Instruct: Given a question, retrieve relevant documents that can help answer the question.
Query: Who is the lead designer on FF14?
, also known by the nickname "Yoshi-P," is a Japanese video game producer, director and designer working for Square Enix. He is known primarily for his work on massively multiplayer online role-playing games (MMORPGs), as chief planner on "Dragon Quest X", and as director and producer of "". He is credited with rescuing the original "Final Fantasy XIV" project from its disastrous launch. Yoshida is an Executive Officer at Square Enix, the Head of Square Enix's Business Division 5 and part of the "Final Fantasy" Committee that is tasked with keeping the franchise's releases and content consistent.
Funcom, the developer of the original "The Longest Journey" and "Dreamfall", first announced "Dreamfall Chapters" on 1 March 2007. However, while its plot was already written out at that point, the production of the game couldn't begin until 2012 because all of the original creators of "Dreamfall" (including Tørnquist) were at the time working on Funcom's next MMORPG "The Secret World".
Relic Entertainment was founded in Vancouver, Canada, on June 1, 1997, and began work on "Homeworld" as their first title. Relic co-founders Alex Garden and Luke Moloney served as the director and lead programmer for the game, respectively, while Erin Daly was the designer and Aaron Kambeitz the lead artist. Garden was 22 years old when he founded the company. Writer David J. Williams is credited with the original story concept, while the script itself was written by Martin Cirulis and the background lore was written by author Arinn Dembo. Cirulis and Dembo, credited jointly as "Marcus Skyler", were selected by the publisher, Sierra Studios, partway through development to expand the story concept of Relic and Williams. Sierra agreed to publish the game early in development based on, according to Garden, "two whiteboard presentations and no demo". The development of the game took over two years; the game systems were largely complete by the final eight months, which Relic spent polishing and improving the game, including adding the whole-map Sensors Manager view. The game was initially expected to be released at the end of 1998; Garden stated in a 1999 interview that the team found creating the core game itself much easier than getting it to the quality level they wanted, and that if they had known how difficult it was going to be they may have chosen not to do the project. Several ideas for the game, including ship customization, convoy routes, and different unit types for the Kushan and Taidann fleets were cut during development as they could not be done well enough for the project.
Most of "Kanon"s development staff originally worked for the visual novel publisher Nexton under the brand Tactics. After the release of the brand's third game "", most of Tactics' staff left Nexton to pursue work in another publishing company where they could have the freedom to produce their next game. Itaru Hinoue, who had previously worked at VisualArt's once before, introduced Key's founding members to the president of VisualArt's, Takahiro Baba. Baba gave the developers the freedom they desired, and they officially transferred to VisualArt's where they formed Key on July 21, 1998 and started production on "Kanon". The planning for the visual novel was headed by Naoki Hisaya who was also one of two scenario writers with Jun Maeda. Hisaya wrote the scenarios for Ayu, Nayuki and Shiori, while Maeda wrote the routes for Makoto and Mai. Art direction was headed by Key's artist Itaru Hinoue who worked on the character design and computer graphics. Further computer graphics were split between three people—Dinn, Miracle Mikipon, Shinory—and background art was provided by Torino. The music in the game was composed by OdiakeS, Shinji Orito and Jun Maeda. "Kanon" was the first and last visual novel developed by Key that two of the main staff—Naoki Hisaya, and OdiakeS—worked on before pursuing a similar line of work in other visual novel studios.
The game was conceived in 1988 by Lucasfilm employee Ron Gilbert, who designed it with Tim Schafer and Dave Grossman. Gilbert's frustrations with contemporary adventure titles led him to make the player character's death almost impossible, which meant that gameplay focused the game on exploration. The atmosphere was based on that of the Pirates of the Caribbean theme park ride. "The Secret of Monkey Island" was the fifth game built with the SCUMM engine, which was heavily modified to include a more user-friendly interface.
