at the 2010
Game Developers Conference.|alt=A Japanese man in a brown jacket and dark grey shirt standing at a podium.
Revenant Wings was co-developed by
Final Fantasy series developer
Square Enix, and Japanese studio Think & Feel. The development staff included multiple series veterans including
Motomu Toriyama as director and co-writer, and
Akitoshi Kawazu as executive producer. Yasuhito Watanabe and Eisuke Yokoyama of Think & Feel co-produced, and Takanari Ishiyama co-directed and co-wrote with Toriyama. Describing the initial development goals, Toriyama said the team wanted to create an original
Final Fantasy title for the Nintendo DS that would be a beginner-friendly entry point and take advantage of its controls. Yokoyama stated that the game was a standalone title in its early production, with its combat system being designed first. After
Final Fantasy XII was released and proved popular, the game was incorporated by Toriyama's team into its world. Square Enix partnered with Think & Feel due to their work on
Monster Summoner, an RTS for the
Game Boy Advance. While Square Enix handled story and graphics, Think & Feel were in charge of data management. Most of the staff were unrelated to the teams that designed earlier Ivalice titles. While the story was set after
Final Fantasy XII and featured the same cast, Yokoyama said it should be considered as a standalone series title. Toriyama found creating a story within the pre-existing restrictions of the Ivalice setting fun, and after getting approval for the sky pirate theme and using the original cast, the team had "free reign" while still being overseen by the
Final Fantasy XII team. Compared to
Final Fantasy XII, which had a politics-focused narrative and main characters from noble or royal backgrounds,
Revenant Wings was written as a more light-hearted adventure told from the perspective of Ivalice's common folk. Also in contrast to
Final Fantasy XII, Vaan and Penelo were made the centre of the story and cast, and minor characters were given substantial supporting roles. For Penelo specifically, the team included a scene with her dancing, which had been in early materials for
Final Fantasy XII but not shown in-game. Commenting on comparisons made between
Final Fantasy XII and the
Star Wars movies, Toriyama described
Revenant Wings as being similar to
Episode III – Revenge of the Sith in how it revealed a part of Ivalice's unseen history. The in-game violence was kept low so the game could have a broad appeal. For the gameplay design, Yokoyama drew inspiration from
Warcraft and
Age of Empires, which he had played and enjoyed as a student. As the RTS genre was not popular in Japan, Yokoyama wanted
Revenant Wings to include the enjoyment of the genre while being accessible. The team also played both
Final Fantasy XII as a reference point, and popular DS titles to see what had made them resonate with players. Toriyama described the game's design as making use of the DS's touchscreen controls to create a combat system which blended real-time strategy with the command-based elements of
Final Fantasy XII. An airship with a freely-explorable world map was in place from the start of development, features that Toriyama was eager to include. Bringing the original gameplay of
Final Fantasy XII over directly was considered, but the team opted to focus on player accessibility. Through to late development and during testing the team considered implementing a form of
multiplayer, but dropped the idea due to time and technical limitations so the game could be released as a polished single-player title. The art team included Toshitaka Matsuda as art director,
Isamu Kamikokuryo supervising, and Ryoma Itō as character designer. Speaking about his role, Itō said he "traded secrets" with
Final Fantasy XII character designer
Akihiko Yoshida before redesigning the cast for
Revenant Wings. He also drew from his work on
Tactics Advance, where his redesigns met with approval by its producer
Yasumi Matsuno. He was pleased to work on more minor characters from
Final Fantasy XII as they were brought back in a larger role. Talking about Penelo's redesign, Toriyama said that a more "feminine" image was being emphasised compared to her "sporty" fashion from
Final Fantasy XII. Sprite-based graphics were chosen over 3D polygons both to have large moving crowds within the DS's technical limitations, and to portray a "warmth and handcrafted feel". The in-game sprites for summons needed to be redesigned in places to remain appealing on the DS hardware, such as the Salamander summon changing from a lizard to a wild boar. Kamikokuryo designed the player's airship, and the game's logo art. The CGI movies were directed by Eiji Fujii, who had previously worked on
Final Fantasy: The Spirits Within (2001). Toriyama described the movies as being created using "proprietary technology", using both DS screens and needing individual rendering. The high quality was "a matter of cramming as much as possible" onto the DS game card.
Music The music for
Revenant Wings was handled by
Kenichiro Fukui, who was lead composer, with
Hitoshi Sakimoto as supervising composer. Much of the score was arrangements of tracks from
Final Fantasy XII. Additional arrangements were done by Mitsuhiro Kaneda, Kimihiro Abe and Noriyuki Kamikura. Due to hardware limitations, the amount of musical elements that could be used for the DS was limited, so the score was rearranged with this in mind. The arrangements also had to account for the story's lighter tone. Toriyama said the team worked "overtime" to properly translate the music into the DS environment at high quality. Sakimoto felt the hardware change was not overly restrictive, despite some highlighted issues with memory and reverb. ==Release==