KH3 Ultimania: Interview with Shigeyuki Oono (Art Director: VFX)
DISCLAIMER: This is only a tentative translation. It is possible there are mistakes.
Previously worked on: KH1, KH2, FFX, FFXV, FF Crystal Chronicles, FF Type-0, Chocobo's Dungeon, Seiken Densetsu: Legend of Mana
Q: To what degree were you conscious of the original movies?
A: For the scenes that were reproductions [of the movies], of course [we were], and even for the scenes that weren't we used references quite a bit. We tried to make it feel as close to the originals as the production speed allowed for.
Q: What kind of changes did you make for each world?
A: We aimed for making The Caribbean photorealistic and Olympus to have more hand-drawn-type visuals, so in order to make the best expressions for those worlds, we took the textures or movement of particles into consideration.
Q: Is there any effect you especially like?
A: The presentation of the Darkubes that appear in San Fransokyo. When I first saw them, I was worried about whether they would be able to move properly within the game, but thanks to the abilities of the programmers, they came out very nicely.
Q: Which point did you fuss over the most?
A: Since the series has gone on for so long, each of the players has a different sort of image of what KH is. I thought that I didn't want to destroy that, so for each expression [I made] I tried to incorporate as many opinions as I could.
Q: Which point was the biggest struggle?
A: The work involved with making effects fit into the changing environments for the scenes with storms, blizzards or raging seas. There were times where we had to adjust effects for each separate cut, which was tough.
Q: Please tell us something you won't forget about the development process.
A: Every morning, there was a video conference that connected the Osaka and Tokyo studios. Within the conference, we of the Tokyo staff had the kind of essence of soft sensitivity that is unique to Kansai people (note: Kansai is the region of Japan that Osaka is in) pushed into us, so I think we were sort of able to develop a more flexible way of thinking.
BONUS! "A secret about the game only you know"
The cutscene "Interval I-2: Radiant Garden"—"Terra's Whereabouts", where Xemnas is flying around and some lights are disappearing, was made consciously so that the timing [of the lights' disappearances] followed the order that the members of Organization XIII faded away.