thanks to the fact that I’m still actively at Square Enix.

Jenni Lada, Siliconera: What was it like returning to work on sprites and designs for older Final Fantasy games for the Final Fantasy Pixel Remaster entries after so many years? To help get into that, Siliconera spoke with Final Fantasy Pixel Remaster Art Director Kazuko Shibuya, who also worked on the original games, and Producer Toshio Akiyama to talk about the sprites and design in the games. Part of that involves a new look, with updated pixel art accompanying each release. Final Fantasy Pixel Remaster installments are giving people a new way to play classic Nintendo and Super Nintendo games on modern platforms.
