 The majority of material created for previous games , such as the BLiTZ system and the design of maps , was carried over . Alongside this , improvements were made to the game 's graphics and some elements were expanded , such as map layouts , mission structure , and the number of playable units per mission . A part of this upgrade involved creating unique polygon models for each character 's body . In order to achieve this , the cooperative elements incorporated into the second game were removed , as they took up a large portion of memory space needed for the improvements . They also adjusted the difficulty settings and ease of play so they could appeal to new players while retaining the essential components of the series ' gameplay . The newer systems were decided upon early in development . The character designs were done by Raita Honjou , who had worked on the previous Valkyria Chronicles games . When creating the Nameless Squad , Honjou was faced with the same problem he had had during the first game : the military uniforms essentially destroyed character individuality , despite him needing to create unique characters the player could identify while maintaining a sense of reality within the Valkyria Chronicles world . The main color of the Nameless was black . As with the previous Valkyria games , Valkyria Chronicles III used the CANVAS graphics engine . The anime opening was produced by Production I.G. 
 The majority of material created for previous games , such as the BLiTZ system and the design of maps , was carried over . Alongside this , improvements <a href='uninflect' title='1'><mark>were</mark></a> made to the game <a href='null_genetive' title='2'><mark>'s</mark></a>graphics and some elements <a href='uninflect' title='3'><mark>were</mark></a> expanded , such as map layouts , mission structure , and the number of playable units per mission . A part of this upgrade involved creating unique polygon models for each character <a href='null_genetive' title='4'><mark>'s</mark></a>body . In order to achieve this , the cooperative elements incorporated into the second game <a href='uninflect' title='5'><mark>were</mark></a> removed , as they took up a large portion of memory space needed for the improvements . They also adjusted the difficulty settings and ease of play so they could appeal to new players while retaining the essential components of the series ' gameplay . The newer systems <a href='uninflect' title='6'><mark>were</mark></a> decided upon early in development . The character designs <a href='uninflect' title='7'><mark>were</mark></a> done by Raita Honjou , <a href='null_relcl' title='8'><mark>who</mark></a><a href='been_done' title='9'><mark>had</mark></a> worked on the previous Valkyria Chronicles games . When creating the Nameless Squad , Honjou was faced with the same problem he <a href='been_done' title='10'><mark>had</mark></a> had during the first game : the military uniforms essentially destroyed character individuality , despite him needing to create unique characters the player could identify while maintaining a sense of reality within the Valkyria Chronicles world . The main color of the Nameless was black . As with the previous Valkyria games , Valkyria Chronicles III used the CANVAS graphics engine . The anime opening was produced by Production I.G. 
Da majority of material created for previous games , such as the BLiTZ system and tdadesign of maps , was carried over . Alongside this , improvements was made to the game  graphics and some elements was expanded , such as map layouts , mission structure , and thdaumber of playable units per mission . A part of dis upgrade involved creating unique polygon models for each character  body . In order to achieve tdis, the cooperative elements incorporated into thedacond game was removed , as they took up a bigass portion of memory space needed for the improvements . They also adjusted the difficulty settings and ease of play so they could appeal to new players while retaining the daential components of the series ' gameplay . The ndar systems was decided upon early in development . The character designs was done by Raita Honjou , done worked on the previous Valkyria Chronicles games . When creating the Nameless Squad , Honjou was faced witt the same problem he done had durin the first game : the military uniforms essentially destroyed character individuality , despite em needing to create unique characters the pldar could identify while maintaining a sense of reality within the Valdaia Chronicles world . The maindalor of the Nameless was black . As with the previous Valkyria games , Valkyria Chronicles III used the CANVAdaraphics engine . The anime opening was produced by Production I.G.