Erased – Digging Deeper

Over the last couple of years, I can see that my focus on this blog has pivoted from general anime enthusiasm toward celebrating a very particular strain of anime with a gushing, obsessive level of discussion. The kind of anime I’m talking about here isn’t just ‘good anime’, an anime that ticks all the boxes of entertainment, or even anime that I think are amazingly produced. Rather, it’s that anime that comes along once in a while and strikes a chord within me in some intangible and unexpected way. There was Love Lab with its effervescent characterful animation, Ping Pong with its wobbly, skewed aesthetic and Yozakura Quartet that blew me away with its fresh, vivacious webgen production, and of course many more that I haven’t been able to talk about yet. But the thing I’ve found with each of them is that their resonating charm was fuelled by the very personal creative impulses, ambitions and talents of the people behind them. The latest series to move me in this way was Erased, or Boku Dake ga Inai Machi.

Boku ga Inai Machi (or Erased) is an anime adaptation of a popular seinen manga series by Kei Sanbe, and seems to have been met with universal praise from viewers around the world. The author takes the basic ingredients of crime-thriller and childhood coming-of-age drama, throws in a hint of time travel and seamlessly blends them together into a riveting, and suspenseful story. After being framed for murder the protagonist, Satoru, is unwittingly thrown back in time to his childhood where he must reach out to those around him and muster his personal resolve to try and outwit a cunning and cruel serial killer. Much has been written about the show’s riveting story but most critics seem unable to put their finger on why they appreciated the production side of things. I am going to try put my finger on it! Looking into it, I soon found that, counter to the case in many anime, its excellence is largely due to the man in the proverbial director’s chair, Ito Tomohiko.

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Tomohiko Ito

Director Ito has already proven himself worthy as a producer with his directorial work on Sword Art Online and Silver Spoon at A-1 Productions. An antithesis to studios like Trigger or Kyoto Animation, A-1 Pictures’ core, permanent staff are just a small group of producers and digital effect/CG artists – their animators are employed on a casual as-need basis. This is why there is no A-1 Pictures ‘look’ beyond their post-production finish standards and CG work. As such, it falls to the director to assemble the key creative team that will drive the style and quality of the production, and Ito was easily up to the task. But while these previous outings were polished and successful, Erased is perhaps the first time we’ve seen Ito rise well above the perfunctory and flex his creative muscles as director.

One reason for this might be that he has both a history and an interest in the thriller genre, and originally started in the industry at Madhouse working on serious anime with a suspenseful edge such as Monster and Death Note. Since moving on from Madhouse and being in charge of more light-hearted quintessentially ‘anime’ works he has expressed a desire to sink his teeth into something more in this vein. When one of his colleagues showed him the Erased manga years ago it obviously resonated with him as he set to work rallying Aniplex (A-1 Picture’s parent company) directly to launch an anime adaptation with him as director.

As a fan of thrillers, he has clearly relished the role. He made a conscious effort to ramp up the feeling of suspense and excitement in the show by drawing inspiration from Hollywood thrillers rather than following the approach of Japanese TV thrillers or similar anime. For example, while the show is set in real parts of Hokkaido, the stark and sombre way they portrayed their locations was strongly influenced by the Danish crime drama series The Killing, set in Copenhagen. Ito has said that the butterfly that appears throughout the show whenever Satoru jumps through time is an homage to another thriller work (but won’t say which one! – he did say it’s not Butterfly Effect though). Overall, there was a push to make Erased feel exciting and cinematic in a Hollywood thriller kind of way.

The butterfly imagery id a homage to a thriller
The butterfly imagery id a homage to a thriller

This push was made possible by Ito’s industrious style of directing, as someone who really throws himself at every production. When he took on Silver Spoon he visited agricultural schools and ate a lot of food to understand the setting of the series. For Sword Art Online, he spent a solid week going to net cafes after work and staying up late into the night playing MMORPGs to get a sense of how people interacted in online games. For the later series of Sword Art, to help portray realistic gun battles he went shooting. Let’s hope no practical experience was needed in portraying the dark kidnappings of Erased! But this all goes to show that Ito truly pursues every avenue to excel, tinkering with many realms of production that many directors are happy to overlook. This may be truer in the case of Erased than ever before.

One thing I noticed pretty quickly when watching the show is that it didn’t sound like just another run-of-the-mill anime; the voice acting felt refreshing and somehow more natural. Rather than the crisp, familiar voices of the industry staples, the protagonist was handled by film actors, both for his young and old versions. To make the two voices feel like they really belonged to the same character, all of young Satoru’s lines were read by his older counterpart, so that his adult inflections and tones could be better reflected. Going even further, in order to increase the natural, conversational feel of the dialogue there was a conscious decision to ensure that the voice actors were together to record their lines in, rather than allowing them to record their lines independently (a common occurrence in the industry for in-demand seiyuu). The sound effects too, were consciously used to add suspense, drawing from  western fields and the way they use bangs, rumbles or other noises to surprise and unsettle the viewer.

