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ArtePiazza
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ArtePiazza Co., Ltd. (アルテピアッツァ株式会社, ArutePiattsa Kabushiki-gaisha) is a video game development and computer graphics studio based in Tokyo, Japan. Their name derives from the Italian words for "art" and "a public square".
Key Information
History
[edit]The company is best known for its involvement in the development of the Dragon Quest series by Enix and later Square Enix. While ArtePiazza was mostly responsible for the CG design and illustrations of some of the early titles, they produced enhanced remakes of others. This includes Dragon Quest V: Hand of the Heavenly Bride for the PlayStation 2, Nintendo DS remakes of Dragon Quest IV: Chapters of the Chosen, Dragon Quest V: Hand of the Heavenly Bride, Dragon Quest VI: Realms of Revelation,[2] and the Nintendo Switch remake of Super Mario RPG.[3]
Other projects besides those based on Square Enix properties include the development of the PlayStation Portable and PlayStation 2 game Innocent Life: A Futuristic Harvest Moon and the co-production of Koei's Wii title Opoona.[1]
The CEO of the company is Shintaro Majima. The company's motto is “The analog within the digital”. This means video games are digital entertainment trying to mimic real-life analog things, and the expression itself must be prioritized over digital techniques.[4]
Games
[edit]References
[edit]- ^ a b "ArtePiazza Company Overview" (in Japanese). ArtePiazza. Archived from the original on 24 July 2008. Retrieved 2008-06-21.
- ^ Magrino, Tom (2008-05-21). "Dragon Quest trilogy descends on DS". GameSpot. Archived from the original on 26 July 2008. Retrieved 2008-06-21.
- ^ "Mario RPG remake developer revealed, as spoilers circulate". VGC. 2023-11-11. Retrieved 2023-12-15.
- ^ Sahdev, Ishaan (14 July 2014). "Dragon Quest Studio ArtePiazza On Original IP, Women In The Workplace And More". Siliconera. Retrieved 10 November 2025.
- ^ "Arrow Of Laputa Is ArtePiazza's Take On Tower Defense". Siliconera. 28 November 2010. Retrieved 19 October 2025.
- ^ S., Matt (November 2019). "Interview: On revitalising Square Enix's classic SaGa series". Digitally Downloaded. Retrieved 10 November 2019.
- ^ Fanelli, Jason (29 December 2023). "Best Of 2023: Super Mario RPG's Level-Up Screen Proves ArtePiazza Understood The Assignment". GameSpot. Retrieved 16 October 2025.
External links
[edit]ArtePiazza
View on GrokipediaCompany profile
Founding
ArtePiazza Co., Ltd. was established on November 1, 1989, as a private company in Tokyo, Japan.[5] The company was founded to facilitate collaborative team efforts in game production and computer graphics, supporting large-scale projects.[3] From its inception, ArtePiazza specialized in entertainment content planning and design, with an initial focus on video game development, computer graphics, illustration, and logo design.[1] This multidisciplinary approach positioned the company to handle comprehensive aspects of game production, including scenarios, advertisements, and visual elements essential to interactive media.[1] The company's name derives from the Italian words "arte," meaning art, and "piazza," referring to a public square or communal place, symbolizing a collaborative hub for artistic endeavors in the entertainment industry.[1]Leadership and staff
ArtePiazza is led by Shintaro Majima, who serves as the company's CEO, art director, and producer, overseeing the creative vision and major projects such as remakes in the Dragon Quest series.[6] Majima, born in 1965 in Tokyo, graduated from Kawagoe High School and studied commercial design at Tokyo Design Academy, bringing expertise in CG design and color expression to his role.[6] Complementing this leadership is Sachiko Sugimura, the planning director and game scenario writer, who plays a pivotal role in narrative development for role-playing games, specializing in precise dialog, game flow, parameters, and user interface design.[6] A Waseda University graduate, Sugimura initially worked as a secretary to Dragon Quest creator Yuji Horii before transitioning to game development.[6] As of April 1, 2021, ArtePiazza employs 31 staff members (25 males and 6 females), maintaining a small, specialized team that prioritizes quality craftsmanship in game development over large-scale production.[5] The company's organizational structure emphasizes specialized roles in computer graphics (CG) design, illustration, and game planning, with business activities focused on software development, illustration production, publications, and advertising without any major subsidiaries.[5] This lean setup has allowed ArtePiazza to foster deep expertise in visual and narrative elements through close collaborations with major clients like Square Enix and Nintendo.[5]Historical development
Inception and initial projects
