Yusuke Naora
Yusuke Naora (直良 有祐, Naora Yūsuke) is a Japanese video game art director, character designer, and illustrator, renowned for his contributions to the Final Fantasy series and other titles developed by Square (later Square Enix). Born on January 9, 1971, in Izumi, Shimane Prefecture, Japan, Naora joined Square in 1993 as a field graphic designer, beginning his career with early contributions to projects like Final Fantasy VI and Chrono Trigger.[1][2][3] Over his 24-year tenure at Square Enix, Naora rose to prominence as an art director, overseeing the visual style for multiple landmark entries in the Final Fantasy franchise, including Final Fantasy VII, Final Fantasy VIII, Final Fantasy X, and Final Fantasy XV, where he shaped iconic elements such as the industrial cityscape of Midgar and the series' evolving aesthetic from pixel art to photorealistic CGI.[4][3][2] He also served as art director for the CG film Final Fantasy VII: Advent Children and contributed character designs and illustrations to spin-offs like Final Fantasy Type-0 and The Last Remnant, influencing the blend of fantasy and technological themes central to Square Enix's portfolio.[5][6] In September 2016, Naora departed Square Enix to pursue independent work, founding IZM designworks in Izumo City, Shimane Prefecture, where he serves as president and focuses on illustration, art direction for games, films, and products, while maintaining collaborations with Square Enix and clients like Bandai Namco and Sega.[2][7] Since 2021, he has also served as Chief Art Officer at Lasengle Inc. His post-Square Enix efforts include ongoing design consulting, lectures, contributions to mobile titles such as Final Fantasy: Brave Exvius, and recent artwork for projects like the Slime Rancher 2 art exhibition (2024), solidifying his legacy in the evolution of JRPG visuals.[5][8][9][10]Early life
Birth and upbringing
Yusuke Naora was born on January 9, 1971, in Shimane Prefecture, Japan.[8] He grew up in Izumo, his hometown in Shimane Prefecture, a rural region known for its historical and cultural significance.[11]Entry into the game industry
Naora grew up in Shimane Prefecture, where frequent visits to his mother's café exposed him to manga and nurtured his early interest in drawing.[12] Naora graduated from Izumo High School before moving to Tokyo. Without pursuing formal university-level education in art, he developed a self-taught foundation in illustration and design through personal practice and attended a vocational school in Tokyo focused on those skills.[12] This background aligned with his childhood passion for both drawing and video games, motivating him to seek employment in the industry where he could combine them.[12] In the early 1990s, shortly after graduating, Naora joined Toaplan, a Tokyo-based developer known for arcade titles, as a graphic artist.[12] There, he contributed to shoot 'em up games, including background and character illustration on Grind Stormer (1993), while honing his expertise in pixel art through on-the-job learning.[13]Career at Square Enix
Initial roles and early projects
Yusuke Naora joined Square in 1993 as a junior artist, following his initial experience in arcade game graphics at Toaplan.[14][13] This move came as Square, already established in console development since the late 1980s with titles like the original Final Fantasy, continued to expand its portfolio in the evolving Japanese gaming market. Naora's entry aligned with the company's growing emphasis on detailed 2D environments for Super Nintendo Entertainment System (SNES) projects. His first major credit at Square was as a field graphic designer on Final Fantasy VI (1994), where he contributed to the game's intricate background art and overworld maps.[15] Building on this, Naora took on similar responsibilities for non-Final Fantasy titles, including background art as a field graphic designer for Chrono Trigger (1995), a time-travel RPG co-developed with Nintendo.[16] He also served as graphic designer for Front Mission (1995), a tactical RPG featuring mecha battles, further honing his skills in asset creation and visual consistency across team efforts.[15] As the mid-1990s progressed and the PlayStation console emerged in 1994, Naora's roles began shifting toward 3D graphics experimentation in preparatory projects, including early coordination with art teams to adapt 2D techniques for polygonal environments.[17] In 1996, he worked as visual designer on Treasure Conflix, a puzzle-action game that bridged his 2D expertise with emerging hardware capabilities.[15] These experiences laid the groundwork for his leadership in the PlayStation era, emphasizing collaborative workflows in larger development teams.Art direction for Final Fantasy VII and VIII