However, Ito’s stamp leaves its biggest imprint on the series’ visual design. Rather than being forged from the fires of animation like many notable directors, Ito hails from a storyboarding and production setting background, and that enables him to expertly and holistically control the look of the show from the ground up. He put a huge creative signature on the show by going against the grain of the normal adaptation storyboarding process, instructing his storyboarders not to replicate panels from the manga but to envision how the layouts and scenes can evoke a cinematic feel that would keep people’s attention hooked. He used a number of approaches to try and achieve this.

Attention was paid to the use of visual effects to keep the series from feeling flat – flicking to shots of the spinning wheel of film and other visually compelling shots were used to spice up the flow.

Perhaps his most apparent imprints on the look of the series is his instruction to staff to pay close attention to backlighting – how light from outside windows, streetlights, etc can cast visual depth into shots. This may be something he picked up an appreciation for when working on Guilty Crown, which used lighting to superb effect. The general aesthetic of the show bows to this edict wherever possible and gives it a strong cinematic flavour. At times the use of light and shadow is used to dramatically ramp up the tension, other times it simply adds to the realistic feel the show aims for by ensuring that the lighting of each scene is carefully rendered as it would be in real life – no scenes are simply bright for the sake of presenting the characters and many occur only under the light cast from a TV or nearby street lamps. The characters being enclosed by darkness in these night scenes gives a sense of dread and unease.

Ito didn’t just ensure that the series felt realistic and visually engaging.  As a storyboarder inspired to join the industry after seeing Evangelion, it certainly looks as though he carried the influence of Hideki Anno’s work throughout his career and it’s no less apparent here. Ito uses the space between characters as well as stark lighting to symbolic effect, treating layouts more as paintings and works of art than stages for the characters. By that I don’t just mean he just tries to make them pretty, but he crafts them to convey visual metaphor and evoke particular emotions. He’ll do things like place two characters on either side of a clear division between light and shadow, or use perspective and composition to emphasise which character is in control or more powerful. Similarly, he’ll use open spaces to depict emotional distance, and occasionally jarringly centred shots to show urgency or tension. This is something that Evangelion in particular is famous for.

Erased (Ito Tomohiko Storyboarded):

Evangelion (Hideaki Anno Storyboarded):

As a result, the series has a very conscious use of layout and composition to help underpin the emotion of the scenes. The childhood scenes pull the camera back so that characters appear small, placing them in large, open spaces.  This, combined with the very deliberate effort to frame many shots as though the children are being watched, gives a real sense of helplessness and danger.

His repertoire is taken a step further in Erased, introducing a very strong focus on the use of colours in shots to symbolise emotions. All throughout the series, he paints with reds and blues at every possible opportunity to reinforce the mood of the scene.

Early in the series, it becomes clear that red is associated with danger and isolation while blue is associated with safety and family as a kind of dichotomy between Satoru with a loving mother and the lonely victim Kayo whose only family are relentlessly abusive. As the series develops I think the director used this association to deliver extra suspense and tension in many of his scenes. Maybe even subconsciously, I suspect much of Erased audience felt a wave of dread when the background changed to red in the sequence with Satoru in the car with the killer because this colour association had been woven through the show up until that point. Of course, none of this is brand new in the realm of visual storytelling, but Ito ensures it is delivered with just enough nuance that you feel its impact without necessarily noticing it on screen.

Ito’s deft handling of storyboarding, layout and general direction may have developed while working under super-director Mamoru Hosoda, having served as assistant director on The Girl Who Leapt Through Time and Summer Wars.  Given his Eva influences it’s no surprise that his work contains the creative DNA of Kunihiko Ikuhara and Osamu Dezaki.  Like Hosoda, Ito takes a naturalistic approach to symbolic framing, preferring to place his characters in a real space, rather than the surreal and arbitrary stages of Ikuhara and Dezaki.  His use of framing seems to parallel some Anno’s cinematic inspirations, such as the use of minimalist camera work.

Layouts from Ito’s Kekkai Sensen 11:

Ikuhara’s style:

Hideaki Anno style:

His background may not be in genga, but that doesn’t mean he doesn’t appreciate animation. Like Sword Art Online before it, Erased has its fair share of charismatic animation. Again, it may be his time under Hosoda that gave him some of this appreciation, or at least the production know-how to getting this animation created. He certainly picked the right chief animation director for SAO, and Keigo Sasaki is a similarly good fit for Erased, bringing consistent, polished art and moments of realistic, yet emotive character animation. The animation highlight of the series was undoubtedly episode 3, spearheaded by Takahiro Shikama.