ArtePiazza Co., Ltd. was founded in 1989 in Tokyo, Japan, by Shintaro Majima, who sought to assemble a team capable of handling the growing demands of game production that exceeded individual capabilities.[3][2] Initially operating as a small studio with a focus on artistic endeavors, the company built its expertise in computer graphics (CG) and illustrations, providing services to external clients in the burgeoning digital media sector. From 1989 to 1995, ArtePiazza concentrated on subcontracted work, including design and visual elements for various projects, without launching any original intellectual property (IP). This period emphasized developing technical proficiency in 2D and emerging CG techniques amid Japan's expanding personal computer and early console markets.[3] The studio's entry into the console game industry gained momentum through early collaborations with publisher Enix, leveraging connections such as planning director Sachiko Sugimura's prior role as scenario assistant on Dragon Quest IV (1990). By the mid-1990s, ArtePiazza's capabilities aligned with the needs of console remakes, leading to its first major project involvement: co-developing the Super Famicom remake of Dragon Quest III: And Thus into Legend! in 1996 alongside Heartbeat. In this capacity, ArtePiazza handled key CG elements, character designs, and graphical enhancements that updated the original 1988 Famicom title for the 16-bit era, contributing to improved visual fidelity and user interface.[3][7][8] Throughout its initial decade, ArtePiazza operated primarily as a subcontractor for larger publishers like Enix, focusing on specialized graphical and design support rather than leading full-scale productions or creating proprietary titles. This model allowed the small team—starting with just a handful of staff including Majima—to navigate the competitive landscape of Japan's console market, which was rapidly evolving from 8-bit to 16-bit systems and dominated by established giants. Key challenges included scaling operations to meet tight deadlines for high-profile remakes while maintaining artistic quality in a resource-constrained environment, as the studio competed for contracts in an industry shifting toward more complex, team-based development.[3][2]Partnership with Enix
ArtePiazza's partnership with Enix began in the mid-1990s, initially focusing on subcontracted work for graphics, computer-generated imagery (CG), and illustrations in the Dragon Quest series, before evolving into more substantial co-development roles by the early 2000s. This collaboration marked a pivotal phase for the studio, which had been founded in 1989 but gained prominence through its Enix ties starting with the 1996 Super Famicom remake of Dragon Quest III. In this project, ArtePiazza handled art direction, CG design, and scenario creation, enhancing the original 1988 title with updated visuals and minor content adjustments to suit the hardware.[4][3] By 2000, the partnership had deepened, with ArtePiazza co-developing Dragon Quest VII: Fragments of the Forgotten Past alongside Heartbeat for the PlayStation, contributing art direction, scenario writing, CG design, logo design, and additional artworks. This marked a shift from supportive roles to integral involvement in core elements like narrative expansion and visual upgrades, allowing the game to feature full 3D environments and over 100 recruitable monsters while preserving the series' traditional turn-based combat. Enix published the title, which became the longest entry in the series at the time, spanning three discs due to its expansive world.[4][2] The collaboration continued with the 2001 PlayStation remake of Dragon Quest IV: Chapters of the Chosen, where ArtePiazza again partnered with Heartbeat for art direction, scenario enhancements, and CG, introducing chapter-based storytelling refinements and improved graphics over the 1990 original. This period of porting and upgrading Dragon Quest titles for new hardware solidified ArtePiazza's expertise in adding visual depth—such as animated character models and environmental details—and content expansions, like additional scenarios, without altering the series' foundational mechanics. The partnership culminated in projects like the 2004 PlayStation 2 remake of Dragon Quest V: Hand of the Heavenly Bride, which ArtePiazza co-developed with Matrix Software, incorporating new CG cutscenes, illustrations by Akira Toriyama, and story expansions such as expanded monster recruitment and family dynamics. Although released post-merger under Square Enix, its development stemmed directly from the Enix-era ties.[4][3][2] This Enix partnership, spanning from mid-1990s subcontracting to co-development by 2003, provided ArtePiazza with financial stability through consistent high-profile commissions and established its reputation as a specialist in RPG remakes and enhancements. The steady work on Dragon Quest titles allowed the studio to grow its team and refine its focus on artistic and narrative contributions, positioning it as an essential collaborator for the series' evolution across platforms.[3]Post-2003 merger activities
Following the merger of Square and Enix on April 1, 2003, which formed Square Enix as the surviving entity, ArtePiazza transitioned seamlessly to collaborating with the new company on ongoing Dragon Quest projects, leveraging its established expertise in RPG development.[9] This shift allowed ArtePiazza to maintain its role as a key external developer for the franchise without disruption, building on prior Enix partnerships.[10] In the mid-2000s, ArtePiazza focused on remaking classic Dragon Quest titles for the Nintendo DS, starting with Dragon Quest IV: Chapters of the Chosen in 2007, followed by Dragon Quest V: Hand of the Heavenly Bride in 2008 and Dragon Quest VI: Realms of Revelation in 2010.[11][12][13] These remakes incorporated updated 3D graphics optimized for the DS's dual-screen setup, along with touch-screen controls for menu navigation and monster recruitment, enhancing accessibility on handheld hardware while preserving the original narratives and turn-based combat.