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Development and Staff - Version 1 vs Version 2
Jun 10, 2026, 02:14 PM
Initial version (2026-06-10)
Jun 10, 2026, 05:39 PM
Updated staff name romanizations and noted official English credits are unpublished
1-FINAL FANTASY RESONANCE is developed by Square Enix together with LANCARSE Ltd. and published by Square Enix. The project took shape inside Team Asano, the Square Enix division behind the company's other HD-2D titles, and is staffed at a scale comparable to those projects. Keisuke Nakajima produces and Kaito Furuya directs.1+FINAL FANTASY RESONANCE is developed by Square Enix together with LANCARSE Ltd. and published by Square Enix. The project took shape inside Team Asano, the Square Enix division behind the company's other HD-2D titles, and is staffed at a scale comparable to those projects. Keisuke Nakashima produces and Hiroto Furuya directs; Square Enix has not yet published official English credits, and these romanizations follow English-language interview coverage.2233Staff445-RoleNameNotesProducerKeisuke NakajimaPreviously an assistant producer on FINAL FANTASY BRAVE EXVIUS; pitched this projectDirectorKaito FuruyaPushed for the return of the walkable world map as an essential piece of a console RPGBattle directorShiragaOversaw the combat design; an official English romanization of his given name has not been publishedArt directorSaitoHis department includes veterans of earlier HD-2D projects; an official English romanization of his given name has not been publishedScenarioYukinori Kitajima (Synthese Co., Ltd.)Wrote the mobile game's scenario and rewrote the script for this game; the story is his retelling of its first arcSoundElements Garden, led by Noriyasu AgematsuSame composer lineage as the mobile game; see Music and SoundtrackLogo illustrationYoshitaka AmanoCredited on the legal line of every storefront listing5+RoleNameNotesProducerKeisuke NakashimaPreviously an assistant producer on FINAL FANTASY BRAVE EXVIUS; pitched this projectDirectorHiroto FuruyaPushed for the return of the walkable world map as an essential piece of a console RPGBattle directorShiragaOversaw the combat design; an official English romanization of his given name has not been publishedArt directorSaitoHis department includes veterans of earlier HD-2D projects; an official English romanization of his given name has not been publishedScenarioYukinori Kitajima (Synthese Co., Ltd.)Wrote the mobile game's scenario and rewrote the script for this game; the story is his retelling of its first arcSoundElements Garden, led by Noriyasu AgematsuSame composer lineage as the mobile game; see Music and SoundtrackLogo illustrationYoshitaka AmanoCredited on the legal line of every storefront listing66Development History778-Nakajima first pitched the project around 2020, roughly six years before release; he notes that the core development period was shorter than that gap suggests. Full-scale development ran about four years, preceded by one to two years spent purely on pixel-technology research. The guiding concept never moved: what if FINAL FANTASY had continued to evolve in pixel art? Nakajima points to the surprise of the series' jump to 3D in 1997 as the bar the team set for itself, this time using modern pixel techniques to deliver that jolt.8+Nakashima first pitched the project around 2020, roughly six years before release; he notes that the core development period was shorter than that gap suggests. Full-scale development ran about four years, preceded by one to two years spent purely on pixel-technology research. The guiding concept never moved: what if FINAL FANTASY had continued to evolve in pixel art? Nakashima points to the surprise of the series' jump to 3D in 1997 as the bar the team set for itself, this time using modern pixel techniques to deliver that jolt.991010His motivation came from his time on the mobile game. Players had asked for a console version since its early days, and he wanted its strengths in front of people who would never touch a smartphone RPG. He also wanted a new FINAL FANTASY built around classic turn-based party planning rather than action reflexes. HD-2D was not the starting point: the team tested voxel and full 3D approaches before settling on HD-2D partway through development.11111212Once the team had built its own take on the legacy heroes who appear as Visions, it showed the work to the creators of the numbered titles and received their approval before moving forward.13131414Advisors15151616Two senior Square Enix figures gave input without taking formal credits, and the developers describe both contributions as advice and feedback rather than credited roles. Tomoya Asano, whose division hosts the project, advised the team; the staff cite his standard that pixel sprites must never float against their backgrounds, a discipline the art team applied location by location. Naoki Yoshida reviewed the game and offered positive feedback.17171818Engine19192020The official middleware disclosure shows the game runs on Unreal Engine. The disclosure does not state an engine version in prose, so no version number is confirmed.