{"id":52563,"date":"2025-10-02T03:00:00","date_gmt":"2025-10-01T18:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=52563"},"modified":"2025-10-01T14:01:03","modified_gmt":"2025-10-01T05:01:03","slug":"square-enixs-emberstoria-switched-to-elaborate-lip-syncing-technology-only-6-months-before-launch-achieving-a-level-of-realism-rarely-seen-in-mobile-games","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/square-enixs-emberstoria-switched-to-elaborate-lip-syncing-technology-only-6-months-before-launch-achieving-a-level-of-realism-rarely-seen-in-mobile-games\/","title":{"rendered":"Square Enix\u2019s Emberstoria switched to elaborate lip-syncing technology only 6 months before launch, achieving a level of realism rarely seen in mobile games\u00a0"},"content":{"rendered":"\n<p>Square Enix\u2019s free-to-play strategy RPG <strong>Emberstoria<\/strong> (Japan-only release) features large-scale real-time battles and elaborate character designs by Yusuke Kozaki of Fire Emblem fame. But an unexpected technical feat of the game is the way its characters talk. If you look closely, you\u2019ll notice that the characters\u2019 mouths aren\u2019t simply opening and closing. Instead, they&#8217;re moving according to each vowel being pronounced, which is something you rarely see in mobile games.<\/p>\n\n\n\n<p><strong>Part  1: <\/strong><a href=\"https:\/\/automaton-media.com\/en\/interviews\/square-enixs-emberstoria-pushes-live2d-animation-to-its-limits-to-achieve-a-hand-drawn-feel-3d-models-cant-replicate\/\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>Square Enix\u2019s Emberstoria pushes Live2D animation to its limits to achieve a hand-drawn feel 3D models can\u2019t replicate\u00a0<\/strong><\/a><\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"\u5b8c\u5168\u65b0\u4f5c\u30b9\u30c8\u30e9\u30c6\u30b8\u30c3\u30afRPG\u300e\u30a8\u30f3\u30d0\u30fc\u30b9\u30c8\u30fc\u30ea\u30a2\u300f | \u5409\u5099 \u7d2b\u6d25\u4e43\uff08CV\uff1a\u9060\u85e4\u7dbe\uff09\u3010\u30ad\u30e3\u30e9\u30af\u30bf\u30fc\u7d39\u4ecb\u3011#shorts\" width=\"1160\" height=\"870\" src=\"https:\/\/www.youtube.com\/embed\/PN6U7eeqa2w?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>This is thanks to Motion Sync, a powerful lip-syncing feature introduced in Live2D Cubism 5.0, which Square Enix and co-developer Orange Cube implemented just six months before Emberstoria\u2019s launch.\u00a0In a joint interview with Square Enix, Orange Cube, and technology collaborators from CRI Middleware and Live2D, Emberstoria\u2019s dev team talked to us about why they made this last-minute decision and how it works.\u00a0<\/p>\n\n\n\n<p>Traditional Live2D lip sync simply reacts to audio volume, meaning when the speaker is louder, the mouth opens more. But Motion Sync analyzes the actual vowels being pronounced (\u201cA, I, U, E, O\u201d) and dynamically blends preset shapes to match the dialogue. It&#8217;s powered by CRI LipSync, a voice-analysis engine developed by CRI Middleware.\u00a0<\/p>\n\n\n\n<p>\u201cJust playing the audio in Unity is enough. You don\u2019t need to pre-animate anything, Motion Sync handles it in real time,\u201d explains Live2D engineer Soma Tanaka.\u00a0That means not only smoother and more realistic mouth movements, but also a huge leap in efficiency for the devs, as changing voice lines or localizing to other languages doesn\u2019t require redoing animations. This seems to be an especially important point for a live-service game that\u2019s constantly being updated with new content.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"\u5b8c\u5168\u65b0\u4f5c\u30b9\u30c8\u30e9\u30c6\u30b8\u30c3\u30afRPG\u300e\u30a8\u30f3\u30d0\u30fc\u30b9\u30c8\u30fc\u30ea\u30a2\u300f | \u30ab\u30ea\u30fc\u30e0\uff08CV\uff1a\u5b50\u5b89\u6b66\u4eba\uff09\u3010\u30ad\u30e3\u30e9\u30af\u30bf\u30fc\u7d39\u4ecb\u3011#shorts\" width=\"1160\" height=\"870\" src=\"https:\/\/www.youtube.com\/embed\/v83D9Jn_NRM?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Orange Cube\u2019s Koji Hosoda spotted Motion Sync\u2019s potential early, long before Live2D 5.0 was officially released. But at the time, the feature was too early-stage for use in development. As a result, the team decided to hold off until about six months before Emberstoria\u2019s launch.