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Tetsuya Nomura
Tetsuya Nomura (野村 哲也, Nomura Tetsuya; born October 8, 1970) is a Japanese video game artist, designer, producer, and director working for Square Enix. He was hired by Square initially as a monster designer for Final Fantasy V (1992), before being shifted towards secondary character designer alongside Yoshitaka Amano for Final Fantasy VI (1994). Final Fantasy VII (1997) had him working in the original story alongside Hironobu Sakaguchi, and marked his debut as the lead character designer, a capacity he would retain for several future installments of the series, as well as other Square Enix titles such as The Bouncer and The World Ends with You. He also created the characters Cactuar, Gilgamesh, and Tonberry.
Additionally, Nomura created and has led the development as director of the Kingdom Hearts series since its inception in 2002 and has been creative producer in The World Ends with You series. He has also directed the 2005 film Final Fantasy VII: Advent Children, and directed Final Fantasy VII Remake (2020), and served as creative director for the sequel Final Fantasy VII Rebirth (2024).
Nomura's father influenced his interest in art and games early on, creating little drawings and unique Sugoroku board games for him. Nomura started drawing at the age of three years and developed his own Sugoroku games during his elementary school years. As a child, he spent much of his free time playing baseball, swimming, fishing and building fortresses. When he was in middle school, his father told him that an era of computers would come and bought him his own computer. Nomura played Legends of Star Arthur: Planet Mephius on it and started creating his own video games by learning programming. He first tried a Nintendo product with the tennis and ping-pong variant of the Color TV-Game console and later borrowed a Family Computer in high school. Around that time, Dragon Quest became Nomura's favorite because it surprised him and introduced him to video games with story elements. His art teacher in high school pointed him towards the works of Final Fantasy illustrator Yoshitaka Amano. Nomura also created his own manga during class and intended to do this as a profession although he ultimately abandoned the idea. Nomura went to vocational school to learn magazine and advertising artwork. Nomura then looked for an advertising job at a publishing company. However, he eventually applied to Square after he had seen a job advertisement with a drawing by Yoshitaka Amano.
In 1991, Nomura was hired by Square and at first worked as a debugger for Final Fantasy IV. Some time later, the company's staff was divided and he was placed in the team in charge of Final Fantasy. After he had received some training by artist Tetsuya Takahashi, Nomura designed the monsters for Final Fantasy V. At that time, each Final Fantasy developer had their own plan book as a compilation of ideas to present to the director of a game. While the others typed their plan books at the computer and then printed them out, Nomura wrote his by hand and attached many drawings which impressed director Hironobu Sakaguchi and event planner Yoshinori Kitase. Nomura then became the graphic director of Final Fantasy VI. For this game, he conceived the characters Shadow and Setzer as well as their background stories. Their designs were reused from some of Nomura's abandoned concepts for Final Fantasy V. Following several smaller projects, Nomura was asked to be the principal character designer of Final Fantasy VII in replacement for Amano. Nomura drew the game's characters in a stylized and chibi way and came up with the idea for the "Limit Break" attacks. He also took part in the making of the story and had a hand in plot elements such as Aerith's death. In 1998, Nomura worked on both Parasite Eve and Brave Fencer Musashi. He then designed characters and monsters for Final Fantasy VIII in what he described as his "actual style of drawing", working alongside art director Yusuke Naora to realize the more realistic approach to the game's graphics. Additionally, he wrote the character's background stories and was the battle visual director in charge of designing fight sequences. Afterwards, Nomura worked on several different projects for Square, for example as a character designer of the 1998 fighting game Ehrgeiz which also used characters from Final Fantasy VII.
Nomura was the character designer for 2000s beat 'em up The Bouncer before he returned to the Final Fantasy series in the same capacity with 2001's Final Fantasy X. He worked with the staff so that the characters' clothes would be identical in full motion videos and in-game scenes, unlike in Final Fantasy VIII. In February 2000, he started working as the director of Kingdom Hearts with the production team consisting of over one hundred members from both Square and Disney Interactive. Nomura first heard of the game during a discussion between Shinji Hashimoto and Hironobu Sakaguchi regarding the use of the character of Mickey Mouse in a video game. He was inspired to work on Kingdom Hearts by Nintendo's platforming game Super Mario 64. After discussing with the Disney staff, Nomura convinced them to use original characters with him as the character designer. The game's protagonist, Sora, became his favorite character he had designed so far. Following Kingdom Hearts, Nomura worked once again on the Final Fantasy series with Final Fantasy XI and Final Fantasy X-2.