Yusuke Naora was promoted to art director for Final Fantasy VII (1997), where he oversaw the visual unification of the game's graphics, with a primary focus on background design and world-building elements.[18] In this role, he directed the creation of Midgar, the game's dystopian opening city, conceptualizing its layout as a pizza-inspired structure to evoke a sprawling, lived-in urban environment complete with everyday details like beds and toilets for added realism.[18] Naora's vision blended realistic and fantastical aesthetics in character designs by shifting from previous chibi-style sprites to full 3D polygonal models, enabling dynamic interactions with vehicles and environments while maintaining a fantastical essence.[18] A key technical decision under Naora's direction was the integration of pre-rendered backgrounds with real-time 3D character models, which created seamless, cinematic transitions and expanded the game's terrain variety beyond sprite-based limitations.[18] This approach addressed the PlayStation's hardware constraints by using high-detail static images for immersive worlds while allowing 3D elements to move fluidly, though it posed challenges in memory management and rendering speed.[18] During development, Naora managed a graphics team amid these technical hurdles, including the experimentation with single-image backgrounds inspired by prior projects like Chrono Trigger, but noted additional post-development tweaks by superiors to refine the visuals.[18] Building on this foundation, Naora returned as art director for Final Fantasy VIII (1999), introducing a stylistic evolution toward more realistic proportions and photorealistic influences to differentiate it from the prior game's darker tone.[19] He guided the shift to full-size character models, moving away from Final Fantasy VII's chibi proportions to allow for detailed close-ups and facial expressions, while incorporating a mix of 70% hand-drawn elements and 30% photographic references for environments that depicted fantasy through realistic lenses.[19] In Final Fantasy VIII, Naora's oversight extended to field and battle visuals, expanding map screens to over 800—more than double the previous title's count—with brighter, natural imagery such as the sunlit Balamb Garden to foster a more grounded, expansive world across four discs.[19] Balancing artistic ambition with technical limits proved challenging, as the increased content and ambitious dynamic camerawork doubled the graphics workload, requiring careful resource allocation on the PlayStation hardware.[19] Naora's team navigated these issues by incrementally advancing 3D techniques from Final Fantasy VII, ensuring the photorealistic yet handcrafted aesthetic remained cohesive without overreaching the console's capabilities.[19]Contributions to Final Fantasy X and mid-2000s titles
Naora served as the art director for Final Fantasy X (2001), overseeing the overall visual design of the game's world, Spira, which marked a departure from the cyberpunk and near-future aesthetics of previous entries toward a more exotic, journey-oriented setting. Drawing from Southeast Asian influences explored through travel pamphlets and books, he emphasized vibrant tropical environments, detailed flora and fauna, and a sense of expansive scale to immerse players in the narrative's pilgrimage theme.[20] A key aspect of this direction involved a research trip to Bali, which directly inspired the serene, culturally rich design of Besaid Village, blending natural beauty with subtle spiritual elements to evoke Spira's mythological undertones. Naora also managed image boarding and layouts for full-motion videos (FMVs) and in-game event scenes, such as Tidus's opening ocean sequence, leveraging the PlayStation 2's advanced lighting and facial motion capture to create cinematic sequences that enhanced emotional storytelling. This approach built briefly on the photorealistic tendencies of Final Fantasy VIII by incorporating warmer, more organic textures and colors for a cohesive "southern" vibe.[21][20][22] In related media, Naora contributed CG art to Final Fantasy X-2 (2003), helping maintain visual continuity with Spira's established aesthetic while adapting to the sequel's lighter, action-focused tone. His oversight extended to early titles in the Compilation of Final Fantasy VII, including Dirge of Cerberus: Final Fantasy VII (2006), where he guided artistic elements to maintain the series' industrial and supernatural motifs amid fast-paced third-person shooting mechanics.