"Vagrant Story" was conceived during a time when most games had made the transition into three-dimensional graphics. Games with real-time polygons were the mainstream, and it was decided for "Vagrant Story" to follow this trend. Murata, the main programmer, expressed his concerns in working towards a large-scale three-dimensional game for the first time. To avoid discrepancies in the frame rate caused by the large number of polygon models, the modeling team had to select an aspect of each character to focus their attention. Art director Minagawa mentioned that painstaking detail were given to each individual model, even to characters that only appear for a few seconds in the game. The same character models were used throughout the game to create a seamless transition between event cutscenes and actual gameplay. The sound effects of "Vagrant Story" are credited to Minoru Akao, the game's sound programmer; and Tomohiro Yajima, the sound editor and engineer.