Sato. Despite his lack of video game development experience, he applied for a job there. Originally he was told the deadline for applicants had passed, but he was asked in for an interview anyway. He was interviewed first by Hiromichi Tanaka, then by Hironobu Sakaguchi, and Kawazu was taken on as a part-time employee in 1985. Career Kawazu's first job at Square (later Square Enix) was as a graphic designer for Rad Racer. Following that, he was asked by Sakaguchi to work on the company's new role-playing game (RPG) project Final Fantasy, begun by Sakaguchi after the genre was proven as commercial viable by Enix's Dragon Quest. At the time, Kawazu had no idea how popular the title would become; his role was designing the battle system. He returned as battle designer for its sequel Final Fantasy II. As part of a drive to create something different from the original, he created a notorious system of use-based statistic gains. In the wake of internal discussions and a lack of outside understanding of Kawazu's systems for Final Fantasy II, future titles beginning with Final Fantasy III went back to the basic systems of the first game. Following the success of Tetris for the Game Boy, Square president Masafumi Miyamoto wanted to make their own version of it for the console, but the staff instead designed an RPG, the first for the platform; Kawazu acted as director and designer. The game was Makai Toushi SaGa, released in the West as The Final Fantasy Legend. It proved hugely popular and was Square's first title to sell a million copies. Kawazu subsequently worked on Final Fantasy Legend II, then upon request from Nintendo started production on Romancing SaGa for the Super Famicom; another production team in Osaka designed a third Game Boy title without his involvement. He would continue working on SaGa titles for the Super Famicom, and multiple PlayStation titles for the next several years. After the troubled production of Legend of Mana, where he took on a supervisory role in keeping the project from cancellation, Kawazu decided that his main talent lay as a producer overseeing projects. Following SaGa Frontier 2 in 1999, Kawazu's team were originally employed on a numbered Final Fantasy project. When production was halted due to internal issues surrounding PlayOnline, Kawazu's team switched to supporting production for The Bouncer and developing multiple WonderSwan Color titles including original titles