[23] Beyond the mainline series, Naora took on his first producer role for Code Age Commanders (2005), a multimedia franchise spanning games and anime, where he shaped its distinctive cel-shaded art style to evoke an anime-inspired post-apocalyptic world, emphasizing dynamic character models and environmental storytelling across platforms. This project highlighted his growing influence in blending traditional 2D illustration techniques with emerging 3D rendering for immersive, narrative-driven experiences.[24][25][26]Leadership in later Final Fantasy projects
In the late 2000s, Yusuke Naora took on art direction for The Last Remnant (2008), where he oversaw character designs and visual aesthetics blending high fantasy with central Asian influences, portraying mysterious artifacts known as Remnants as integral to the world's everyday life. His contributions included detailed illustrations that emphasized subtle character animations and equipment variations, such as protagonist Rush's uniform-inspired attire. Naora later reflected on the project's uniqueness, noting its innovative battle system and world-building during the 2018 remaster's development, where he reviewed graphic upgrades and created new key visuals.[27] Naora extended his leadership to mobile platforms with Chaos Rings (2010), a Square Enix iOS title where he provided character designs that echoed his Final Fantasy style, focusing on intricate, narrative-driven visuals for the turn-based RPG. Drawing from his experience with large-scale environments in Final Fantasy X, he ensured the game's art supported its post-apocalyptic setting without compromising portability. This project marked an early foray into mobile development for Naora, prioritizing atmospheric depth in a constrained format.[28] As art director for Final Fantasy Type-0 (2011), Naora led development starting around 2006 alongside director Hajime Tabata and designer Tetsuya Nomura, emphasizing dark fantasy visuals through militaristic character designs and a war-torn world of Orience. His oversight shaped the game's class-based protagonists and environments, blending gritty realism with magical elements to convey themes of conflict and mortality, though hardware limitations on the PSP curtailed some expressive details. Naora collaborated on concept art that highlighted the title's mature tone, distinguishing it from the series' more fantastical entries.[29][30] For the Final Fantasy X/X-2 HD Remaster (2014), Naora served as supervisor, guiding the update of original assets to high-definition while preserving the photorealistic style he originally directed. This involved reviewing texture enhancements and creating new promotional artwork during live demonstrations at launch events, ensuring fidelity to the 2001 vision amid modern rendering. His role balanced nostalgia with technical improvements, such as refined character models and lighting.[5][23] Naora's tenure culminated as one of three art directors for Final Fantasy XV (2016), where he contributed to early trailers by modernizing character designs from the project's Versus XIII origins, adding realistic details like facial textures to reflect a grounded, road-trip narrative. He influenced world-building by advocating consistent environmental design across vast open landscapes, drawing from his prior work to integrate practical, immersive elements like urban Insomnia and rugged frontiers. Additionally, Naora received producer credits on related media, including promotional materials and the Kingsglaive: Final Fantasy XV film, overseeing visual cohesion.[31][15]Freelance career
Departure from Square Enix
After a 24-year tenure at Square Enix that began in 1993, Yusuke Naora announced his resignation from the company on September 30, 2016, via a post on Twitter.[11][25] Naora cited personal and family reasons for his departure, specifically expressing a desire to return to his hometown of Izumo to spend more time with his loved ones.[11][25] He emphasized that this move marked a shift toward greater work-life balance after decades of dedicated service.[11] Despite stepping away from his full-time role, Naora committed to maintaining a professional relationship with Square Enix through freelance contributions on select projects.[11][25] This transition allowed him to conclude his responsibilities seamlessly, including finalizing his art direction on Final Fantasy XV, for which he had already reviewed the complete storyline and retained full creative credits.[11][32]Post-2016 collaborations and recent works
