Anime Expo 2026 interview with Granblue Fantasy Creative Director Tetsuya Fukuhara

At last week’s Anime Expo 2026, we had the opportunity to sit down with Granblue Fantasy creative director Tetsuya Fukuhara (FKHR) after the Granblue Fantasy: Relink – Endless Ragnarok stage show and ask him about the process of developing the expansion, which releases later this week on July 9th.

We asked him about everything from translating character designs from GBF to Relink to the fundamental skyfarer urge to battle against seafood…

FKHR: To repeat a little bit of what we talked about during the stage show, Relink is first and foremost known for its unique, character-driven strategies. We expanded on that with both our new systems, Master Traits and Summons. This will allow players to customize their builds further, as well as provide new opportunities for character growth.

New players have a lot to look forward to, with the pre-existing content from Relink and the new content for Endless Ragnarok. We want them to experience it as an action RPG with a massive scale. Every storyline, including from the base game, was written to resonate with all players, including those unfamiliar with the Granblue Fantasy franchise. Furthermore, we’ve rebalanced the game to make it easier for newcomers to jump in.

FKHR: We actually don’t prioritize fan requests over playstyle; instead, we try to balance the two. Maglielle, for example, was a big fan favorite and that’s how she got in. As for playstyle diversity, that’s where you find characters like Eustace, Fraux, and Fediel, who play very differently from the existing cast.

FKHR: Eustace does have the same weapon as Eugen and Rackam, but his ability to fire lightning makes him unique. Between his ammo management mechanic and the charged thunder attacks, we hope he provides a fresh play experience.

FKHR: One of the devs on the Relink team is a big Fediel fan, and he had a bunch of ideas. We let him have a lot of input on her design.

Her close-range attacks mainly use the claws as you would expect, but at long range she fires magical projectiles that allow us to show an inhuman aspect to her through her visual design. Io fires magical projectiles as well, but compared to her, Fediel feels much more like she’s toying with the enemy, which visually sets her apart.

YuiRi, the Official Cast for Fediel

FKHR: The flow of that process started when they did a test recording and went to me for checks. What I saw there was a bit different from what I had in mind, so then we used the Official Cast as reference and combined that with written requests to move toward the final animation. It would be hard to do everything with just that feedback loop, so I also attended the motion capture recordings, and offered ideas to the motion capture actors as they were going. It became a collaborative effort.

FKHR: Gallanza sticks out in my memory. The more distinctive their personality is, the more fun it is. Charlotta and Lancelot are more difficult because they have very serious personalities, so it’s a little bit harder to find variation in what they would say.

A sample of Gallanza’s idea of banter from Relink: “You’ll do whatever these requests tell you to, right? Good! Then come face me…”

This isn’t really about banter directly, but boss characters and villains like Beelzebub can be really fun to write because they’re allowed to use stronger and more violent language, like “Die!” or “I’m going to rip you to shreds!” which can’t be said by our protagonists.

FKHR: We did want to add costumes in Relink, and there are players who may have noticed that some characters do have the option to select character outfits. We would really like to see outfits in Endless Ragnarok, so all I can say right now is “Don’t lose hope.”

FKHR: I have more memories overall about the difficulties in the game’s development, but to name one thing that really sticks out in my memory…

Due to the development timeline, schedule, and costs, there was a period where we thought we wouldn’t be able to make the map for Seedhollow or the primal beast Vulkan Bolla.

However, the towns and the Primal Beasts are a huge part of Granblue Fantasy. Losing one of each of those would have brought down the impact and value of the game, so I went around apologizing and making requests of a lot of people, and in the end we managed to get both of those in, and I was overjoyed by that.

FKHR: Wacky creatures… crabs, tuna, and albacore are all in the game.

A crab from the original 2016 teaser for Relink

We originally didn’t plan on having a crab enemy in the game, but in the original teaser for Relink 10 years ago, we had a crab enemy that didn’t end up in Relink. We took the 3D model, brushed it up, and put it in Endless Ragnarok as an enemy.

FKHR: Are they actually popular?

FKHR: A classic element of RPGs is some kind of thing to collect, and there are some who love it and some who think it’s a pain. Because it is such a mainstay in the genre, we wanted to put that in, and we added features such as special dialogue lines that play when you find the crabs. We hope that this has made that aspect of the game more enjoyable for the players.

FKHR: Endless Ragnarok doesn’t have that many completely new songs, but the songs that play in the new opening and in the Conflux are from (Tsutomu) Narita-san and they are big favorites. While we have relatively few new songs, we added a lot of songs from the original mobile game, as well as from Versus.

FKHR: First of all, I’m really happy that I got to meet so much of our fan community here at Anime Expo. I’m very grateful for all their support. We are planning to have an even more expansive journey through the skies than ever before, so please look forward to that.

And this one will be a bit further out, but I hope people will also look forward to my upcoming new project.

Many thanks to Cygames for letting us talk to Fukuhara-san at Anime Expo. Granblue Fantasy Relink: Endless Ragnarok releases July 9th, and we’re just as excited to play as you are!

FKHR’s countdown art for Endless Ragnarok