Anime Declassified
Friday, September 24, 2021
Early Days Interview: Screenwriter Yosuke Kuroda (Animage, November 1999)
Friday, September 10, 2021
In-Depth Interview with Director Tetsuro Araki (Animage, December 2010)
"I Want To Hear Their Story"
In-Depth Interview with Director Tetsuro Araki
Source: Animage, December 2010
(Disclaimer: This is an amateur fan translation. I'm not responsible for any typo and misinterpretation)
Introduction
Tetsuro Araki was a standout right from his episode directorial debut in "Galaxy Angel". His first directorial work, "Death Note", is a TV series where razor sharp wit and eccentricity made it attractive. "High School of the Dead", which its broadcast just ended recently, is an impressive work full of fan service and penetrating sensibilities. He seems to be good at edgy works, but for the past few years, he has been working on his works with less of himself in the forefront. So what is his true intention?
Interview by Yuuichiro Oguro
[Tetsuro Araki Profile]
Director, born November 5, 1976 in Sayama City, Saitama Prefecture. Blood type B. After graduating from Senshu University with a degree in Humanities, he joined Madhouse. After working as a production coordinator and design manager, he made his directorial debut with "Tomoyo's Video Diary," an exclusive bonus video for (Japanese) fans who purchased the complete video set of "Cardcaptor Sakura". He has been involved in "Galaxy Angel" since the first series, and has attracted attention for his outlandish work. He made his directorial debut with the "Fairy Musketeer OVA". His representative works include "DEATH NOTE," "KUROZUKA," and "HIGHSCHOOL OF THE DEAD" (all of which he directed). On "Michiko and Hatchin" episode 7, which he participated under pen name, Saburo Mochizuki, is the one in which he was able to do what he wanted to do even though he followed the scenario. Just like "DEATH NOTE" episode 25 and the first episode of " HIGH SCHOOL OF THE DEAD," He is currently freelance.
"Fairy Musketeer OVA"
(This interview is conducted on December 10, 2010 at Madhouse studio)
---Actually there was a time when I was approached to interview you for this feature during the broadcast of "Galaxy Angels".
Araki: Oh, so long ago.
---However, I told (Masao) Maruyama-san that "it's too early. If you put him on a pedestal now, he'll get carried away. So it's better not to do it" (Note 1)
Araki: It's a bit of a "no-brainer," though.
(1) Masao Maruyama is a veteran producer of Madhouse who produced countless masterpieces.
Araki: As for myself, I'm very happy as well. (Takayuki) Hirao was featured and I was envious. (Note 2)
---Did you originally enter the animation realm because you wanted to be a director?
Araki: Definitely, yes. When I was a university student, I was making movies on camcorder video, and I thought it was interesting to make films, and I was happy that people around me were somewhat pleased with my work. That's why when I entered the animation industry, I was very clear that I wanted to direct. I liked animation to begin with, but I felt that it was easier to be a director in animation than in live action.
---What kind of films did you make at the university?
Araki: Well, let's see. It was about an older brother and a younger sister, and how the younger sister may or may not abandon the older brother who has gone crazy from worrying too much. It was about whether or not the sister would abandon the brother who had become too troubled and crazy, and whether or not he would cut him with a utility knife.
---That was brutal (laughs).
Araki: That was pretty much my mental state at the time. I imagined myself as the older brother, and cast the girl I liked at the time as the younger sister of the main character. It was like I was trying to get the girl to leave her brother. When I think about it now, I feel like I made something that was meant to harass me (laughs).
Everyone (laughs loudly).
Araki: The people who watched it were all very happy, though (laughs).
---Was there a reason why you joined Madhouse?
Araki: I was just about to graduate when I decided to work in animation. I wasn't looking for a job, so at first I was thinking of going to a vocational school. But my brother-in-law told me, "If you call them out of the blue and ask them to let you in, they'll let you in," so I called the places that were still recruiting at that time. At that point, the two companies that were still recruiting were Ashi Pro and Madhouse. I applied to both, and was rejected by Ashi Pro, but was accepted by Madhouse.
---As you became an episode director after going through as Production Assistant and Design Manager later on, did you have an image of the ideal director you were aiming for?
Araki: The first person who comes to mind is Yoshiyuki Tomino. But I didn't want to create something like him, nor did I want to become someone like him. I just thought that Tomino's way of expressing what is really important to him in the film, or shouting out what he wants to say in the film, is something that makes me feel good. That's what I want to do, that's for sure. It's not that I wanted to create a character who speaks Tomino dialogue, or that I wanted to do something like "Gundam," but that the act of putting oneself into a film is what attracted me. Also, even if I wanted to be like Tomino-san, I think it would be difficult for me to be like him because I can't get angry at people. According to what I heard, Tomino-san often gets angry with people.