For the Compilation of Final Fantasy VII metaseries which featured new titles based on Final Fantasy VII, Nomura was once again the character designer. A sequel to Kingdom Hearts started development around the completion of Kingdom Hearts Final Mix, an international version which added more foreshadowing elements regarding the series' plot. Nomura continued his work on the series with Kingdom Hearts: Chain of Memories for the Game Boy Advance in 2004. He had originally planned to work directly on the PlayStation 2 sequel Kingdom Hearts II. However, desire from fans to play the original game on a portable console resulted in the creation of Chain of Memories which would bridge the gap between Kingdom Hearts and Kingdom Hearts II. Afterwards, Nomura was the director and lyricist for the CGI animated film Final Fantasy VII: Advent Children which was released in 2005 in Japan. This marked his film debut, and he redesigned the characters as well. Nomura joined the film's crew after producer Yoshinori Kitase called him and eventually became the director because of his attachment to the character of Cloud Strife. He split the role of directing with Takeshi Nozue.
Kingdom Hearts II was released in 2005, resolving the elements foreshadowed in the first game's secret ending. As a result of being set a year after previous titles, Nomura was careful to make the plot accessible to newcomers. After Square Enix had finished development of the updated version Kingdom Hearts II Final Mix, Nomura was approached by Disney which expressed interest in a sequel. He said "We have various ideas, but we're not at the point where we can say that." Wishing to stop using the character of Sora temporarily, Nomura instead wanted to continue the series with games that explained different subplots. This resulted in the creation of Kingdom Hearts 358/2 Days for the Nintendo DS in 2008 which explored events that set up the story of Kingdom Hearts II. In mid-2007, Nomura mentioned a desire to create a spin-off Kingdom Hearts game on a mobile platform and wanted it to play slightly differently from other titles in the series. The result was Kingdom Hearts Coded, a game set after the events of Kingdom Hearts II, which was later remade for the Nintendo DS in 2010.
In the meantime, Nomura was also responsible for the main character designs and orchestration of The World Ends with You for the Nintendo DS. In 2009, he was also the main character designer of Final Fantasy XIII. The graphics capabilities of the PlayStation 3 and Xbox 360 compared to previous consoles allowed Nomura to use more complex elements in the character designs than before, such as Lightning's cape and detailed facial features. This in turn meant that the art team had to do much more work for each character or area than in previous games. Nomura did not take an involved role in the creation of the non-playable characters. In 2008, he was the character designer of Dissidia Final Fantasy. The game was originally envisioned by Nomura as a Kingdom Hearts spin-off featuring a cast of Disney characters. He later felt uncomfortable with the Disney characters fighting each other and instead opted to use Final Fantasy characters. Nomura was responsible for the character designs, which changed much of the look and style of Amano's illustrations.
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Tetsuya Nomura
Tetsuya Nomura (野村 哲也, Nomura Tetsuya; born October 8, 1970) is a Japanese video game artist, designer, producer, and director working for Square Enix. He was hired by Square initially as a monster designer for Final Fantasy V (1992), before being shifted towards secondary character designer alongside Yoshitaka Amano for Final Fantasy VI (1994). Final Fantasy VII (1997) had him working in the original story alongside Hironobu Sakaguchi, and marked his debut as the lead character designer, a capacity he would retain for several future installments of the series, as well as other Square Enix titles such as The Bouncer and The World Ends with You. He also created the characters Cactuar, Gilgamesh, and Tonberry.
Additionally, Nomura created and has led the development as director of the Kingdom Hearts series since its inception in 2002 and has been creative producer in The World Ends with You series. He has also directed the 2005 film Final Fantasy VII: Advent Children, and directed Final Fantasy VII Remake (2020), and served as creative director for the sequel Final Fantasy VII Rebirth (2024).
Nomura's father influenced his interest in art and games early on, creating little drawings and unique Sugoroku board games for him. Nomura started drawing at the age of three years and developed his own Sugoroku games during his elementary school years. As a child, he spent much of his free time playing baseball, swimming, fishing and building fortresses. When he was in middle school, his father told him that an era of computers would come and bought him his own computer. Nomura played Legends of Star Arthur: Planet Mephius on it and started creating his own video games by learning programming. He first tried a Nintendo product with the tennis and ping-pong variant of the Color TV-Game console and later borrowed a Family Computer in high school. Around that time, Dragon Quest became Nomura's favorite because it surprised him and introduced him to video games with story elements. His art teacher in high school pointed him towards the works of Final Fantasy illustrator Yoshitaka Amano. Nomura also created his own manga during class and intended to do this as a profession although he ultimately abandoned the idea. Nomura went to vocational school to learn magazine and advertising artwork. Nomura then looked for an advertising job at a publishing company. However, he eventually applied to Square after he had seen a job advertisement with a drawing by Yoshitaka Amano.