[13] The shared development architecture across the trilogy enabled efficient production, allowing ArtePiazza to deliver polished ports that appealed to both longtime fans and new players.[13] ArtePiazza preserved its operational independence as a standalone studio post-merger, while strengthening its relationship with Square Enix through these high-profile remakes.[4] Concurrently, the company broadened its portfolio by partnering with other publishers, such as Koei on the 2007 Wii title Opoona, where ArtePiazza handled planning, development management, character design, scenario writing, and CG artwork.[4] Amid the industry shift from PlayStation 2-era console games to portable systems, ArtePiazza honed its porting capabilities, exemplified by adapting the PS2 remake of Dragon Quest V (2004) into the DS version, which optimized assets for lower-power hardware and introduced dual-screen environmental rendering.[10] This expertise positioned ArtePiazza as a reliable partner for cross-platform transitions, emphasizing graphical enhancements and control adaptations suited to handhelds.[13]Modern era
In the 2010s, ArtePiazza continued its longstanding collaboration with Square Enix by developing enhanced ports of classic Dragon Quest titles for Nintendo handheld systems, including Dragon Quest VII: Fragments of the Forgotten Past for Nintendo 3DS in 2013, and Dragon Quest VIII: Journey of the Cursed King for Nintendo 3DS in 2017.[4] These projects built on the studio's expertise in remastering RPGs for modern hardware, incorporating updated graphics, touch controls, and additional content to appeal to both longtime fans and new players. Further expansion into mobile gaming occurred with titles like Guardian Codex in 2016 and support for Dragon Quest Rivals in 2017, both published by Square Enix for iOS and Android platforms.[4] The 2020s marked a shift toward broader platform collaborations, particularly with Nintendo, exemplified by ArtePiazza's role in the 2023 remake of Super Mario RPG for Nintendo Switch.[4] The studio also contributed to ports of Square Enix properties, such as Romancing SaGa 3 in 2019 across multiple platforms including Nintendo Switch and PC.[4] These efforts highlighted ArtePiazza's adaptability to contemporary hardware and cross-platform distribution amid the industry's growing focus on accessible remasters. As of 2025, ArtePiazza maintains an emphasis on remakes and ports, aligning with broader trends in nostalgia-driven gaming that prioritize revitalizing legacy titles for current-generation consoles and handhelds.[14] The studio's ongoing recruitment for new talent, including programmers and artists, signals potential growth in operational capacity to support expanded projects.[15] Looking ahead, opportunities for original intellectual property appear promising, as evidenced by the April 2025 announcement of Tensei Game, a sugoroku-style board game developed in collaboration with Any for Nintendo Switch release in 2026, advised by Dragon Quest creator Yuji Horii and manga author Muneyuki Kaneshiro.[16]Notable works
Dragon Quest contributions
ArtePiazza's contributions to the Dragon Quest series span over two decades, beginning with computer graphics support for the 1996 Super Famicom remake of Dragon Quest III, where the studio handled art direction, CG design, and scenario creation.[4] This early involvement laid the foundation for their ongoing role in enhancing the franchise's visual and narrative elements, evolving from supplementary graphics work to full development responsibilities on major remakes. By providing high-quality CG and illustrations, ArtePiazza helped transition the series from 2D pixel art to more immersive 3D presentations, ensuring the games remained accessible to new players while preserving core mechanics.[6] A pivotal project was the 2004 PlayStation 2 remake of Dragon Quest V: Hand of the Heavenly Bride, for which ArtePiazza served as planning and development manager alongside art direction, scenario writing, CG design, logo creation, and world map/item illustrations. This version introduced new content, including additional scenarios, expanded monster rosters, and fully realized 3D environments, significantly updating the original Super Famicom title's storytelling and visuals to appeal to contemporary audiences. The studio's innovations included a novel 3D map indication system that improved texture rendering and spatial navigation, marking a key step in modernizing the game's world-building.[4] ArtePiazza's most extensive work came with the Nintendo DS remakes of the Erdrick trilogy—Dragon Quest IV: Chapters of the Chosen (2007), Dragon Quest V: Hand of the Heavenly Bride (2008), and Dragon Quest VI: Realms of Revelation (2010)—where they led planning, development, art direction, scenario writing, CG design, programming, logo design, and illustrations. These ports featured full 3D graphics with rotatable cameras for better exploration, dual-screen battle systems utilizing the DS hardware, touch-screen menus for inventory and spellcasting, and quality-of-life enhancements such as adjustable encounter rates, chapter replayability in Dragon Quest IV, skill point systems in V and VI, and expanded monster recruitment across the trilogy. The remakes also incorporated improved audio quality for Koichi Sugiyama's iconic scores, alongside stronger monster variants for increased challenge and replay value.