Shikama was the director, storyboarder and animation director for that episode and he really shines, delivering what is, in my view, the best episode of the series. It’s certainly the episode that first made me feel like Erased was something special. His storyboarding work applies Ito’s direction to superb effect creating an episode that is brimming with dramatic tension at every step. He harnesses a number of animators to delivery some powerful scenes of animation such as the ice-skating race (handled by Shikama himself) and the romantic scene at the end of Satoru and Kayo being surrounded by running foxes (handled by Takahito Sakazume). Takahiro Shikama was a major player in the production of Sword Art Online, being the main action animation director for the first season. But this is the first time he has had the opportunity to show his mettle at the director level. I hope he gets the opportunity more in the future!

One area it’s clear that director Ito is not as confident in is the writing. Erased requires delicate portrayals of family life and domestic abuse, whereas Ito had trouble even trying to portray intimate moments between Asuna and Kirito (as apparently all the staff were single). So it’s very fortunate that he found a great screenwriter in Taku Kishimoto.

More than just a thriller, Erased scratches beneath the surface of events and evokes profound human drama in its storytelling. From the harrowed Hinazuki trapped in a miserable life of abuse at the hands of her mother, to the protagonist’s encountering true feeling and meaning his life through reliving his past, Erased is steeped in emotion. Taku Kishimoto is in charge of the story for the series and almost certainly is to thank for this, having written the entire script for the anime adaptation of Usagi Drop and Silver Spoon (also under director Ito). Erased is an-edge-of-your seat thriller made all the more intense because you feel so much for those involved that every dangerous development is like a kick in the gut; the killer isn’t just after a random kid, they’re after Hinazuki.

Interestingly, I don’t think the episodes that Ito storyboarded himself were the strongest. While he has a history of storyboarding work, on review, I don’t see him as being particularly talented at it (except maybe for Kekkai Sensen episode 11). Ito isn’t a great anime director because he is a great artist but, more in the vein of Kenji Kamiyama or Mamoru Oshii, it’s because he is full of high-level ideas and has the ability to harness the creative talents of those under him to weave those ideas through every level and every facet of his productions. He doesn’t fall into the trap of many anime directors, of focusing on just he animation, or just the story, but he is able to take a step back and see the whole picture, how every part of an anime production can be utilised in symphony to render a vision. I see real potential for Ito to fall into the hall of great anime director’s and avidly await his first opportunity to direct an original series.

 

 

Ryo-Chimo & The Digital Animation Movement

Illustration by Ryo-chimo, featuring his own mascot character on the right
Illustration by Ryo-chimo, featuring his own mascot character on the right

3 months ago I started writing a blog entry on one of my favourite ‘under-appreciated’ anime from the last few years, Yozakura Quartet: Hana no Uta (NOT to be confused with the mind-numbingly dreadful original Yozakura Quartet TV anime adaptation!). Other than singing its praises, I wanted to hit home the fact that the series was a giant step forward for a fascinating new generation of animators and a landmark series in the use of digital animation in commercial anime production.

But, as I was putting it together, it quickly became apparent that this little aside was becoming not as little as I thought, and that it had actually become a post unto itself! So now, after my research into the topic uncovered an interesting story to be told, I present to you a dive into web-generation animators, their use of digital animation and how one especially famous animator, Ryo-chimo, has paved the way for them to take the anime world by storm in recent years!

Web-animators, gif-animators

Before we delve any further, I need to get two terms that are often batted about in the Japanese animation fandom straight with you:

The ‘web-generation’ (web-gen) rabble are termed so because they are a pioneering generation who grew up with the advent of the internet and the rapid improvement of tools and software for digital drawing. This put them in a position where they could easily hone their skills as a hobby using Flash and drawing tablets, creating gif animation and putting their talent on display on websites and blogs for the world (and future employers looking to scout them) to see. ‘Gif-animators’ more specifically refers to those who created and shared digital gifs as the means of learning animation. These web-gen guys would often get scouted and pulled onto mainstream animation projects by some of the more avant-garde directors looking for new talent to spice up their projects with some fresh faces. This self-made kind of career is in stark contrast to the traditional avenues for entering the Japanese anime industry.

The fact that they didn’t originate from an animation school or through the rigorous training of a particular studio but learnt themselves and got where they were by showing off their individual talents makes these guys an interesting presence in the industry. Without learning animation through guided training or experience as a key-animator they rapidly develop their own styles from scratch or by adopting and playing with the styles of other animators they follow ( something which has been made far easier for them to consume by the flood of animators now running blogs and using twitter). The result is often that they revel in a flashy, idiosyncratic style yet are not as proficient in the fundamentals of animation – being able to draw convincing movement of their subjects in line with the models/designs of the production.