Following his departure from Square Enix in 2016, Yusuke Naora transitioned to freelance work while maintaining ties to the company through select projects.[33] He provided art direction for Final Fantasy XV: Windows Edition, released in 2018, ensuring visual consistency in the PC port of the action role-playing game.[5] Additionally, Naora supervised artistic elements for ports of Final Fantasy X/X-2 HD Remaster, including the 2016 Windows version, where he oversaw color corrections and fidelity to the original aesthetic.[33][5] Naora contributed character designs for the second season of the mobile game Final Fantasy: Brave Exvius, an ongoing collaboration starting in 2016 that featured his illustrations of key story elements, such as those in the Orders and Aldore Emperor arcs, as documented in official art books.[5][34] In 2018, he illustrated the character Rain for Star Ocean: Anamnesis, a mobile RPG, providing 2D artwork that integrated into crossover events with Final Fantasy: Brave Exvius.[5][35] Naora's involvement extended to Reynatis, a 2024 action RPG developed by FuRyu, where he created the main visual artwork depicting the urban fantasy setting in Shibuya, Tokyo.[36] In 2025, he provided exclusive cover artwork for the physical edition of Slime Rancher 2, a collaboration with iam8bit and Monomi Park for the game's full release.[37] Public information on his freelance contributions from 2020 to 2025 remains somewhat limited, with Reynatis and Slime Rancher 2 representing his most prominent recent projects.[5]Artistic style and legacy
Design philosophy and influences
Yusuke Naora's design philosophy centers on blending realism with fantasy to create immersive, emotionally resonant worlds that feel authentic and lived-in. He emphasizes world-building that integrates cultural and environmental details to evoke a sense of place and narrative depth, ensuring every element contributes to the player's emotional journey. For instance, Naora prioritizes vibrant colors, dynamic lighting, and intricate textures to heighten immersion, viewing these as the "true essence" of the Final Fantasy aesthetic.[20] A key aspect of his approach involves drawing from real-world cultural inspirations to ground fantastical settings, such as incorporating Southeast Asian influences like Balinese temples and seaside villages to foster a tropical, journey-like atmosphere. This method allows for emotional world-building by making environments feel organic and tied to the story's themes of exploration and discovery. Travel experiences, particularly trips to Bali where Naora observed local architecture, clothing, and rituals like flower offerings, directly shaped his designs to blend exotic realism with imaginative fantasy.[38] Naora's influences stem from his early career in arcade games and broader artistic exposures that informed his diverse aesthetics. Beginning at Toaplan, where he contributed graphics to titles like Grind Stormer, Naora honed skills in pixel art that laid the foundation for his later work in detailed, scalable environments. While specific Western film influences are less documented, his philosophy reflects a chaotic yet harmonious mixing of historical and modern elements, inspired by urban Japanese life and global visuals to create eclectic, believable worlds.[13][39] Over his career, Naora's artistic evolution transitioned from pixel art in the 1990s to photorealism in the 2000s, and then to high-definition fantasy in the 2010s, adapting to technological advancements while maintaining a core focus on emotional and narrative-driven visuals. In the pixel era, he worked on sprite-based field graphics for early Final Fantasy titles, emphasizing efficient, evocative designs within hardware limits. By the 2000s, he shifted toward polygonal models with enhanced textures and lighting on platforms like the PlayStation 2, aiming for near-realistic character expressions and environments. In the HD era, Naora modernized designs by balancing photorealistic details with fantastical flair, guided by themes of preservation and innovation to evolve the series' visual identity.[40][41]Impact on the Final Fantasy series