In 1991, Nomura was hired by Square and at first worked as a debugger for Final Fantasy IV. Some time later, the company's staff was divided and he was placed in the team in charge of Final Fantasy. After he had received some training by artist Tetsuya Takahashi, Nomura designed the monsters for Final Fantasy V. At that time, each Final Fantasy developer had their own plan book as a compilation of ideas to present to the director of a game. While the others typed their plan books at the computer and then printed them out, Nomura wrote his by hand and attached many drawings which impressed director Hironobu Sakaguchi and event planner Yoshinori Kitase. Nomura then became the graphic director of Final Fantasy VI. For this game, he conceived the characters Shadow and Setzer as well as their background stories. Their designs were reused from some of Nomura's abandoned concepts for Final Fantasy V. Following several smaller projects, Nomura was asked to be the principal character designer of Final Fantasy VII in replacement for Amano. Nomura drew the game's characters in a stylized and chibi way and came up with the idea for the "Limit Break" attacks. He also took part in the making of the story and had a hand in plot elements such as Aerith's death. In 1998, Nomura worked on both Parasite Eve and Brave Fencer Musashi. He then designed characters and monsters for Final Fantasy VIII in what he described as his "actual style of drawing", working alongside art director Yusuke Naora to realize the more realistic approach to the game's graphics. Additionally, he wrote the character's background stories and was the battle visual director in charge of designing fight sequences. Afterwards, Nomura worked on several different projects for Square, for example as a character designer of the 1998 fighting game Ehrgeiz which also used characters from Final Fantasy VII.
Nomura was the character designer for 2000s beat 'em up The Bouncer before he returned to the Final Fantasy series in the same capacity with 2001's Final Fantasy X. He worked with the staff so that the characters' clothes would be identical in full motion videos and in-game scenes, unlike in Final Fantasy VIII. In February 2000, he started working as the director of Kingdom Hearts with the production team consisting of over one hundred members from both Square and Disney Interactive. Nomura first heard of the game during a discussion between Shinji Hashimoto and Hironobu Sakaguchi regarding the use of the character of Mickey Mouse in a video game. He was inspired to work on Kingdom Hearts by Nintendo's platforming game Super Mario 64. After discussing with the Disney staff, Nomura convinced them to use original characters with him as the character designer. The game's protagonist, Sora, became his favorite character he had designed so far. Following Kingdom Hearts, Nomura worked once again on the Final Fantasy series with Final Fantasy XI and Final Fantasy X-2.
For the Compilation of Final Fantasy VII metaseries which featured new titles based on Final Fantasy VII, Nomura was once again the character designer. A sequel to Kingdom Hearts started development around the completion of Kingdom Hearts Final Mix, an international version which added more foreshadowing elements regarding the series' plot. Nomura continued his work on the series with Kingdom Hearts: Chain of Memories for the Game Boy Advance in 2004. He had originally planned to work directly on the PlayStation 2 sequel Kingdom Hearts II. However, desire from fans to play the original game on a portable console resulted in the creation of Chain of Memories which would bridge the gap between Kingdom Hearts and Kingdom Hearts II. Afterwards, Nomura was the director and lyricist for the CGI animated film Final Fantasy VII: Advent Children which was released in 2005 in Japan. This marked his film debut, and he redesigned the characters as well. Nomura joined the film's crew after producer Yoshinori Kitase called him and eventually became the director because of his attachment to the character of Cloud Strife. He split the role of directing with Takeshi Nozue.
Kingdom Hearts II was released in 2005, resolving the elements foreshadowed in the first game's secret ending. As a result of being set a year after previous titles, Nomura was careful to make the plot accessible to newcomers. After Square Enix had finished development of the updated version Kingdom Hearts II Final Mix, Nomura was approached by Disney which expressed interest in a sequel. He said "We have various ideas, but we're not at the point where we can say that." Wishing to stop using the character of Sora temporarily, Nomura instead wanted to continue the series with games that explained different subplots. This resulted in the creation of Kingdom Hearts 358/2 Days for the Nintendo DS in 2008 which explored events that set up the story of Kingdom Hearts II. In mid-2007, Nomura mentioned a desire to create a spin-off Kingdom Hearts game on a mobile platform and wanted it to play slightly differently from other titles in the series. The result was Kingdom Hearts Coded, a game set after the events of Kingdom Hearts II, which was later remade for the Nintendo DS in 2010.
In the meantime, Nomura was also responsible for the main character designs and orchestration of The World Ends with You for the Nintendo DS. In 2009, he was also the main character designer of Final Fantasy XIII. The graphics capabilities of the PlayStation 3 and Xbox 360 compared to previous consoles allowed Nomura to use more complex elements in the character designs than before, such as Lightning's cape and detailed facial features. This in turn meant that the art team had to do much more work for each character or area than in previous games. Nomura did not take an involved role in the creation of the non-playable characters. In 2008, he was the character designer of Dissidia Final Fantasy. The game was originally envisioned by Nomura as a Kingdom Hearts spin-off featuring a cast of Disney characters. He later felt uncomfortable with the Disney characters fighting each other and instead opted to use Final Fantasy characters. Nomura was responsible for the character designs, which changed much of the look and style of Amano's illustrations.