The latter is a common concern among many industry veterans, but the former is a boon to anime as these guys are often called in for certain scenes or episodes to make them crazy and stand-out-ish. When these webgen staff are herded together on the right project with the right oversight they are a force to be reckoned with, and that’s exactly what happened on Yozakura Quartet, the series that really made me notice the potential of these new faces. We’ll look at a few such anime throughout this post.

There are a few cliques of these guys active these days, like those revolving around producer Shouta Umehara at Dougakobo who worked on Yuruyuri, Love Lab and the Mikakunin PV, or the associates of Tatsuya Yoshihara, responsible for some of the more interesting animation from Muromi-san, Barakamon and, most recently, Yoru no Yatterman.

But the group of people I want to hone in on with this post is the old-guard, the forerunners who heralded the dawn of the web-generation. Kenichi Kutsuna, Ryo-chimo, Norio Matsumoto and Shingo Yamashita were the first wave to go pro from their hobby animations and gifs, scouted by animators such as Satoru Utsunomiya or directors like Osamu Kobayashi. These guys have really pursued and pushed the cause of harnessing digital animation technique in their creations. They have set the ball rolling by pioneering the use of digital animation work in TV anime such as Birdy the Mighty Decode and Yozakura Quartet Hana no Uta.

Digital Animation

I’ve mentioned digital animation a few times so far, and it’s because drawing digitally is inexorably linked to the new kind of movement and visual style that these web-gen guys are bringing into play across the industry.

Put simply, digital animation is animation created from a series of digital drawings drawn on a tablet in a computer software environment, usually Flash. The important thing to stress is that the role of Flash here is simply to replace pencil and paper as the tool to draw the frames that will ultimately be composed into the final animation product – it’s used as a drawing tool NOT an animation tool. There is no automatic in-betweening, it’s not used to colour the frames and it’s not used to actually render the finished animation; the digital animation is a series of discrete drawings. When people talk about flash animation in the west they think of auto in-betweened stuff used in children’s cartoons, which have an awkwardly smooth and dull kind of motion, but in Japan the animator still creates the movement totally by hand with drawings, and thank god for that!

Examples of digital drawings by Shingo Yamashita:

In fact, very often the digital drawings are treated the same as regular key drawings (called ‘genga’) – they are printed and scanned to be coloured and finally composited into the end product in a software package called RETAS. In-betweening and animation direction can work as normal, with the printed key-frames being sent to the other parties to work on, or the flash file being shared with them if they too are working digitally.

The only time I’ve heard of flash being used to render the animation right through was in the recent series Ping Pong, in which Masaaki Yuasa’s Science Saru production team seem to have developed a technique to use Flash’s auto-in-between tools to produce certain movements that don’t look totally vapid (but they’re certainly a little unusual):

Perks of Digital Animation

With all that said, there definitely are differences between analog and digital animation, mainly stemming from the fact that in flash you can very efficiently plan out, modify and test the timing of your animation cuts, because the timeline is shown right on the screen. This makes it much easier to plan out the sequence and play with the timing, replaying the animation back instantly to test how it’s looking. This easy playback also enables the animator to experiment more with a sense of dynamic ‘camerawork’ on their cuts. This is why many gif-animators have a highly-evolved grasp on how to create animation that feels like it’s totally free in a 3D space, with spinning cameras and lots of background animation.

Drawing within flash also allows much more efficient management of layers to animation, granting the ability to toggle on and off any number of layers on the screen at the click of a button rather than trying to coordinate sets of drawings. I don’t think this has really started to be taken full advantage of yet but certainly it enabled BahiJD to play around with scenes packed with many layers of Space Dandy to an exciting effect.

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Another interesting stylistic thing you notice with a lot of digitally-animated sequences from gif-animators is that they’ll use forms of colour with minimal linework or even NO linework. This is especially true of their effects animation, which often portrays magic, flame, laser beams, etc. as borderless streams or shapes of colour. The simple reason for this is that in drawing digitally you can very easily use the solid paint tool to draw. These digital genga from Birdy illustrate the use of this tool:

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This sort of globular, borderless colour is a distinctly new style that these guys are bringing to anime and allows for some effects to be created much quicker than having to draw the extent of the shapes with linework or paint. As it’s quicker to create, effect animation of this variety can often be made extremely fluid and fast.

uozakura-effects

Perhaps the most evolved example of this style comes from Shin Sekai Yori, by its number one user, Shingo Yamashita. This is the ED from that show, which he animated. It’s striking and unique because of the way it feels painted rather than drawn, and that comes from this approach.

