KH3 Ultimania: Interview with Takashi Itai (Art Director: Characters)
DISCLAIMER: This is only a tentative translation. It is possible there are mistakes.
Previously worked on: KH Re:CoM, KH3D, KH 1.5, KH 2.5, KH 2.8, FFI (PSP), FFII (PSP), Brave Fencer Musashi 2: Blade Master, Mario Basketball 3on3, Mario Sports Mix, Fortune Street DS
Q: What kind of work were you responsible for?
A: I was responsible for all of the work related to the character shader (note: this is written in katakana and defined as "treatment of shading and the way colors look").
Q: Please tell us what you paid attention to in order to recreate the mood of the original movies.
A: I was especially careful not to take away from the soft expressions that are in the original works. Also, I built the shader to properly be able to form even very detailed shapes.
Q: Are there any particular characters you especially like?
A: Sulley and Rapunzel. I spent a long time working on them, so I'm emotionally attached to them.
Q: Please tell us the special features of the newly developed Kingdom Shader, and how you made it.
A: Since the Kingdom Shader was built for the worlds made from 2D animation, as well as the KH-original worlds, at first it was used for the expressions characteristic of Disney animation or to reproduce the textures that are in KH1 and so on. As development continued and we began to work on other worlds, its system was rebuilt in order to handle the second round of lighting and color work.
Q: How was the shader that made the picture-book style in 100 Acre Woods used?
A: Generally speaking, using the process that draws the outline around the characters, it could thicken or thin out the lines, similar to the strength of the brushstrokes when making a real picture. Also, by adjusting the lighting, we could hold back on the color saturation and give everything a soft sort of feeling.
Q: Is there anything in this production you especially want us to see?
A: When formchanging, the changing of the clothes is a trait unique to Sora, so I'd like you to see it.
BONUS! "A secret about the game only you know"
The camera was originally set up to have its lens aperture open when you took a picture, but because it would cause the screen to go black right at the most critical time, it was rejected.