During the production of "Final Fantasy Type-0", the development team explored the possibility of a high-definition port of the game. The idea never went beyond experimentation as the team was focused on keeping the game as a portable experience. The team also experimented with a sequel on eighth generation consoles, but production was halted when the development team were transferred to "Final Fantasy XV". After some time working on "XV", original director Hajime Tabata decided to develop "Type-0 HD" for eighth-generation consoles. The game began development in mid-2012, around the same time "XV" was shifted onto PlayStation 4 (PS4) and Xbox One. Tabata came on board in July of that year as director and producer, though his involvement was fairly minor due to his directing duties for "XV". The main development was handled by HexaDrive, who had previously collaborated successfully with Square Enix on "The 3rd Birthday", and had developed the high-definition remasters of "Ōkami" and "". The remaster was intended as an incentive for "Final Fantasy" players in both Japan and the west to purchase eighth generation consoles before "XV"s release. The original plan was for a port to both the seventh generation PlayStation 3 and Xbox 360 consoles, and eighth generation consoles. After the PS4 proved popular at the 2013 Tokyo Game Show, and as Tabata had no development experience with seventh generation console hardware, the team focused on the eighth generation versions. According to art director Yusuke Naora, moving from the PlayStation Portable to eighth-generation hardware proved hard for the team. Despite early claims, no version of "Type-0 HD" was developed for the PlayStation Vita. According to Tabata, this was due to difficulties in porting between console and Vita development environments, and his wish for a playing experience he could only envision on home consoles.
The idea for "Final Fantasy Agito" originated with the early origins of "Type-0". Originally, "Type-0" was a game for mobiles titled "Final Fantasy Agito XIII", but eventually changed platforms and title. "Type-0"s director Hajime Tabata still liked the "Agito" title and the original concepts for the game, which included an episodic storyline that hinged on player choice and day-night cycles linked to real-world time. With this in mind, Tabata decided to revisit it and began development of "Agito": eventually, they settled on smartphones as the release platform of choice, partly because the platforms' progress since "Type-0" started development. One of Tabata's wishes for the title was that players unfamiliar with "Type-0" would download and play it. Development on the game began in September 2012. During development, Tabata considered "Type-0" to have become the prototype for "Agito", although it did not share much with its predecessor. The game's story grew out of what he originally conceived for "Agito XIII" before it evolved into "Type-0". In contrast to "Type-0"s dark and serious storyline, the team decided to give "Agito" a lighter atmosphere, although serious dramatic scenes were still present. Along with returning staff, mobile developer Tayutau K. K. helped with development. The previous game's level designer, Masayasu Nishida, returned to direct, and original character texture artist Sayako Hoshino became art director. To create the characters' portrait animations for the smartphone environment, the team used Silicon Studio's Motion Portrait middleware. The game was developed using the Unity engine. The game's designer was Kensuke Shimoda, an industry veteran who had experience with Unity, and was in charge of designing the game's battle system. His involvement with the game ended after its release.
"Fortnite"s early development hit a number of roadblocks. First, Epic began using "Fortnite" as the testing ground for the new Unreal Engine 4, which slowed some development. A further factor was recognizing that to maintain interest in the game, it needed to have deep systems for player progression and itemization, similar to computer role-playing games. They reached out and brought in system designers from popular massively multiplayer online games, including Darren Sugg, to gain input on how to create these types of systems. A culminating issue in the slowdown was the investment from Tencent in Epic Games in 2012, which transitioned a number of high-level executives, including Bleszinski, out of the company. Epic had recognized they needed to prepare for offering games that followed the games as a service model. Tencent had excelled at this in China, and agreed to help Epic in exchange for significant ownership in Epic. Epic choose to use "Fortnite" as the spearhead for Epic's games-as-a-service model which created additional road bumps, according to Mustard. Further, with the transition of executives, new leadership was needed to take over for "Fortnite"s development team. Sugg, for example, had been discussing the various game systems in depth with Bleszinski, who otherwise was leading the design. With Bleszinski's departure, Sugg had to take over as lead design to try to continue the vision that Bleszinski's team had.
The game was originally announced as a title for mobile phones and the PSP called It was directed by Hajime Tabata, who took up the project after completing "". Initially designed to provide players with easy access to the "Fabula Nova Crystallis" universe, the mobile version was eventually cancelled and the game's title was changed to distance it from the subseries' flagship title "Final Fantasy XIII". Releasing to strong sales, it received praise for its story and gameplay, but was criticized for its camera control and artificial intelligence. Further games related to "Type-0" have also been developed, including a high definition remaster that released internationally in March 2015.