Limitations of Digital Animation

That said, it also serves to highlight the downside to digital animation – the ability to be expressive in animation through changing-up the linework, like making it rough or gritty to add raw intensity to a cut. I can’t imagine things like Yoshimichi Kameda’s sumi-e brush style animation being possible on a tablet.

kamedagengaKameda and others using rough and experimental shading and linework on paper create some truly powerful moments of animation and drawings that digital animation would really struggle to replicate.

A certain amount of finesse and subtlety  is also lost when drawing with a tablet. Although they are improving every year, the precision of digital drawing may never match the absolute control an artist has with pencil or paint on paper.

For some of these animators, particularly those in the ameteur stage of their career, there may actually be a risk that these ease of modifying the drawings across their timeline reinforces some bad habits. It allows for gif animators’ tendency to make characters move extravagantly and wildly for movement’s sake. There may well be less value placed on getting each key-frame right, and therefore the animation is less through-conceived and more created on the fly, the final product being more dynamic but with less gravity and impact.

Ryo-chimo & The Evolution of Digital Animation

Although many of these web-animators have had experience creating animation with flash for their own hobby gifs and side-projects, many are faced with entering an industry that remains largely powered by pencil-and-paper drawings. That said, it has come a long way in the last few years towards facilitating the use of digital animation in normal commercial productions. This change hasn’t happened on its own, animators have had to push for it, and no one has pushed harder or further than a man named Ryo-chimo.

chimo
Ryo-chimo in the top left feature in a Newtype magazine segment ‘This creator is amazing!’

Ryo-chimo (real name: Ryousuke Sawa),  is pretty recognisable as the vanguard of the web generation of animators, being one of the first to turn professional after being scouted for his gifs  (Kenichi Kutsuna is generally considered to be the first). From there, he very quickly rose to prominence as a central figure in the ongoing movement towards digital animation. He’s also one of the best examples of a preternaturally talented animator whose lack of a formal animation training background does not seem to have in any way impeded his ability to tackle any kind of animation.

In his youth he was an avid anime fan and otaku and this led him into illustration and animation as a hobby. After briefly working at a game company, he got his foot in the industry’s door back in 2004 when he was scouted by the illustrious Osamu Kobayashi for his new anime, BECK. Kobayashi saw the gifs Ryo-chimo had put together on his website and, being Osamu Kobayashi, thought it worth giving him an opportunity to see what he could do. In an almost unprecedented move, without spending any time at all doing in-between work, Ryo-chimo leapt straight into doing key animation in the first episode and became a mainstay animator of the series.

Soon after, he was invited to work on Sousei no Aquarion where he first worked with an animator he considers to be a god, Satoru Utsunomiya, who was largely in charge of episode 19. Satoru Utsunomiya deserves a lot of credit for scouting and providing opportunity to several important digital animators at this time, such as Kenichi Kutsuna, and being a proponent of the use of digital tools. During Sousei Aquarion he pushed the use of digital, 3D layouts (animation drafts), which are now commonplace in anime production. Thanks to Utsunomiya,  Ryo-chimo’s work here on episode 19 is actually the first time he was able to draw digitally in his professional anime career (which you can see his raw key frames for here https://www.youtube.com/watch?v=U08rIirZrTo ).

Ryo-chimo’s next big gig, also with Utsunomiya, was just around the corner: the awesome and experimental anime called Noein. If you haven’t seen it, I recommend checking it out. Not only does it have a very unique and fascinating sci-fi story, it’s also unusual in terms of its production,  opting not to to have a series animation director; each episode’s animation director’s own style crept through with their uncorrected take on the character designs. On this series he was a regular animator and essentially studied under Utsunomiya and the illustrious Norio Matsumoto. When given the chance to key animate a climactic battle scene in episode 12, he produced a sequence that really put him in the spotlight as a young star animator.

The smooth yet intense animation had a thrilling gravitas to it that made it one of the most memorable parts of the whole show. I remember sitting up and being totally struck by the power of the animation in this scene, and that was back before I was interested in animation specifically. Norio Matsumoto was the animation director on that episode and gave Ryo-chimo that part to work on. Apparently it was Norio Matsumoto’s idea to use the rough line-work in the scene that gave it that visceral edge. This explains why, on the surface, it’s not quite Ryo-chimo’s usual style, which favours minimalistic, very clean and nuanced linework.

The next indicator of Ryo-chimo’s greatness was probably his scene from Toki wo Kakeru Shoujo, which is his own, personal favourite bit of work to date. He animated the scene of Makoto running down the street followed by the camera. In an interesting twist on the sequence, she starts to falter from exhaustion and is overtaken by the camera, only to regain her strength off-screen and push herself back into the frame. It’s fun ideas like these that can really make animation interesting! The sequence showed that Ryo-chimo was able to draw convincing character movement to a high degree of realism.

