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ArtePiazza

ArtePiazza Co., Ltd. is a video game development and studio headquartered in , specializing in the planning, development, design, illustration, and scenario creation for gaming software and related entertainment media. The company was founded in 1989 by Shintaro Majima, who serves as its CEO and art director, initially focusing on supporting large-scale game productions through computer graphics and visual design. Its name combines the words arte (art) and piazza (public square), reflecting a of creating immersive, shared spaces for artistic expression in digital entertainment. ArtePiazza gained prominence through long-term collaborations with (later ), particularly on the series, where it handled artwork and developed remakes such as Dragon Quest IV: Chapters of the Chosen, , and for the (2007–2011). The studio has since expanded to remakes and spin-offs, including the version of (2023), (2019), and mobile ports of I–III (2013–2014), while also developing original projects like the Alpaca Mofu Mofu (2014).

Company profile

Founding

ArtePiazza Co., Ltd. was established on November 1, 1989, as a private company in , . The company was founded to facilitate collaborative team efforts in game production and , supporting large-scale projects. From its inception, ArtePiazza specialized in entertainment content planning and design, with an initial focus on , , , and logo design. This multidisciplinary approach positioned the company to handle comprehensive aspects of game production, including scenarios, advertisements, and visual elements essential to . The company's name derives from the Italian words "arte," meaning art, and "piazza," referring to a public square or communal place, symbolizing a collaborative hub for artistic endeavors in the entertainment industry.

Leadership and staff

ArtePiazza is led by Shintaro Majima, who serves as the company's CEO, , and , overseeing the creative vision and major projects such as remakes in the series. Majima, born in 1965 in , graduated from Kawagoe High School and studied commercial design at Tokyo Design Academy, bringing expertise in CG design and color expression to his role. Complementing this leadership is Sachiko Sugimura, the planning director and game scenario writer, who plays a pivotal role in narrative development for games, specializing in precise dialog, game flow, parameters, and . A graduate, Sugimura initially worked as a secretary to creator before transitioning to game development. As of April 1, 2021, ArtePiazza employs 31 staff members (25 males and 6 females), maintaining a small, specialized team that prioritizes quality craftsmanship in game development over large-scale production. The company's organizational structure emphasizes specialized roles in (CG) design, , and game planning, with business activities focused on , production, publications, and without any major subsidiaries. This lean setup has allowed ArtePiazza to foster deep expertise in visual and narrative elements through close collaborations with major clients like and .

Historical development

Inception and initial projects

ArtePiazza Co., Ltd. was founded in 1989 in , , by Shintaro Majima, who sought to assemble a team capable of handling the growing demands of game production that exceeded individual capabilities. Initially operating as a small studio with a focus on artistic endeavors, the company built its expertise in (CG) and illustrations, providing services to external clients in the burgeoning sector. From 1989 to 1995, ArtePiazza concentrated on subcontracted work, including design and visual elements for various projects, without launching any original (IP). This period emphasized developing technical proficiency in 2D and emerging CG techniques amid Japan's expanding personal computer and early console markets. The studio's entry into the console game industry gained momentum through early collaborations with publisher Enix, leveraging connections such as planning director Sachiko Sugimura's prior role as scenario assistant on Dragon Quest IV (1990). By the mid-1990s, ArtePiazza's capabilities aligned with the needs of console remakes, leading to its first major project involvement: co-developing the Super Famicom remake of Dragon Quest III: And Thus into Legend! in 1996 alongside Heartbeat. In this capacity, ArtePiazza handled key CG elements, character designs, and graphical enhancements that updated the original 1988 Famicom title for the 16-bit era, contributing to improved visual fidelity and user interface. Throughout its initial decade, ArtePiazza operated primarily as a for larger publishers like , focusing on specialized graphical and design support rather than leading full-scale productions or creating proprietary titles. This model allowed the small team—starting with just a handful of staff including Majima—to navigate the competitive landscape of Japan's console market, which was rapidly evolving from 8-bit to 16-bit systems and dominated by established giants. Key challenges included scaling operations to meet tight deadlines for high-profile remakes while maintaining artistic quality in a resource-constrained environment, as the studio competed for contracts in an industry shifting toward more complex, team-based development.