"Final Fantasy Type-0" is an action role-playing video game in which the player controls the 14 members of Class Zero, who are sent on missions across Orience. Outside environments such as the Vermillion Peristylium (Class Zero's home base) and dedicated missions, the game world of Orience is navigated via a scaled-down world map. Class Zero are sent on missions across Orience during the course of the game. The player initially travels to preset destinations in the world on an airship supplied by the Peristylium, but gains their own airship to freely navigate the world map with after defeating a powerful enemy guarding it. The main gameplay is presented in a mission-based structure. The two types of missions encountered are story-based missions, and "Practice" missions, which act as side-quests. During missions, optional orders are issued which can be obeyed or ignored as the player chooses. Should they be accepted, the characters receive a temporary power boost, and completing the objectives yields rewards. Players can also engage in real-time strategy battles on the world map, with the player taking control of allied military divisions. Missions involve liberating cities and towns from enemy forces. Timed aerial missions are also available where the characters shoot down attacking dragons using their airship's weapons.
A fighting game sequel, "Persona 4 Arena", known in Japan as "Persona 4: The Ultimate in Mayonaka Arena", was developed by Arc System Works, the company known for creating the "Guilty Gear" and "BlazBlue" series, and released in 2012 for arcades, PlayStation 3 and Xbox 360. As with the anime, the protagonist is named Yu Narukami. , Mitsuru, Elizabeth, and Akihiko from "Persona 3" are also featured in the game. Set two months following the True Ending of the original game, the members of the Investigation Team are pulled back into the television and forced into a fighting tournament called the "P-1 Grand Prix" hosted by Teddie.
A new installment in the "Grandia" series developed by Game Arts was officially announced on June 1, 2001 with the tentative name of "Grandia X". The game, later retitled "Grandia Xtreme", was to be published by Enix as they had just invested capital in Game Arts for a total of ¥99.2 million, or 15% of the company. The game was the first title Game Arts developed exclusively for the PlayStation 2. While previous installments in the series were traditional role-playing video games, the developers took the new title in a different direction and designed it more as an action role-playing game or dungeon crawler to make it more accessible to casual gamers. They nevertheless kept and enhanced mainstays such as the combat and magic systems, as well as the "enchantment" aspect of the story. To design the characters of the game, Enix and Game Arts selected Kamui Fujiwara, the character designer of "Terranigma". Development for the game spanned roughly 18 months.
Announced in "Edge" in 1997, the game went through various incarnations and publishers. As the original designer of Lara Croft, Toby Gard left Core Design shortly after the first "Tomb Raider" game was released. "Galleon" was to be his first independent title following the original "Tomb Raider". "Galleon" was delayed and eventually ported from the original PlayStation to the Dreamcast to the GameCube (as "Galleon: Islands of Mystery") and eventually to the Xbox. The graphical style of the game was intended to have a comic book feel as well as being influenced by Ray Harryhausen's "Sinbad" films and Burt Lancaster vehicles. Gard has since returned to Eidos Interactive as a design consultant for the "Tomb Raider" franchise. The soundtrack was originally composed by Lee Nicklen, though due to breach of contract and the publishers not paying him, the music is now available for free under the GNU license.
Hisashi Koinuma, the game's producer said that the staff aim to create a "new realistic feel" for the "Fist of the North Star" series while still being faithful to the original's roots. During this process, he mentioned his concerns for the characters' body structure, muscles, and other minute details (such as perfecting the model for Raoh's wrinkled forehead). He noted that the official mode for this title carries more action adventure tones than other "Warriors" titles thus far yet gave his assurance that "Warriors" fans can easily feel at home in the game's original story mode. He personally spoke his thoughts regarding the game at Yodobashi-Akiba, Biccamera Yurakucho, and Biccamera Ikebukuro on March 22 and March 25. He also played a rock-paper-scissor game for attendants, the winner of the crowd obtaining an original T-shirt signed by the game's voice actors.