Apparently he got the idea for the strong portrayal of her exhaustion using reference footage of him actually running down the street as fast as he could, with other film crew driving alongside him to film it. The cut was extended out to a much longer sequence that originally intended following his work.

kakeru

From there, after a couple of years worth of more compelling animation, including a scene from Mitsuo Iso’s enigmatic TV anime Denno Coil,  Ryo-chimo moved up a level to the position of character designer/chief animation director of Birdy the Mighty Decode. Ryo-chimo was well established as a popular illustrator and he created some unapologetically attractive and charismatic character designs for Birdy Decode. Belying his origins as an otaku, his predilection for drawing lascivious and moe characters was on full display, but he also showed his ability to create characters with an indescribable vivid depth and personality . Very much in the web-generation philosophy he designs characters which favour simple linework and bold colours over the luscious detail and highlights associated with the previous era of anime.

yande.re 117963 sample birdy_cephon_altera birdy_the_mighty sawa_ryousuke

His characters come to life with vibrant colours and striking expressions. This web-generation style is quickly rising to prominence as a dominant new, modern look for anime, with many other series like Rolling Girls, Yoru no Yatterman, etc, that have these younger people involved leaning towards it. But Ryo-chimo really paved the way with Birdy.

But he did more than just succeed as a character designer for that series, he also seized the opportunity to introduce the use of digital animation. To overcome a general sense of resistance from many at the studio (A-1 Pictures), Ryo-chimo went about assembling a team of people who were on-board with implementing the use of digital tools. With the backing he needed, he managed the first implementation and support of digital animation on such a scale, with whole swaths of the series being drawn in Flash. This really fully came about in season 2 and gave a number of these web-gen animators the chance to better show off what they could do with their native platform. The result was sequences like this:

Birdy also allowed for several other animators to be introduced to the use of flash and digital animation, perhaps most notably Tomoyuki Niho, who is now well-known as a web-generation animator (incidentally, Niho’s professional debut was on Noein). The series courted some degree of controversy in season 2 when the Ryo-chimo and the director decided that they would let the animators draw fully in their own style without supervision in episode 7 (and 12). The result was an action-heavy episode that presented radically different animation styles between shots, many of them looking totally unlike the usual presentation of the show. This segment was from Tomoyuki Niho:

The borderline abstract, angular geometrical forms are actually in his style, not the result of the show ‘running out of money’ or being grossly ‘behind schedule’ as was commonly asserted (I suspect there was some time pressure, if only due to the absence of the correcting power of a supervising animator). Whatever the case, the experiment was not well-received by the fan-base and the episodes were heavily corrected for the DVD release (here’s Tomoyuki Niho’s bit corrected).

Birdy’s experimentation may have been hit and miss, but when it hit it delivered punchy and jaw-dropping action sequences with a kind of speed and ferociousness I hadn’t ever seen before.

The next step in his career came with the chance to direct the 3-episode OVA reboot of Yozakura Quartet (Yozakura Quartet: Hoshi no Umi). For this, he got together many of his associates for a web-gen animator laden explosion of stunning animation and sleek, modern production work.

Following that success, a series was announced. Yozakura Quartet: Hana no Uta was brought to TV with Ryo-chimo as director, character designer and chief animation director (for all but one episode). Being a chief animation director (CAD) on an anime TV series is a phenomenal effort, but being the director AND CAD is just astronomical, and really quite a rare thing. Ryo-chimo must have not slept for months! No wonder he says his career focus is on short anime works now (as sad as that is to hear). Needless to say, he didn’t get to do any key animation on this series.

But with the level of ownership he had of this series, he was able to assemble a team of digital animators to further what he started with Birdy. For the very first episode he achieved the goal of creating an episode entirely with digital key-animation, something that hadn’t yet been done, to my knowledge. Unlike the rougher experiments on Birdy, this episode turned out to be a remarkably polished and charming gem, and webgen-styled through and through.  Detailed design and art-focus was traded in for playful movement and liveliness, but it was more carefully crafted and tempered than web-animators had been known for. Here,  Ryo-chimo proved the viability of the digital animation production process for commercial TV anime.

To make this happen, Ryo-chimo leant heavily on frequent collaborator and Flash-animator extraordinaire, Shingo Yamashita. Often called ‘yama’ for short, Shingo Yamashita is easily the best animator out there who uses flash for his work. He created my personal favourite bit of animation in Hoshi no Umi OVA, which is another one of those special bits of animation that awoke me to how awesome animation itself can be.

To this day it remains one of my favourite segments of animation for its wild, kinetic energy. Ryo-chimo bought him on board for Yozakura Quartet knowing full well that, to make it work, he would need someone with vast digital experience and talent to guide and supervise the relatively young digital animator team he had assembled. Shingo Yamashita bought his own colleagues on board for the project as well, forming a trio with Sakazume Takahito and Enokido Shun throughout the series.

