Sony Homepage

VOICES OF CREATIVITY

back to top

VOICES OF
CREATIVITY

Crafting Worlds, Shaping AAA Games
Naoki Hamaguchi

PlayStation® Partner Awards 2024 Japan Asia /
Director of the GRAND AWARD-winning title "FINAL FANTASY VII REBIRTH"

A scene from "FINAL FANTASY VII REBIRTH"
© SQUARE ENIX
For the 11th installment of our interview series, we sit down with Naoki Hamaguchi, the director behind "FINAL FANTASY VII REBIRTH", winner of the GRAND AWARD at the PlayStation Partner Awards 2024 Japan Asia. As part of the "FINAL FANTASY VII remake trilogy" — an ambitious project to bring "FINAL FANTASY VII" back to life with modern technology — he has now achieved back-to-back GRAND AWARD wins, following "FINAL FANTASY VII REMAKE". We explore the vision and creative process behind this remarkable achievement, covering everything from concept development to team leadership and the mindset shaping his approach.
A portrait of Naoki Hamguchi

Congratulations on your award.

Thank you very much. Since this is only the second part of the trilogy and the story is still unfolding, I wasn't sure how it would be received. But having our creative challenges recognized in this way is incredibly rewarding as a creator. It's also a huge source of motivation for the development team as we move forward with the next title, making this award more meaningful.

What significance do awards hold for creators?

We develop games with the goal of delivering a top-tier AAA experience — not just for players in Japan, but for gamers around the world. We strive to create at a level that stands alongside the year's most outstanding titles. From that perspective, being nominated for or winning an award is proof that our work has been recognized and appreciated. It's a meaningful validation of everything we've put into the game throughout the year.

A scene from "FINAL FANTASY VII REBIRTH"
© SQUARE ENIX
A portrait of Naoki Hamguchi

"We now create with a global audience in mind from the very start. In that sense, we are in a completely different era."

What factors do you consider when designing a game for a wide global audience?

There are so many elements that go into game development. From the story to every little detail in the game's presentation, we conduct thorough ethical reviews tailored to different regions. Taking the time and resources to ensure our work doesn't become a source of negativity for anyone is essential in today's world.

Back when the original "FINAL FANTASY VII" was released, it was primarily created for the Japanese market, and its global reach expanded as it gained recognition. But today, rather than first prioritizing the Japanese market and letting the game's reach grow organically, we now create with a global audience in mind from the very start. In that sense, we are in a completely different era.

As Japanese creators, we naturally develop the game in Japanese first before translating it into other languages. During localization, we sometimes adjust phrasing to better fit different cultural contexts. However, this is a delicate process — players who have a deep respect and strong feelings for the original work often notice even the slightest differences between the Japanese and translated versions and ask why certain changes were made. It's a challenge we constantly navigate in game creation.

How do you approach advancements in hardware specs and the evolving gaming landscape?

Even within the same platform, there are generational differences in hardware capabilities. That's something I'm always mindful of, and I make it a point to strongly convey to the team the importance of ensuring compatibility across a wide range of devices. This is especially true for the PC version. While focusing on high-end setups can appeal to some players, it also narrows the overall player base, which can lead to negative reactions. That's why we carefully consider the balance to make the game accessible to as many players as possible.

Especially in the world today, I feel that the excitement surrounding a game, driven by the number of players engaging with it, has a synergistic effect, ultimately enhancing everyone's gaming experience and leaving a positive impression.

A scene from "FINAL FANTASY VII REBIRTH"
© SQUARE ENIX

"It's crucial to have a clear, simple concept that communicates the game's vision and goals. Without that alignment, it becomes difficult for everyone in the team to move in the same direction."

Could you share your thoughts on the role of "concept" in game development?

This isn't just about games; it applies to all forms of creative endeavors. A clear concept is the foundation of everything.

In both film and game production today, creating something on a large scale involves an incredible number of people. I'm sure this is true for game studios around the world — when developing a AAA title, it's not unusual for 300 or more people to be involved. With a team that size, it's crucial to have a clear, simple concept that communicates the game's vision and goals. Without that alignment, it becomes difficult for everyone to move in the same direction, and that lack of cohesion can significantly impact efficiency and productivity.

On the other hand, it means that once a clear direction is set, everyone can work together seamlessly toward the same goal. Imagine a team of 200 people, each putting in around 230 workdays a year. If everyone is aligned under the same vision, the team's combined effort in just one day can be as impactful as a single person's entire year of work. In large-scale development, boosting overall productivity is the key to success.