---I heard that he was a scary person, especially in the past.
Araki: I was really weak-minded. Anyway, I couldn't get angry with people. I think to myself that if I had been able to get angry at people more, I would have been a better director. When I hear that a director I know has had a bad day with someone or got angry with someone, I think, "That is so cool......! I wish I could be like that" (laughs).
---Your episode directorial debut was "Galaxy Angel". In "Galaxy Angel", other people were doing outlandish things, but you stood out among them, and I remember that there was a sense that you were going in an avant-garde direction.
Araki: At that time, didn't you interview with me on the Madhouse web page? (Note 3). After the interview was over, you blurted, "don't make this a normal production."
Monday, November 14, 2016
Mou Hitotsu no Barusu: Untold behind the scene story of Laputa
Another Barusu
Thursday, June 30, 2016
Texture of Kabaneri
Texture of Kabaneri: Redefining the coloring techniques as demonstrated in "Kabaneri of Iron Fortress"
Coloring in Anime has come long way since Ink & Paint Department a.k.a. Finishing (仕上げ/Shiage) painted each cellophane sheet (cel for short) with a special paint and then those cels are photographed with a special camera stand. With adoption of digital coloring and compositing techniques, color scheme used in anime has gotten more brighter and gained richer texture. To many fans, one of the most notable example of such technique is rosy cheeks and florid skin of female anime characters which have been shown in past ten years. This time, "Kabaneri of Iron Fortress" pushed the envelope to next level which moving images look more like paintings.Again, I found another fascinating interview from the same Animage magazine which features the coloring technique and a new job title.
Animage June 2016 issue |
Feature: Drawing of the Soul |
Painting of the Soul
Chief Make-Up Animator: Sachiko Matsumoto (松本幸子)
Introduction
It's no doubt that heavily detailed visual is one the factors that keeps the "Kabaneri of Iron Fortress" exciting. Among those, it's the thickly textured cuts comprised of critical scenes, such as character close-up, that draw eyes to the show. They are the cuts made by artists with unique job title of "Make-Up Animator" of the show. These artists made an epoch as if these characters are painted like an illustration all while moving. They play important role in symbolizing the show's visual quality and bringing life to its drama.
---What kind of work does "Makeup Animator" do?
Matsumoto: Job title of "Makeup Animator" came up only recently. Director (Tetsuro) Araki and Design Setting Overseer (Junpei) Kasaoka came up with that title. From the start, it was about finding new expressions from digital 2D animation while utilizing it in production. We've set goal of expressing texture and feel of Haruhiko Mikimoto's illustration on actual screen .
---Therefore, isn't the work close to "compositing"?
Matsumoto: That's right. Except, in case of animation compositing, it has been augmented into a still image; however this time, we've been putting into a moving character images which is different from how things are done: how will it look when texture is added to moving characters.
We conducted multiple tests as we made it. Processing method changes depending on character; beautiful and cute for girls; keep the harsh line quality intact while adding texture to metallic parts, leather belt, glasses and etc for Ikoma. For example, in ink & paint stage, an "eye" is painted in separate solid colors, but we added highlights and depth to iris and pupil. Even eyebrows only had little touch up at first, but now we made it look fuzzy with blurring and added the process into the workflow. Then there is the hair. To express glossy and translucent feel of hair depicted in Mikimoto's illustration, we touched up the hair strands one by one with Brush tool. Also there is the goal of maintaining nuance of the line quality drawn by Chief Animation Director (Yasuyuki) Ebara, so we adjusted the line thickness and opacity while extracting pencil line strokes from inbetween drawings. So the work is about adding such process one (cel) frame at a time which also flows with character's movement. It's difficult because it's not just simply cleaning up the image, it's about not clashing with flow of the movement.
---In other words, you don't process it automatically like CG, but "paint" it one frame at a time.
Something like that (laughs). So at any rate, we can work with from few cuts to dozens of cuts for each episode. For example, we handled a total of 11 cuts for episode #1. As for staffs including myself, a person for inbetween, person who handles compositing and textures, and others, a total of 5 people have been working on the process.
---What are the fun aspect and difficult aspect while you're working?
I think it would be great if we can express that character is "alive" in that world. Again, there is that Director Araki's "wanting to make girls look cute" request so we pay special attention to them. Due to fact that cuts which we're handling are acting as face of the story, there is a heavy burden of doing the absolute best; but still it's really rewarding. They're really luxurious cuts, so we would be happy if everyone could enjoy with "oh wow" feeling.