Partnership with Enix

ArtePiazza's partnership with began in the mid-1990s, initially focusing on subcontracted work for graphics, computer-generated imagery (), and illustrations in the series, before evolving into more substantial co-development roles by the early 2000s. This collaboration marked a pivotal phase for the studio, which had been founded in 1989 but gained prominence through its ties starting with the 1996 Super Famicom remake of . In this project, ArtePiazza handled art direction, design, and creation, enhancing the original 1988 title with updated visuals and minor content adjustments to suit the hardware. By 2000, the partnership had deepened, with ArtePiazza co-developing Dragon Quest VII: Fragments of the Forgotten Past alongside for the , contributing art direction, scenario writing, CG design, logo design, and additional artworks. This marked a shift from supportive roles to integral involvement in core elements like narrative expansion and visual upgrades, allowing the game to feature full environments and over 100 recruitable monsters while preserving the series' traditional turn-based combat. Enix published the title, which became the longest entry in the series at the time, spanning three discs due to its expansive world. The collaboration continued with the 2001 PlayStation remake of , where ArtePiazza again partnered with for art direction, scenario enhancements, and CG, introducing chapter-based storytelling refinements and improved graphics over the 1990 original. This period of porting and upgrading titles for new hardware solidified ArtePiazza's expertise in adding visual depth—such as animated character models and environmental details—and content expansions, like additional scenarios, without altering the series' foundational mechanics. The partnership culminated in projects like the 2004 remake of , which ArtePiazza co-developed with , incorporating new CG cutscenes, illustrations by , and story expansions such as expanded monster recruitment and family dynamics. Although released post-merger under , its development stemmed directly from the Enix-era ties. This Enix partnership, spanning from mid-1990s subcontracting to co-development by 2003, provided ArtePiazza with financial stability through consistent high-profile commissions and established its reputation as a specialist in remakes and enhancements. The steady work on titles allowed the studio to grow its team and refine its focus on artistic and narrative contributions, positioning it as an essential collaborator for the series' evolution across platforms.

Post-2003 merger activities

Following the merger of Square and on April 1, 2003, which formed as the surviving entity, ArtePiazza transitioned seamlessly to collaborating with the new company on ongoing projects, leveraging its established expertise in development. This shift allowed ArtePiazza to maintain its role as a key external developer for the franchise without disruption, building on prior partnerships. In the mid-2000s, ArtePiazza focused on remaking classic titles for the , starting with in 2007, followed by Dragon Quest V: Hand of the Heavenly Bride in 2008 and Dragon Quest VI: Realms of Revelation in 2010. These remakes incorporated updated 3D optimized for the DS's dual-screen setup, along with touch-screen controls for and monster recruitment, enhancing accessibility on handheld hardware while preserving the original narratives and turn-based combat. The shared development architecture across the trilogy enabled efficient production, allowing ArtePiazza to deliver polished ports that appealed to both longtime fans and new players. ArtePiazza preserved its operational independence as a standalone studio post-merger, while strengthening its relationship with through these high-profile remakes. Concurrently, the company broadened its portfolio by partnering with other publishers, such as on the 2007 title Opoona, where ArtePiazza handled planning, development management, character design, scenario writing, and artwork. Amid the industry shift from 2-era console games to portable systems, ArtePiazza honed its capabilities, exemplified by adapting the PS2 remake of (2004) into the DS version, which optimized assets for lower-power hardware and introduced dual-screen environmental rendering. This expertise positioned ArtePiazza as a reliable partner for cross-platform transitions, emphasizing graphical enhancements and control adaptations suited to handhelds.

Modern era

In the 2010s, ArtePiazza continued its longstanding collaboration with by developing enhanced ports of classic titles for handheld systems, including Dragon Quest VII: Fragments of the Forgotten Past for in 2013, and : Journey of the Cursed King for in 2017. These projects built on the studio's expertise in remastering RPGs for modern hardware, incorporating updated graphics, touch controls, and additional content to appeal to both longtime fans and new players. Further expansion into mobile gaming occurred with titles like Guardian Codex in 2016 and support for Rivals in 2017, both published by for and platforms. The marked a shift toward broader platform collaborations, particularly with , exemplified by ArtePiazza's role in the 2023 remake of for . The studio also contributed to ports of properties, such as in 2019 across multiple platforms including and PC. These efforts highlighted ArtePiazza's adaptability to contemporary hardware and cross-platform distribution amid the industry's growing focus on accessible remasters. As of 2025, ArtePiazza maintains an emphasis on remakes and ports, aligning with broader trends in nostalgia-driven that prioritize revitalizing titles for current-generation consoles and handhelds. The studio's ongoing for new talent, including programmers and artists, signals potential growth in operational capacity to support expanded projects. Looking ahead, opportunities for original appear promising, as evidenced by the April 2025 announcement of Tensei Game, a sugoroku-style developed in collaboration with Any for release in 2026, advised by creator and manga author .