To achieve this, my approach is to communicate a simple concept to the team, swiftly turning it into a framework, and then focusing on refining and developing it further. For "FINAL FANTASY VII REBIRTH", we chose "bonds" as one of the central themes. Upon reviewing Kazushige Nojima's script, I was struck by the meticulous attention given to the characters' relationships. Given that the story experience centers around these bonds, I made it clear to the team that every aspect of the game – from the narrative to the battle systems – should be designed with this concept in mind.

During the first year, our focus was on establishing the game's core structure. At this stage, assets and graphics don't need to be fully refined. The key was to create a rough but playable experience that allowed the team to understand how the game connected, the elements involved, and how the story could unfold — like which quests might emerge at certain points and what mini-games could be introduced. What mattered most was ensuring the team grasped the overall flow of the game. Once the structure was established, the process of refining and developing it naturally fell into place.

A scene from "FINAL FANTASY VII REBIRTH"
© SQUARE ENIX

"We approach remakes with these two key principles in mind – enhanced details and a change in the core structure."

What is your philosophy when it comes to remaking a classic game?

We approach this remake with two key principles in mind. First, we respect the original while enhancing it with details that couldn't be fully depicted at the time. By leveraging modern hardware and graphics, we create moments that feel fresh and exciting — not by altering the game itself, but by revealing new layers of depth. Our goal is to give players a sense of discovery, as if they're seeing familiar moments in a whole new light.

For example, what if Red XIII could ride a Chocobo? Or Aerith wore sunglasses during a tag-team attack with Barret? Although these elements weren't part of the original, the development team expanded on ideas, creating new aspects that still stay true to the core experience.

Another key aspect is introducing changes to the game's core structure. New elements, like the inclusion of Whispers or Zack's expanded role, are deliberate shifts unique to this remake. These changes are handled by a small, dedicated team rather than a large group.

This title presented a significant challenge because it had to be developed as a trilogy. That's why we've been very conscious of introducing clear, noticeable changes in each installment. It's not just about small details — each part needs to have distinct elements that set it apart. Without that, the experience would start to feel repetitive, and we risk losing player engagement.

A scene from "FINAL FANTASY VII REBIRTH"
© SQUARE ENIX
Naoki's workspace, lined with multiple monitors

"I want creators to compete on a global stage and help expand Japanese entertainment."

What would you say to young people starting out?

I strongly encourage them to step out into the world and continue generating new ideas. It's important not to limit your perspective to the values or market of your own country. Maintaining a broad perspective will become even more crucial for creativity in the generations to come. While it's ideal to travel and experience the world firsthand, we are fortunate to live in an era where content and entertainment are easily accessible. There are countless opportunities to broaden your perspective and absorb new ideas. Always set your sights on competing on a global stage, and I hope that together, we can contribute to the growth and expansion of Japan's entertainment worldwide.

What is the 'voice' that drives you to create?

I see games as a comprehensive form of entertainment — a collaborative art where no single creator defines the entire work. That's what makes it so exciting. The process of bringing together the diverse talents of incredible creators, blending our unique artistic voices into a single experience, is what I love most. But for that synergy to happen, I need to bring my own creativity to the table with full force. I love the process of creators pushing each other, honing our craft together, and shaping something great — that's where the true joy of creation lies.

To be honest, when I first joined Square Enix, I didn't set out to become a director. I started out as an engineer and remained focused on programming for years. I was the lead programmer on "FINAL FANTASY XIII" series, but even then, it wasn't so much about wanting to be a programmer — it was more about asking myself where I could perform at my best, and programming was the answer. From the start, my approach wasn't about creating something purely from my own creativity, but about how I could contribute. In the end, I think what drives me most is my love for creating as a team.

PlayStation Partner Awards 2024 Japan Asia Award Ceremony
"Two Heads Are Better than One"

Naoki Hamaguchi

Naoki Hamaguchi joined Square Enix in 2003, contributing to the development of "FINAL FANTASY XII". He has since worked on several titles in the "FINAL FANTASY" series, including the "FINAL FANTASY XIII" series and "MOBIUS FINAL FANTASY". Currently, he serves as an Executive Officer at Square Enix, co-directing "FINAL FANTASY VII REMAKE" and directing "FINAL FANTASY VII REBIRTH".

close image
Discription text will be included. Discription text will be included.