Age, Biography and Wiki

Yusuke Naora was born on 9 January, 1971 in Shimane, Japan, is a Japanese video game art director. Discover Yusuke Naora's Biography, Age, Height, Physical Stats, Dating/Affairs, Family and career updates. Learn How rich is he in this year and how he spends money? Also learn how he earned most of networth at the age of 53 years old?

Popular As N/A
Occupation N/A
Age 53 years old
Zodiac Sign Capricorn
Born 9 January, 1971
Birthday 9 January
Birthplace Shimane, Japan
Nationality Japan

We recommend you to check the complete list of Famous People born on 9 January. He is a member of famous Director with the age 53 years old group.

Yusuke Naora Height, Weight & Measurements

At 53 years old, Yusuke Naora height not available right now. We will update Yusuke Naora's Height, weight, Body Measurements, Eye Color, Hair Color, Shoe & Dress size soon as possible.

Physical Status
Height Not Available
Weight Not Available
Body Measurements Not Available
Eye Color Not Available
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Dating & Relationship status

He is currently single. He is not dating anyone. We don't have much information about He's past relationship and any previous engaged. According to our Database, He has no children.

Family
Parents Not Available
Wife Not Available
Sibling Not Available
Children Not Available

Yusuke Naora Net Worth

His net worth has been growing significantly in 2023-2024. So, how much is Yusuke Naora worth at the age of 53 years old? Yusuke Naora’s income source is mostly from being a successful Director. He is from Japan. We have estimated Yusuke Naora's net worth, money, salary, income, and assets.

Net Worth in 2024 $1 Million - $5 Million
Salary in 2024 Under Review
Net Worth in 2023 Pending
Salary in 2023 Under Review
House Not Available
Cars Not Available
Source of Income Director

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Timeline

1971

Yusuke Naora (直良 有祐) (born January 9, 1971) is a Japanese video game art director and character designer who worked for Square Enix (formerly Square).

A former member of Toaplan, Naora served as the art director for several Final Fantasy and Compilation of Final Fantasy VII titles.

He also served as the producer of the Code Age franchise.

2006

Naora was on a staff of three for Type-0 in 2006, but development began in 2008 due to ongoing work on Crisis Core: Final Fantasy VII, and even then not fully until 2009 due to The 3rd Birthday.

Naora worked to create the backstory for the game, and the built up the fourteen characters life stories.

He developed the country designs and the main game visuals.

It was the longest he had ever worked on a single game.

Naora was the art director for Crystal Conquest.

Naora outlined the focus of the Final Fantasy X Remaster from an artistic perspective as being color correction, fixing errors and increasing the games resolution.

Having worked on the game since its title was changed, Naora was very excited and nervous creating a trailer for the game to appear on copies of Final Fantasy Type-0 HD.

2015

Naora delivered a lecture in 2015 at SMU Guildhall college entitled "The Visual Evolution of Final Fantasy" where he discussed the visual changes from creating with pixel graphics to 3D characters.

2016

On October 1, 2016 he announced on Twitter that he had left the company, but would continue to contribute to Square Enix games as a freelancer.

Naora described the game as a "journey", and the Besaid Village from the game was heavily influenced by his trip to Bali, Indonesia, where he saw seaside towns, temples, people handing out tropical flowers, and distinctive dress.

Naora worked on the game Code Age Commanders for three years, in cooperation with a group he assembled for this project called "War Head".

The game was conceived to be a new game, unlike Final Fantasy, and could be made into a game for the PlayStation 2, a manga, and a cell phone game.

Some of the drawing is done by Naora himself.

In order to simulate the nature of two handed combat, multiple buttons are utilized in combat.

The game was designed to appeal to the western desire for game customization.

Naora took note of the popularity of Fallout 3, and the growing differences between Japanese and Western RPGs.

He then undertook to compare the two styles to appeal to both audiences.

Naora developed the game "from the ground up" to appeal to both Japanese and Western audiences, and undertook extensive customer research into American gaming desires and tastes.