[4][17] Throughout their tenure, ArtePiazza took ownership of key design elements, including monster illustrations—such as static graphics for popular creatures and the first animated "slime race" in the Super Famicom Dragon Quest V—user interface components like vivid battle scene expressions in Dragon Quest III, and 3D models that created tangible worlds in titles like Dragon Quest VII. These contributions appear in credits for over 10 Dragon Quest entries, including mobile ports of the DS trilogy (2014–2016) and the 2D mode development for Dragon Quest XI S: Echoes of an Elusive Age (2019). By adapting classic entries for new platforms and generations, ArtePiazza played a crucial role in revitalizing the series, maintaining its cultural significance in Japan and expanding its global reach through enhanced accessibility and visual fidelity.[4][6]Independent and collaborative titles
ArtePiazza has ventured into original intellectual property with Innocent Life: A Futuristic Harvest Moon, released in 2006 for the PlayStation Portable and later for PlayStation 2. This title, published by Marvelous, innovatively merges traditional farming simulation mechanics with a science fiction narrative, where players cultivate crops and build relationships on a futuristic island using advanced technology like android assistants.[4][18] The game emphasizes exploration of an underwater dome habitat and puzzle-solving elements alongside daily farm management, marking ArtePiazza's first major independent project to showcase its capacity for genre-blending storytelling.[19] In collaboration with Koei (later Tecmo Koei), ArtePiazza co-developed Opoona in 2008 for the Nintendo Wii, an adventure-RPG that follows twin spherical protagonists navigating a whimsical, sci-fi world through floating mechanics and social interactions.[4][20] The game incorporates unique gameplay features, such as gravity-based movement and relationship-building with NPCs to unlock abilities, highlighting ArtePiazza's role in character design, scenario writing, CG production, and programming oversight.[21] This partnership allowed ArtePiazza to explore niche RPG elements beyond conventional structures, focusing on artistic visuals and narrative depth in a family-friendly package.[22] Beyond full game development, ArtePiazza has provided specialized contributions such as logo design, illustrations, and computer graphics for various Enix titles during its early years, leveraging its founding expertise in visual arts established through close ties with the publisher.[3] The studio has also handled minor ports and support roles in early simulation games, including scenario creation and artwork for projects like mobile titles on the GREE platform, underscoring its versatility in niche digital content.[4] ArtePiazza's approach in these independent and collaborative efforts emphasizes artistic innovation, particularly in niche genres like sci-fi simulations and quirky adventures, where detailed character designs and immersive CG environments drive player engagement.[3][4] This creative range builds on the studio's RPG foundation, allowing it to experiment with original concepts while maintaining high-quality visual and narrative standards.[20]Recent remakes
In the modern era of ArtePiazza's development, the studio expanded its portfolio beyond longstanding collaborations with Square Enix through its work on the 2023 remake of Super Mario RPG for the Nintendo Switch, marking its first major project with Nintendo as the primary partner.[4][23] This full remake reimagines the 1996 Super Nintendo Entertainment System title, originally developed by Square, with ArtePiazza handling planning and core development using the Unity engine to deliver a faithful yet updated RPG experience.[24][25] Key technical achievements include a shift to full 3D graphics with enhanced color palettes and new CGI cutscenes for key moments, such as Triple Moves, while preserving the original's whimsical art style and character designs.[25] The turn-based combat system receives refinements like an expanded Action Command mechanic for timing-based inputs, a new partner-based Chain System for stat bonuses, and adjustable difficulty modes including a "Breezy" option for streamlined progression and quality-of-life features such as faster leveling and inventory management.[26] Voice acting is incorporated selectively, with Charles Martinet reprising his role as Mario for key lines and Bowser's iconic roars, adding emotional depth without overhauling the original's text-heavy dialogue.[27] These updates ensure a balance between modernization and fidelity to the source material's mechanics, such as timed block inputs and party synergies. The remake received widespread acclaim for successfully preserving the essence of the original RPG while introducing accessible enhancements that appeal to both returning fans and newcomers.[26] Critics highlighted the visual overhaul and combat tweaks as standout elements that revitalize the game's humor-driven narrative and exploration without altering its core loop.[28] Additionally, in April 2025, ArtePiazza announced co-development of Tensei Game, a sugoroku-style adventure for Nintendo Switch releasing in 2026, in collaboration with Yuji Horii and Muneyuki Kaneshiro.[16] As of November 2025, the studio's expertise in RPG adaptations positions it for potential future projects.[4]References
- https://strategywiki.org/wiki/Dragon_Warrior_III