The team he led, who also came back for episode 6 and other parts of the series, included the following names:

  • 関弘光 (Hiromitsu Seki)
  • 小笠原真 (Shin Ogawara)
  • 亀澤蘭 (Norifumi Kugai)
  • 加藤ふみ
  • 黒岩志摩 (Shima Kuroiawa)
  • 藤澤研一 (Kenichi Fujiwara)
  • 伊勢鷹人 (Ise Takahito)
  • 川野達朗  (Kawano Tatsurou, the digital animation director for the episode)

Many of these guys are now established digital animator names in the industry, appearing on web-gen friendly series like Love Lab, Space Dandy (episode 13 in particular), Yama no Susume season episode 13, Ping Pong, Naruto and Yoru no Yatterman. At one point or another almost all notable web-gen animators were involved in the creation of Hana no Uta.

But he did more than just reel in the right animators for the work, he implemented a digital production process at studio Tatsunoko which remains alive and well today. Much like what web-gen animators did for studio Dougakobo after Yuruyuri, his work with Tatsunoko on Yozakura Quartet brought about a revitalisation to the studio, whose works since have become known for their fun, energetic animation and visual cool-factor. A legacy of Ryo-chimo’s efforts, Tatsunoko Productions is one of the biggest users of digital animation and now provides their animators with tablets if it is their tool of choice (whereas you’d normally have to pay for your own).

You can see that Tatsunoko is fostering quite a bit of web-gen talent through their series since, such as Yoru no Yatterman, which features a large array of these guys, led by Tatsuya Yoshihara,  creating pretty much all of its stand-out moments of animation.

Ryo-chimo himself, meanwhile has created his own company, Time Note Animation, where he lists himself as an animator and illustrator. He seems to have parted ways with Tatsunoko somewhat and is now looking more at the animated short production space rather than commercial TV works. The most recent example of this was ME! ME! ME!, the short created for Hideaki Anno’s Animator Expo initiative, for which Ryo-chimo was listed as a planning advisor. He also appears to be a vocal proponent and teacher of digital animation, often giving lectures at animation schools on the topic or participating in industry events.

Wrap-up

Nowadays a lot of the most arresting and exciting animated scenes in TV anime are being brought to you by the new web generation and, thanks largely to the efforts of people like Ryo-chimo and Shingo Yamashita, they are increasingly able to create using their weapon of choice: digital animation. This is rapidly changing the face of anime as we know it, ushering in a new flavour of modernism which endows their work flashy, hyperactive animation and simple yet elegant character designs with vivid, iridescent colour schemes. The hangover of the detail and realism oriented 90s is being superseded by this bold new look and it’s breathing a fresh life into the medium, exemplified by series like Kyousogiga, Yozakura Quartet and P.A Works’ Uchoten Kazoku.

Digital animation has already introduced some new techniques that have added to the repertoire of animation, but at the same time, others out there like Yoshimichi Kameda are highlighting that there’s just some things pencil and paper will always offer over digital drawing. Right now the industry is benefiting from both sides of the story – digital animation styles are being experimented with right alongside analog animation and the new web-generation are showing their own brand of charismatic animation in the same series as some of the highly-trained veterans are producing astounding sequences with the utmost technical prowess.

So we’re experiencing the best of both worlds. But if the institutional training style of the traditional industry subsides to the tide of brash, self-made gif animators jumping into the fray, there’s a real risk that we’ll eventually lose animators of a certain calibre: those with the meticulous draftsmanship, unwavering professionalism and a studious attention to the art of movement that gave us films like Ghost in the Shell, Jin-Roh and Akira. Fortunately, studios like Ghibli, Kyoto Animation and Production I.G continue to carefully nurture and train their own animators in the more conventional way (and it really shows in their works too).

 

 

Shirobako – It’s the people, dammit!

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Within the diverse, colourful spectrum of overzealous anime fans across the world there exists a small but growing number of us with a particular bent. If you’re like me, then, at some point, being able to just enjoy good anime wasn’t enough – to satisfy a growing curiosity I had to know why it was good. As it turns out, this was the first tumble down a very slippery, very long slope which would eventually lead me to such depraved depths as spending a good few hours researching the credits a short anime review on a series I’m not even particularly passionate about! If you’re a part of this faction of the anime fandom you may exhibit symptoms such as:

  • You see an anime and feel violent urges to pick it apart, down to its skeletal core of production values and staff credits.
  • You might actually be bothered wanting to know who in particular animated the smoke in the background of a fight scene.
  • You could find yourself watching anime you really hate just because it has some interesting staff in the credits.
  • You might find yourself becoming irrationally angry at ANN reviews.
  • You become a highly efficient, streamlined twitter-stalking machine for anime staff.