"Assassin's Creed Syndicate" is the second major entry in the series not to be developed by Ubisoft Montreal, following 2014's "Assassin's Creed Rogue". Instead, on July 2, 2014, Ubisoft announced that Ubisoft Quebec would handle lead development as part of "a major investment" in the studio, who had assisted on the making of the six prior games as well as "The Tyranny of King Washington" and "", downloadable content for "Assassin's Creed III" and "" respectively. Marc-Alexis Côté serves as the creative director for the game after working in various positions on "", "", "Assassin's Creed III", and "Freedom Cry" while François Pelland returns as senior producer after "Assassin's Creed III", having also been an executive director on all three in-between entries. Lydia Andrew is the game's audio director, returning from "Assassin's Creed III", "Black Flag", and "Unity". Historian Jean-Vincent Roy served as a consultant on the game, having previously consulted on "Assassin's Creed III", and held various other positions at Ubisoft.
Development of "Cortex Strikes Back" began in October 1996. For the game, Andy Gavin created a new engine and scripting language named "Game Oriented Object LISP 2" (GOOL 2) that was three times faster than the previous game's engine, could handle ten times the animation frames and twice the polygon count. The jungle levels were originally to have featured ground fog, but this was abandoned when magazines and the public began to heavily criticize other developers for using fog to hide polygon count. Sunlight and depth accentuation was experimented with for these levels. Wanting to have some "dirty" locations in the game, Naughty Dog worked in the sewer levels and added color contrast to the levels to show depth and break up the repetitive monotony of the endless sewer pipes. A flat plane z-buffer was created for the game; because the water surfaces and mud in the jungle had to be a flat plane and be exactly flat on the Y-axis, there could be no waves and the subdividing plane could not be at an odd angle. The effect only worked on objects in the foreground and was only used on Crash, some enemies and a few boxes at the same time. The soundtrack of "Crash Bandicoot 2: Cortex Strikes Back" was provided by Mutato Muzika (consisting of Mark Mothersbaugh and Josh Mancell), while the sound effects were created by Universal Sound Studios (consisting of Mike Gollom, Ron Horwitz and Kevin Spears). The characters were designed by Charles Zembillas of American Exitus, Incorporated. Clancy Brown provided the voice of Doctor Neo Cortex, while Brendan O'Brien voiced the dual role of Doctor N. Gin and Doctor Nitrus Brio and Vicki Winters voiced Coco Bandicoot. The game was unveiled at the Electronic Entertainment Expo in Atlanta, Georgia in June 1997 to a positive response from the game industry. The game went into the alpha stage in August 1997. Around that time, Dan Arey, the lead designer of "", joined Naughty Dog and streamlined the level design.
In early February 2013, during its quarterly financial call to investors, Ubisoft CEO Yves Guillemot confirmed that the next "Assassin's Creed" game, due for release some time before April 2014, would feature a new hero, time period, and development team. On February 28, 2013, Ubisoft posted their first promotional picture and cover for their next "Assassin's Creed" game, following leaked marketing material days before. It announced the title of the game as "Assassin's Creed IV: Black Flag" and featured an unnamed character holding a flintlock and a sword with a black flag in the back ground containing the Assassin's symbol with a skull. A reported glitch on the official "Assassin's Creed IV" website suggested the game will release on next-gen consoles and October 29 as the release date, which was confirmed by the first trailer for the game, released on March 4, 2013 (originally leaked on March 2, 2013, but was quickly pulled by Ubisoft).
Information on "Origins", then titled "Assassin's Creed Empire", first leaked in January 2017, showing several screenshots of a character on a boat and in front of a cave. The game was officially revealed on June 11, 2017. It was developed using the latest iteration of the AnvilNext engine. During production of "Assassin's Creed III" in November 2011 Ubisoft conducted a fan survey exploring potential settings for future titles. Ancient Egypt was one of the most popular choices, but Alex Hutchinson, the creative director of "Assassin's Creed III", dismissed the results as he considered Ancient Egypt—as with the other two chosen settings, feudal Japan and World War II—as being "the worst choices" for a setting. The development team hired Egyptologists to assist in making the open world more accurate to the time period.
One of the primary features of "Cataclysm" is the redesign of the continents of Eastern Kingdoms and Kalimdor introduced with the launch of "World of Warcraft" in 2004. While the initial game design did not allow for the use of flying mounts in 'old-world' zones, those zones have been completely redesigned with flight in mind for "Cataclysm". Flight is still unavailable for Burning Crusade starting zones for the blood elves and the draenei.
