Yoshinori Kitase0:16
Good evening, hello. My name is Yoshinori Kitase, and I am the producer of Final Fantasy 7 Rebirth from Square Enix. Thank you so much everyone for coming today, and thank you also to BAFTA for creating this opportunity for me. Hopefully you can listen to my talk today. I'm not just going to talk about games; I'm going to talk a little bit about my career, where I came from as well, so hope you enjoy it. Next slide, please.
So, in 1978, I went to the cinema with my dad and we saw Star Wars for the first time. We were overwhelmed by its magic. Have you seen Star Wars recently? Let me do a survey: split the episodes into three groups: 1-2-3, 7-8-9, and 4-5-6. Clap for your favorite. What about 1, 2, 3? What about 7, 8, 9? What about 4, 5, 6? I think we have a good audience tonight. Star Wars was a massive cultural phenomenon, resonating with all ages. I was curious how they made it, so I bought the VHS of the making of Star Wars, which sparked my interest in film production.
Around the same time as Star Wars, Space Invaders came out and was a huge hit. I played it in arcades day after day. In 1986, I played Super Mario at my friend's house and was blown away. I hugged his console all day, and he wasn't pleased. So I bought my own console and got lost in games, starting with The Legend of Zelda. I became a game addict for life. My father looked at me with exasperation, contrasting with his reaction to Star Wars. This shows games were a small subculture compared to film.
I went to university, studied filmmaking, and worked in animation. But in 1987, I encountered Final Fantasy, which grabbed me with its adult, stylish aesthetic and art by Yoshitaka Amano. I saw it as the future of games, a new medium for visual storytelling. In 1990, I switched careers and joined Square Soft. My first job was on Final Fantasy Adventure as an event planner. I made a scene with a noble Chocobo that built my confidence.
The shift to Super Nintendo allowed new technical possibilities: more colors, stereo sound, and simulated 3D. Over the years, I contributed to projects, and with Final Fantasy V, I joined the main team. Hironobu Sakaguchi saw my work on the Chocobo scene and brought me on board. On Final Fantasy V, I was on the scenario team. For Final Fantasy VI, I became co-director. Then Chrono Trigger, I was full director, and I carried on for Final Fantasy VII.
Final Fantasy VII started in 1994 as a 2D game for Super Nintendo. But the Chrono Trigger team faced difficulties, so we helped them and paused our game. After finishing Chrono Trigger in 1995, we returned to Final Fantasy VII. In the meantime, Sony released the PlayStation, changing everything. The film industry was also adopting CG. Sony's PlayStation tech demos used Jurassic Park's T-Rex, showing how film and games were converging.
It was an interesting time with 3D graphics. We used supercomputers and animation tools. The majority of Final Fantasy VII's budget was spent on Silicon Graphics workstations. As a former animator, I used Softimage to animate characters. For example, I animated the opening scene where Cloud jumps from the train. Switching to 3D allowed more expressive characters and cinematic presentation. Development teams grew larger, increasing development time.
Finally, 20 years after Final Fantasy VII, with fan demand, we decided to do a remake. I was torn because of the effort, but I wanted to deliver the same emotional experience to modern gamers. My son, born in 1997, is into Apex Legends, so I questioned if he'd have the same impact with the original. Core members of the original team joined the remake, and we collaborated with new creators inspired by the game.
Collaboration with Apex Legends was planned in advance. Keeping it secret from my son for a year was the hardest part. The games industry evolves with technology driving art. Technical limitations have improved but never disappear. With PlayStation 5, the main obstacles are time, budget, and the team's will. Returning to where I started, Star Wars was a major cultural form, and games have become mainstream like film, photography, and novels.
They've all got their own history and their own independent appreciation as art and as culture. By comparison, back when I got into video games myself, it was still very much a minor subculture with a very minor following. I think it very much was like you saw in the 1960s when you had people of the generation who were parents then and they saw the music of The Beatles and they thought, 'Yeah, that's just a bad influence on the youth of today.' And games were seen in the same way. I remember though, my older brother back in the day, he grew his hair out long in those days, and my dad scolded him for that, said you shouldn't be growing it out like that, you look stupid.
So I really want to get across the point was back in those days video games were very much a subculture. So my objective, my goal is to take those video games and make them an important integral part of the mainstream culture. So my goal, my dream and what I wanted to achieve with my job was to take it from that position and make it so that games were something that people would talk about every day around the dinner table. There'd be heated debates about games in the same way and they'd be something that really would have that positive influence on people's lives. And my work is very much aimed towards that.
So I am very, very grateful to the organizers today, to BAFTA, and I'm not just grateful for giving me this opportunity today. I really am grateful for all the good work that you guys do in raising the profile, the awareness of video games and everything you do to support us in the industry.
So if I look back over my career in games now, I think we have come a very long way in terms of what we can do now and where we are compared to back then. I always think though, unfortunately my father is no longer with us, but if he were around today I always wonder what he'd see and what kind of expression he'd show me looking at the modern marvel of video games today.
So I'm very confident that video games are slowly but surely becoming that part of mainstream culture now, but I still think there's so much left to do for us in the industry. There's more places to go, more things to do to keep speeding that up. So together with the help of everyone here today, I want to make games even better, even more exciting in the future, and that's a journey you can go on together with me. Thank you very much for everything today.