Last scene in the episode #1: An impressive cut where Mumei removes her ribbon.
Top one is before the processing, Bottom one is after the processing which shows a hint of sexiness added to hair and skin texture. Also a feeling of richness in her expression as well. In case of this cut, the same processing was done on 30 frames one frame at a time.
Likewise, Ayame from Episode #1. Lower right is before the processing. Upper left is after the processing. Rosy cheek is derived from blurred flat red color. When comparing before and after processing on eyebrows, they actually look like women's makeup. Limited only to female characters, slight red hue is added on eyelids to express florid complexion
Thursday, June 16, 2016
Creative Process behind "Bungo Stray Dogs" ED
Portrait of Stray Dogs
Creative Process behind "Bungo Stray Dogs" Ending Sequence
Source: Animage magazine June 2016/Vol. 456As a hardcore anime fan who regularly dig through Animage magazine (月刊アニメージュ) for interviews and features, I really want to share this kind of behind the scene interview and commentary which Japanese fans have been enjoyed for decades. I hope my amateur translation bring some insight on how Japanese animators bring their work to life.
(Disclaimer: This is just a fan translation of existing magazine feature. I'm not responsible for views expressed in the feature.)
(Update: I've made corrections on names and titles. Also I have made changes on wording)
Portrait of Stray Dogs: (Relationship) Triangle of Atsushi, Dazai, and Akutagawa
Ending song "Namae wo Yobuyo"
Introduction
Yasuomi Umetsu, the animator, director, and screenwriter well known with oversea fans, has been famous for directing numerous (TV anime) opening and endings sequences. This time, he has handled storyboard, direction, and animation direction for ending sequence for "Bungo Stray Dogs"."I wanted to express what Dazai and Akutagawa are meant to Atsushi at deeper level.", said Umetsu. Thus he made the sequence featuring the relationship among Atsushi, Dazai, and Akutagawa as basis.
With triangular relationship looping around Akutagawa to Dazai; Atsushi to Dazai; Dazai to Akutagawa, he made the sequence by visualizing their relationship portrayed in the first cour of the show. From details of their perspective to hand gestures, there is intricate drama weaved in them. We want to present how scenes in this beautiful "Bungo Stray Dogs" ending sequence leaves deep impression on us by Umetsu's abundant imagination.
Interview #1: Yasuomi Umetsu
(Direction, Storyboard, Animation Direction)
--What kind of impression did you get after reading the manga?
Umetsu: At first glance by the title alone, I wondered if this was like "I Vitelloni" (1953 Italian film directed by Federico Fellini) with novelists as main subject. When I read it, it has exceptionally strong impression of battle genre, but I felt triangular relationship among Atsushi, Dazai, and Akutagawa.
---Did you and Director Igarashi had more specific discussion?
Umetsu: More like listening to his thought on the works than specific order. It is necessary to find commonality between his thought and my thought, but this time we had the same impression. I brought my draft with expectation of "perhaps mine is like this" to Igarashi and he felt that "this direction is fine" and so there was no hesitation. Except physical work took so much time and I barely made to the last minute (bitter smile)
---Do you jump onto storyboard right after expanding your ideas?
Opening Song CD |
Ending Song CD |
---It seems like you went to Yokohama for inspiration
Umetsu: I felt something was lacking as I was drawing the storyboard. So I hurriedly went to Yokohama for reference. My concept idea has gotten broader as I took photos of the actual locale. When I thought about 'how to move things to where", there is still a limit to just sitting behind the desk and working on the storyboard. I reaffirmed importance of overall atmosphere through the actual visit (to the locale). As for first scene where each character is holding a book and I thought, "I want to position them here" after seeing the actual Yokohama's scenery.
---What is the most rewarding part to you for making the opening and ending sequence?
Scene-by-scene Commentary
(Translator's note: I have modified the original magazine feature to fit blog format)
Animage June 2016 / Vol.456 |
Background is modeled from a dock in Yokohama. Dazai is lying next Atsushi, but their hands still don't touch."Atsushi's pinky finger is moving just a little because it's the most heart pounding moment whether it is going touch or not" (Umetsu). It's definitely a delicate balance between their relationship.
Atsushi lost in thought by window and Akutagawa walking on a night street. Each goes on with one's fate with full moon set as background. "On color selection discussion with Igarashi, I've set Atsushi's theme color as bluish-white, Dazai's as white, and Akutagawa's as red for motif. To bring out those three colors, I've set aside usual background and cel color scheme. And those three colors came out forward much more" (Umetsu).
