KH3 Ultimania: Interview with Naomi Sanada (Art Director: Interface)
DISCLAIMER: This is only a tentative translation. It is possible there are mistakes.
Previously worked on: KH CoM, KH3D, KH 1.5+2.5, KH 2.8, The World Ends With You, The World Ends With You -Solo Remix-, FF All the Bravest, FF Record Keeper
Q: What did you take into consideration when designing the menu screen for this game?
A: As for things on the menu screen, I tried to incorporate a lot of icons. Because the system this time around has such a huge amount of components, the amount of words within the menu ended up being huge no matter what. The goal was to use icons to relieve the more complicated-seeming impression of there being only words, so that you could open the menu in a lighthearted kind of way.
Q: In each world, the design for the command menu is different, but were there any ideas that ended up being rejected?
A: Yes, many. For each world, the amount of ideas for the design of the command menu was at least three or four, and from those, the most appropriate ones were chosen for the game.
Q: Which point did you fuss over the most?
A: Of the Keyblades, there are some that have two-step transformations. When those transform to their second step, the logo design on the command menu was created to change beginning with the first transformation. The motion of the Keyblade transformations are cool, but I'd like you to look at the animation of the changing logo design [too].
Q: Which point of this production do you want us to see?
A: Not only the Keyblade transformations, but also Attraction Flow and Links have various animations for the command menu logo designs. I think you probably won't have much opportunity to see them in the middle of battle, but by all means, please check them out just once. Also, the graphic of Sora's face on the HP gauge also changes along with his form changes, so I think I'd like it if you looked and compared them.
BONUS! "A secret about the game only you know"
In this game, the graphics of the characters' faces on the HP gauge show the biggest amount of expressions out of any game in the series, but there was a problem with Mike's eye being so big that his expression was hard to see, so it troubled the facial team. However, adding in his arms and legs was a brilliant solution!