Yusuke Naora played a pivotal role in establishing the 3D visual standards for the Final Fantasy series beginning with Final Fantasy VII, where he served as art director and blended high-fantasy elements with steampunk and sci-fi influences to create Midgar's iconic industrial landscape.[39] This shift from 2D sprites to polygonal models marked a technical leap, enabling seamless transitions between pre-rendered backgrounds and real-time exploration, which influenced subsequent titles by prioritizing environmental storytelling over static art.[17] In Final Fantasy VIII, Naora further advanced this realism by designing taller, more proportionate characters suited to 3D animations and cinematic cutscenes, moving away from the series' earlier deformed proportions to enhance expressiveness and immersion.[19] Naora's contributions extended to crafting immersive worlds in Final Fantasy X, where he oversaw the art direction for the continent of Spira, drawing inspiration from Southeast Asian aesthetics to populate the environment with intricate natural details like foliage, wildlife, and dynamic lighting that emphasized scale and journey without a traditional world map.[20] This approach fostered a sense of continuous exploration, leveraging the PlayStation 2's capabilities for vibrant textures and light-dark contrasts that deepened the game's emotional narrative. Later, in Final Fantasy Type-0 HD and Final Fantasy XV, Naora helped transition the series to modern high-definition styles by updating character designs from earlier prototypes and integrating detailed, photorealistic environments that built on his foundational 3D techniques.[31][42] Naora's legacy endures in fan communities and the industry, where he is credited with defining the "Final Fantasy look" through his work on spin-offs like Final Fantasy VII: Advent Children, for which he provided art direction that extended the original game's visual motifs into cinematic motion.[1] His influence is evident in remakes such as the Final Fantasy X/X-2 HD Remaster, where he contributed updated artwork and demonstrations to preserve and enhance the immersive quality of Spira.[38] However, his 2016 departure from Square Enix meant no direct involvement in projects like Final Fantasy VII Remake, which adopted a more contemporary Unreal Engine-based aesthetic without his oversight.[11] His influence continues through freelance contributions, including exclusive artwork for the Slime Rancher 2 art exhibition in November 2025.[10]Works
Video games
Yusuke Naora's video game credits, drawn from comprehensive game databases, are listed chronologically below and grouped by decade for clarity, focusing on his primary roles in interactive titles.[15] 1990s- Grind Stormer (1993, Arcade) – Graphic Design[15]
- Final Fantasy VI (1994, SNES) – Field Graphic Designer[15]
- Chrono Trigger (1995, SNES) – Field Graphic[15]
- Front Mission (1995, SNES) – Graphic Designer[15]
- Treasure Conflix (1996, SNES) – Visual Design[15]
- Final Fantasy VII (1997, PlayStation) – Art Director[15]
- Final Fantasy VIII (1999, PlayStation) – Art Director[15]
- The Bouncer (2000, PlayStation 2) – Art Supervisor[15]
- Vagrant Story (2000, PlayStation) – Accessories Designer[15]
- Final Fantasy X (2001, PlayStation 2) – Art Director (world)[15]
- Unlimited SaGa (2002, PlayStation 2) – Art Director[15]
- Kingdom Hearts (2002, PlayStation 2) – Special Thanks[15]
- Front Mission 4 (2003, PlayStation 2) – Designer[15]
- Before Crisis: Final Fantasy VII (2004, Mobile) – Art Supervisor[15]
- Front Mission 5: Scars of the War (2005, PlayStation 2) – Character Illustrations & Title Logo[15]
- Romancing SaGa (2005, PlayStation 2) – Art Director[15]
- Dirge of Cerberus: Final Fantasy VII (2006, PlayStation 2) – Art Supervisor[15]
- Crisis Core: Final Fantasy VII (2007, PSP) – Conceptual Art Supervisor[15]
- Final Fantasy XIII (2009, PlayStation 3) – Conceptual Art Supervisor[15]
- Song Summoner: The Unsung Heroes (2009, iPhone) – Character Design[15]
- The Last Remnant (2009, Xbox 360) – Lead Art Designer[15]
- Lufia: Curse of the Sinistrals (2010, Nintendo DS) – Character Design[15]
- The 3rd Birthday (2010, PSP) – Special Thanks[15]
- Final Fantasy XIII-2 (2011, PlayStation 3) – Costume Designer[15]
- Chaos Rings (2010, iOS) – Character Artist[15]
- Chaos Rings II (2013, iOS) – Illustrator[15]
- Chaos Rings III (2014, iOS) – Card Illustration[15]
- Final Fantasy Type-0 HD (2015, PlayStation 4) – Art Director[15]
- Fate/Grand Order (2015, iOS) – Illustration[15]
- Final Fantasy XV (2016, PlayStation 4) – Art Director[15]
- Final Fantasy Brave Exvius (2016, iOS) – Character Design (2nd Season)[15]
- Star Ocean: Anamnesis (2018, iOS) – Illustrator (various characters including Albel, Rain, Fina, Lasswell)[15]
- Reynatis (2024, PlayStation 5) – Image Visual[15]
- Grind Stormer (2024, Windows) – Artist[15]