&nbsp;<\/p>\n\n\n\n<p>At that point, Hosoda quickly integrated Motion Sync into Emberstoria and sent Square Enix a test build before they even fully greenlit the idea. Hosoda-san moved incredibly fast,\u201d recalls content director Makiko Imamura. \u201cHe\u2019d already confirmed it would work before we even started seriously considering it.\u201d&nbsp;<\/p>\n\n\n\n<p>Because the implementation came late, the team focused on using Motion Sync in the game\u2019s opening cutscenes,<em> <\/em>as it&#8217;s the first thing players see. \u201cWe wanted to make the first impression impactful,\u201d Imamura added.&nbsp;<\/p>\n\n\n\n<p>But why go through the trouble of adding Motion Sync at such a late mid-development stage? According to Hosoda, \u201cWith the old system, the characters\u2019 mouths looked clipped and too lip-sync-ish.\u201d But the dev team wanted to push Emberstoria\u2019s visuals further, with nuanced speech animation that adds a level of polish usually seen in big-budget anime or 3D cutscenes. Imamura notes that the team\u2019s commitment also stemmed from having full voice acting in many scenes: \u201cIt felt like a waste not to use that to its fullest.\u201d&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"\u5b8c\u5168\u65b0\u4f5c\u30b9\u30c8\u30e9\u30c6\u30b8\u30c3\u30afRPG\u300e\u30a8\u30f3\u30d0\u30fc\u30b9\u30c8\u30fc\u30ea\u30a2\u300f | \u661f\u5420\u3048\u306e\u30f4\u30a1\u30eb\u30c8\uff08CV\uff1a\u5c0f\u91ce\u8ce2\u7ae0\uff09\u3010\u30ad\u30e3\u30e9\u30af\u30bf\u30fc\u7d39\u4ecb\u3011#shorts\" width=\"1160\" height=\"870\" src=\"https:\/\/www.youtube.com\/embed\/pgQwW9jcCKA?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p>Still, Motion Sync requires extra work. It\u2019s more complex than simple volume-based lip syncing, and it relies on Unity for integration, meaning developers can\u2019t see the final result until it&#8217;s running on real hardware. As a result, only Emberstoria&#8217;s main characters, especially those featured early on, have Motion Sync support for now. But the team plans to expand on this.\u00a0<\/p>\n\n\n\n<p>Behind Emberstoria\u2019s development lies a somewhat uncommon collaboration between two middleware providers. CRI LipSync, typically used in music and video production, was integrated directly into Live2D\u2019s Cubism engine to support the new Motion Sync feature. Live2D AI engineer Dongchi Lee, who was involved from the research phase, explained that the team needed a system capable of generating mouth shapes directly from voice data, rather than using traditional text-based recognition. According to CRI Middleware\u2019s Issei Hatakeyama, such cross-middleware integrations are \u201cquite unusual,\u201d making this case something of an exception in the industry.\u00a0<\/p>\n\n\n\n<p>Emberstoria is out in Japan for PC (DMM Games), iOS, and Android.&nbsp;<\/p>\n\n\n\n<p class=\"has-background\" style=\"background-color:#eaeaea\">Live2D Cubism Official Homepage\u00a0<br><a href=\"https:\/\/automaton-media.com\/live2d202504\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/www.live2d.com\/<\/a>\u00a0<br><br>Live2D Cubism Download \u00a0<br><a href=\"https:\/\/automaton-media.com\/live2dc202504\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/www.live2d.com\/cubism\/download\/editor\/<\/a>\u00a0<br><br>Emberstoria\u00a0<br><a href=\"https:\/\/automaton-media.com\/emb2d\" target=\"_blank\" rel=\"noreferrer noopener\">https:\/\/www.jp.square-enix.com\/emberstoria<\/a>\u00a0<\/p>\n\n\n\n<p class=\"has-text-align-right\">[Interviewer, editor: Ayuo Kawase]<br>[Interviewer, writer, editor: Aki Nogishi]<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Joint interview with Square Enix, Orange Cube, CRI Middleware and Live2D about the technology behind Emberstoria\u2019s realistic lip syncing.<\/p>\n","protected":false},"author":1,"featured_media":52565,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,10,9],"tags":[17],"class_list":["post-52563","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-interviews","category-pr","tag-japan-related-news"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.2 - 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