was supposed to do. Due to the varied origins of characters, Kobayashi designed their clothing based on different real-world cultures. Due to the large number of male characters, she was very forceful in her illustration to convey their strength, exhausting herself due to feeling deeply connected to each character during its creation. Kobayashi's illustrations were completed in March 2016, with her then moving on to promotional artwork. While the character models for exploration and battle were rendered in 3D, the rest of the world was designed to appear 2D, with all the artwork emulating Kobayashi's concept and character art as closely as possible. While the setting generally incorporated Western elements in its characters and architecture, the world map and many other elements were inspired by traditional Japanese paintings. The differing clothing styles of characters were Kobayashi's response to Kawazu's wish for variety rather than a conscious choice related to the game's world. The team went through an extended trial and error phase before finding a style and balance they were satisfied with. The world map design was meant to emulate the pop-up artwork from picture books. SaGa: Scarlet Grace – Ambitions An expanded port of the game was developed for Nintendo Switch, PlayStation 4, Microsoft Windows via Steam, Android and iOS. Titled SaGa: Scarlet Grace – Ambitions, the port features voice acting, expanded story content, additional characters and music. There were also several mechanical alterations, including reducing load times, increasing movement speed, screen resolution options and customisation for the game's graphics and gameplay. The port was released in Japan on August 2, 2018. Kawazu returned as designer, writer and lyricist. Original battle designer Yasuhiro Ikuta took on the role of director. Production of Ambitions began in December 2016 following the original game's release. Porting to other platforms proved relatively easy due to use of the Unity engine. Kawazu said the success of Scarlet Grace was why he was able to create Ambitions. The new difficulty modifiers were inspired by similar systems Kawazu designed for Romancing SaGa: Minstral Song, while the multiple battle cry options were inspired by the voice actor options from the Dragon Age series. Kawazu was involved in how the voice acting was directed, as earlier SaGa titles had made little to no use of it. One of the biggest challenges was adapting the mobile version for touchscreen controls. As the team had not used the Vita's touch