The development of "Doom", a first-person shooter video game by id Software, began in November 1992 and continued until the game was released in December 1993. Seven people worked on "Doom", which is considered one of the most significant and influential titles in video game history. The initial development team was programmers John Carmack and John Romero, artists Adrian Carmack and Kevin Cloud, and designer Tom Hall; late in development Hall was replaced by Sandy Petersen and programmer Dave Taylor was added to the team. The music and sound effects were created by Bobby Prince.
Fury was a player versus player (PvP) competitive online role-playing game and massively multiplayer online role-playing game (MMORPG) developed by Auran. The game was published by Gamecock Media Group on October 16, 2007, and was the first game they published. Less than two months later, the developer announced it had laid off all employees. The game switched to a free-to-play model, but in October 2008 Auran shutdown the game servers meaning the game would no longer be playable.
On 1 March 2007, Funcom announced that the continuation of the story will be published under the title "Dreamfall Chapters". The numerous cliffhangers and apparent plot holes in "Dreamfall" have caused a great commotion among the players and were addressed by Ragnar Tørnquist on his blog. He stated that the game is, in fact, the first part of a duology and that all questions will be answered in the second installment. In November 2012, Ragnar Tørnquist's newly founded studio Red Thread Games began the pre-production of the sequel. Because Funcom's focus has shifted to online games, the company decided to license the rights to "The Longest Journey" IP to Tørnquist's development studio, who will fund and produce the game independently. A Kickstarter campaign to crowd-fund the game began in February 2013 and ended successfully raising $1.5 million in March. Tørnquist commented that the developers also considered the idea of making a film based on "The Longest Journey" or "Dreamfall" but found it too difficult to realize at the current stage.
The director of "Ultima V: Lazarus" is Ian Frazier, a game designer who moved on to Big Huge Games where he was Lead Designer on before shifting to a similar role at BioWare. As a tribute to his efforts, Ultima fans bought for him a crossbow made by David R. Watson, the real world inspiration for the recurring Ultima character Iolo.
SuperBot Entertainment was linked as developer of the game, who confirmed to be working on a "very amazing PS3 game" for Sony Computer Entertainment America. According to a job advert, SuperBot was after a senior combat designer with "a strong familiarity with fighting games and fighting game theory". Another job advert asked for a lead designer with "a strong familiarity with online mode and matchmaking design as they apply to console gaming". When Eurogamer contacted Sony to ask about the rumour that they were making a "PlayStation 3 exclusive "Smash Bros." rival", Sony declined to comment stating "we do not comment on rumour or speculation".
The audio engine received a massive overhaul to upgrade the quality of sound effects. Brian Tibbetts was declared the lead sound designer of the sound effects team, resuming his endeavors from "The Force Unleashed". David Collins, who formerly served as the lead sound designer, sustained a supervisory position. The sound effects team was divided to address specific details; Tom Bible was in charge of creating sound for weapons and force powers, while Aaron Brown specialized in the spaceships. Although some effects were borrowed from "The Force Unleashed", the vast majority of sounds were completely new. Tibbetts thought that collaborating with his peers to be one of the most complex and challenging parts of his job. "I chose to have my office in the main area of game development and always had an open door policy regarding communication with other disciplines. There were many meetings regarding asset changes and in general communication at Lucasarts is good between disciplines. I’ve always stressed that we should work together as much as possible and there were many moments of myself and sound designers working directly with designers, artists, and producers at their desks or ours."
Ross Watson (born May 22, 1975) is a designer of computer, miniature and role-playing games and a writer in various genres. Watson worked on the Warhammer 40,000 Roleplay line as the Lead Developer for Dark Heresy, was the lead designer for Rogue Trader and Deathwatch, and was part of the design team for Black Crusade. He was the lead developer for both Aaron Allston's Strike Force and Savage Worlds Rifts. His written works include the Accursed and Weird War I settings for Savage Worlds, contributions to the Star Wars: Edge of the Empire RPG, and the video games Darksiders II, , and . Watson has designed rules and scenarios for miniature game lines, such as Dust Warfare, and he has written for several card games, including , Empire Engine, and the Lost Legacy series.