▁Children . ▁They ▁produced ▁a ▁second ▁stand - alone ▁film , ▁Kings g la ive : ▁Final ▁Fant asy ▁XV , ▁in ▁ 2 0 1 6 . ▁ ▁Process ▁The ▁studio ' s ▁cre ative ▁freedom ▁in ▁creating ▁cut sc enes ▁var ies ▁from ▁project ▁to ▁project . ▁Director ▁Kaz uy uki ▁I k um ori ▁explained ▁in ▁ 2 0 1 5 ▁that ▁some ▁projects ▁allow ▁them ▁complete ▁freedom ▁to ▁decide ▁the ▁direction ▁of ▁the ▁scenes ▁and ▁where ▁they ▁best ▁fit , ▁while ▁others ▁more ▁narrow ly ▁define ▁for ▁the ▁studio ▁the ▁length ▁and ▁location ▁of ▁the ▁scene ▁and ▁how ▁it ▁begins ▁and ▁ends . ▁Some ▁projects ▁also ▁consult ▁with ▁the ▁studio ▁on ▁which ▁scenes ▁work ▁better ▁as ▁interactive ▁scenes ▁than ▁pass ive ▁cut sc enes . ▁Visual ▁Works ▁does ▁not ▁try ▁to ▁have ▁different ▁styles ▁based ▁on ▁if ▁a ▁game ▁origin ates ▁in ▁Japan ▁or ▁Western ▁countries , ▁such ▁as ▁for ▁former ▁E idos ▁properties , ▁but ▁instead ▁try ▁to ▁match ▁the ▁style ▁of ▁the ▁game ▁series ▁or ▁development ▁studio . ▁I k um ori ▁noted ▁that ▁that ▁for ▁some ▁series , ▁such ▁as ▁those ▁by ▁Cry stal ▁Dynam ics ▁or ▁IO ▁Inter active , ▁they ▁receive ▁a ▁lot ▁of ▁detail ▁about ▁the ▁feeling ▁of ▁the ▁scenes , ▁which ▁they ▁take ▁as ▁a ▁starting ▁point , ▁but ▁for ▁others ▁such ▁as ▁Final ▁Fant asy ▁they ▁know ▁the ▁series ▁so ▁well ▁that ▁they ▁can ▁easily ▁match ▁the ▁developers ' ▁intent . ▁I k um ori ▁cred its ▁this ▁last ▁to ▁his