Notable works

Dragon Quest contributions

ArtePiazza's contributions to the series span over two decades, beginning with computer graphics support for the 1996 Super Famicom remake of , where the studio handled art direction, design, and scenario creation. This early involvement laid the foundation for their ongoing role in enhancing the franchise's visual and narrative elements, evolving from supplementary graphics work to full development responsibilities on major remakes. By providing high-quality and illustrations, ArtePiazza helped transition the series from 2D pixel art to more immersive presentations, ensuring the games remained accessible to new players while preserving core mechanics. A pivotal project was the 2004 PlayStation 2 remake of , for which ArtePiazza served as planning and development manager alongside art direction, scenario writing, CG design, logo creation, and world map/item illustrations. This version introduced new content, including additional scenarios, expanded monster rosters, and fully realized environments, significantly updating the original Super Famicom title's storytelling and visuals to appeal to contemporary audiences. The studio's innovations included a novel map indication system that improved texture rendering and spatial navigation, marking a key step in modernizing the game's world-building. ArtePiazza's most extensive work came with the remakes of the Erdrick trilogy— (2007), (2008), and Dragon Quest VI: Realms of Revelation (2010)—where they led planning, development, art direction, scenario writing, CG design, programming, logo design, and illustrations. These ports featured full 3D graphics with rotatable cameras for better exploration, dual-screen battle systems utilizing the DS hardware, touch-screen menus for inventory and spellcasting, and quality-of-life enhancements such as adjustable encounter rates, chapter replayability in , skill point systems in V and VI, and expanded monster recruitment across the trilogy. The remakes also incorporated improved audio quality for Koichi Sugiyama's iconic scores, alongside stronger monster variants for increased challenge and . Throughout their tenure, ArtePiazza took ownership of key design elements, including monster illustrations—such as static for popular creatures and the first animated "slime race" in the Super Famicom components like vivid scene expressions in , and 3D models that created tangible worlds in titles like . These contributions appear in credits for over 10 entries, including mobile ports of the trilogy (2014–2016) and the 2D mode development for S: Echoes of an Elusive Age (2019). By adapting classic entries for new platforms and generations, ArtePiazza played a crucial role in revitalizing the series, maintaining its cultural significance in and expanding its global reach through enhanced accessibility and visual fidelity.

Independent and collaborative titles

ArtePiazza has ventured into original with Innocent Life: A Futuristic Harvest Moon, released in 2006 for the and later for 2. This title, published by Marvelous, innovatively merges traditional farming simulation mechanics with a narrative, where players cultivate crops and build relationships on a futuristic using advanced technology like assistants. The game emphasizes exploration of an underwater dome habitat and puzzle-solving elements alongside daily farm management, marking ArtePiazza's first major independent project to showcase its capacity for genre-blending storytelling. In collaboration with (later ), ArtePiazza co-developed in 2008 for the , an adventure- that follows twin spherical protagonists navigating a whimsical, sci-fi world through floating mechanics and social interactions. The game incorporates unique features, such as gravity-based movement and relationship-building with NPCs to unlock abilities, highlighting ArtePiazza's role in character design, scenario writing, CG production, and programming oversight. This partnership allowed ArtePiazza to explore niche RPG elements beyond conventional structures, focusing on artistic visuals and narrative depth in a package. Beyond full game development, ArtePiazza has provided specialized contributions such as logo design, illustrations, and for various titles during its early years, leveraging its founding expertise in established through close ties with the publisher. The studio has also handled minor ports and support roles in early simulation games, including scenario creation and artwork for projects like mobile titles on the GREE platform, underscoring its versatility in niche . ArtePiazza's approach in these and collaborative efforts emphasizes artistic , particularly in niche genres like sci-fi simulations and quirky adventures, where detailed character designs and immersive CG environments drive player engagement. This creative range builds on the studio's foundation, allowing it to experiment with original concepts while maintaining high-quality visual and narrative standards.

Recent remakes

In the modern era of ArtePiazza's development, the studio expanded its portfolio beyond longstanding collaborations with Square Enix through its work on the 2023 remake of Super Mario RPG for the Nintendo Switch, marking its first major project with Nintendo as the primary partner. This full remake reimagines the 1996 Super Nintendo Entertainment System title, originally developed by Square, with ArtePiazza handling planning and core development using the Unity engine to deliver a faithful yet updated RPG experience. Key technical achievements include a shift to full graphics with enhanced color palettes and new cutscenes for key moments, such as Triple Moves, while preserving the original's whimsical and character designs. The turn-based system receives refinements like an expanded Action Command mechanic for timing-based inputs, a new partner-based Chain System for stat bonuses, and adjustable difficulty modes including a "" option for streamlined progression and quality-of-life features such as faster leveling and inventory management. is incorporated selectively, with reprising his role as for key lines and Bowser's iconic roars, adding emotional depth without overhauling the original's text-heavy . These updates ensure a balance between modernization and fidelity to the source material's mechanics, such as timed block inputs and party synergies. The remake received widespread acclaim for successfully preserving the essence of the original RPG while introducing accessible enhancements that appeal to both returning fans and newcomers. Critics highlighted the visual overhaul and combat tweaks as standout elements that revitalize the game's humor-driven narrative and exploration without altering its core loop. Additionally, in April 2025, ArtePiazza announced co-development of Tensei Game, a sugoroku-style adventure for releasing in 2026, in collaboration with and . As of November 2025, the studio's expertise in RPG adaptations positions it for potential future projects.

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