Shadow on the wall slowly becomes the tiger's shape. Reason for drawing it as shadow? "Because epitome of transformation scene has to be shown in the episode, so there is no reason draw it in the ending. Even though opening and ending are not about depicting specific story elements, it's important to express the symbolic matters of the show" (Umetsu). Such is his persistence.
Atsushi and Dazai, while Akutagawa who is farther apart from them (top picture). Atsushi and Dazai are facing front while Akutagawa is facing other direction (bottom picture). These three characters' relationship is expressed frankly by these two shots. As for reason why above cuts are in red and white, "I wanted show comparison between Dazai and Akutagawa. By putting Atsushi with Dazai, it brought out strong feeling of Atsushi and Dazai as a pair." Umetsu explains.
9. Dazai petting Atsushi's head
Atsushi drops into a sea. Also Yokohama scenery is shown in the background. "Atsushi has both naivety and a part of irrationality mixed together. Instead of changing, he still doesn't know how to deal with himself " Umetsu said. That is why his facial expression wants to say something while sinking. "It's his unique face expression mixed with various thoughts" Umetsu added.
12. Dazai's hand in water
14. At a special place by himself
Sudden appearance of two fascinating cuts: "I didn't want to end with cut and dry feeling; so I wanted something to save the thought of 'let's watch it next week too'". On half-weretiger cut: "As a character, Atsushi can goof off too, right? It's too complicated for Dazai and Akutagawa though (laughs)" as Umetsu comments on the cut which Atsushi shows "roar" expression with heart-shaped windpipe. On final cut's graphic style image, Umetsu concluded,"I wanted to close the ending in style with (Atsushi's) just-right-before-turning-into-tiger image."
Profile: Luck Life is a rock band based from Osaka. The band is composed of LOVE-Ooishi (Drums), PON (Vocal & Guitar), Taku (Bass), and Ikoma (Guitar). Their previous song, "Unchanging Sky / 変わらない空", is the main theme song for TV anime, "Junjo Romantica 3". They made their major debut with "I'll call out a name / 名前を呼ぶよ".
---I've heard that Luck Life started when you guys are in high school
PON: As soon as I entered high school, Ooishi said, "Hey you wanna check out light music club?" I wasn't totally interested at first, but as I watched seniors in light music club and I thought, "maybe I could get super popular" (laughs). That's how I met colleagues and started the band with such naive mindset.
PON: As soon as I entered high school, Ooishi said, "Hey you wanna check out light music club?" I wasn't totally interested at first, but as I watched seniors in light music club and I thought, "maybe I could get super popular" (laughs). That's how I met colleagues and started the band with such naive mindset.
---You had a different band name at first, but changed to Luck Life in 2008.
PON: We went for popular rock genre to play the original music that I've written. We used that opportunity to change the name and set the goal to make debut with mainstream.
---"I'll call out a name" is like that, I felt your music is about expressing solid lyric with easy-to-listen vocalization.
PON: As for making music, it's all about wanting everyone listening to our song. We take great care with lyric with "don't lie" as our motto, so I think we're making song for everyone with what I myself really feel.
---What is your impression of "Bungo Stray Dogs"?
PON: Everyone being cool and handsome is the first thing that came up in my mind. As guys, their powers are still weak though, right? (laughs) It's close to what I read as a kid so composing the song was fun.
---We know that "I'll call out a name" is your own songwriting, but can you tell us how did you made it?
PON: Animation production asked the song to be a ballad. At first I couldn't imagine ballad just from reading a lively battle action comic. However, there is that Atsushi's "you can't go on living without telling someone that 'it's good to be alive'" line and I totally understood. So the band started to try out some tunes and there would be some feedback from listeners; so as I continually thought about it and then lyric came out from my gut with a bang.
---I felt a connection from your song with Atsushi Nakajima's novel, "Sangetsuki". The story is about a poet who turned into tiger and asking his friend to save his name and poem before he loses his humanity.
PON: Oh, really? What a coincidence! I was so busy at that time of writing; and now that I recall, I certainly had a meeting with Director Igarashi when lyric was half-finished. I was, like, happy when he said, "leave as it is. This is fine". So I wrote the remaining lyric straight ahead while riding a bullet train to Osaka.
PON: Most memorable part was Dazai is petting Atsushi's head. They're, like, really cool. I really love Dazai and Atsushi's master-and-pupil relationship. It makes me happy to think about everyone listening to "I'll call out a name" while immersed themselves in setting sun. If you like us through our single, please check us out at our live concert.