To others, this may seem like nitpickery, or even an obsession taken to creepy levels. Most people are perfectly happy seeing something that looks good and talking about the story and the characters. Conversely, they’re unhappy seeing things that they feel don’t look good.

And that’s perfectly fine. Let’s face it, that makes sense. But if you happen to have stumbled into that slippery slope, it can be hard to look back. That’s because you gain an appreciation of just how much work goes into anime from everyone involved, and how much of that work is creative, personal and born from a deep-seated attachment to the industry and the anime. Blood sweat and tears and donuts are the secret ingredients behind nearly every good anime, and even many of the mediocre ones. And those ingredients can’t just be bought in bulk by the studio or director of the day – they’re shed by people. So many of the names on the credit list that most people skip at the end of each episode are absolutely vital to helping make the episode what it was.

And it doesn’t just lead to nitpicking, for me, this deeper appreciation of the people behind anime has  unlocked a new, visceral love for the medium. In the climactic animation sequences of Space Dandy’s finale I got goosebumps seeing the work of animators Yoshimichi Kameda, BahiJD and Yutaka Nakamura, because I was in awe of their talent. 5 years ago I might have thought it looked ‘kinda cool’ and then quickly forgotten about it. But now I know: no other three people could have produced a sequence that looked quite like that. And I know that their efforts represent a new step in a career of hard-work and personal growth.

On Shirobako

Enter Shirobako: the anime about cute girls making anime about cute girls. In just 7 episodes, this anime has done more to convey exactly what I’m talking about than I could have in a thousand blog posts (even if people actually read my blog!). Not only does it do a great job of very realistically showing the production process of TV anime in great detail, but it also scratches beneath the technical workflows and gets into the motivations, aspirations, foibles and challenges of the many people behind it. Make no mistake, although these are fictional characters, their passion for the job, the struggles they deal with are all very real reflections of the very real people behind the industry.

I’m actually surprised it’s taken this long for something like Shirobako to come along (the closest thing I can think of would be the more comedic Animation Runner Kuromi). I’m not sure whether it’s because directors and producers have shied away from the topic for fear that there was no appetite among anime fans for this setting, or that they thought it would be too awkwardly introspective to create, but it’s been a long time coming. The men who finally made it happen are Kenji Horikawa (founder, director, and main driving force of P.A Works) and director Tsutomu Mizushima. Apparently, the idea for the anime started while they shared a train ride together around 3 years ago (possibly when they were working together on Another). They had the desire to bring the personal side of anime production to light and to explore every facet of production, connecting the many often isolated sections that operate in the industry into a story. Together, they originally nutted out ideas such as the beginning sequence of the group wanting to make a school-project anime and get into the industry, and the street-racing scene from the first episode.

makers

But only now have they got it off the ground. There’s no denying this is their work, and their idea (mainly Horikawa’s by the sound of it). Both of them have a wealth of experience in the industry: Horikawa has worked at Production I.G, Tatsunoko Productions and Bee Train before finally starting up P.A Works. As the founder of the company, it’s clearly his experience managing all areas of production which has laid the groundwork for the show’s storytelling. Mizushima Tsutomu, with a prolific and rock-solid career behind him, including works such as Blood-C, xxxHolic, Squid Girl, etc, brings an effective directorial presence. The show’s production has been polished (albeit not very charismatic), and, being known for his comedy anime, he brings a much needed sense of humour to what might have otherwise been too dry of an anime to swallow. Interestingly, he’s also sound director on this anime which, as far as I’m aware, is quite unusual. His familiarity with music predates his career in anime though, as he originally wanted to be a music teacher after finished high school, before winding up in anime after not being able to get into that profession. Still, the director credit is usually enough work for one person, so he must really be stretched thin.

He would have bought on writer Michiko Yokote to this project, having worked extensively with her on the past on his projects, and she delivers a strong script packed with interesting interpersonal drama and multiple layers of story development with well-written female characters. As a side note, it’s rumoured that Michiko Yokote is actually a team of 3 female writers based on a blog post she wrote some time ago (a rumour that many English websites have echoed as fact). However, given the jovial tone of the post and the fact that it seems impractical, I’m inclined to believe it’s not true. Alongside her writes the accomplished Reiko Yoshida (Keion, Kaleido Star, REC, Scrapped Princess, and many more) who I actually think delivers more resonant and interesting episodes.

For an anime that brings to light the talents and hard-work of charismatic animators, the production is almost ironically mute in execution. There’s little room for expressionistic or idiosyncratic animation, except in the meta anime that the staff are producing. But the strength of Shirobako is in its fascinating look at the internal guts of the industry.

Exploration of the Industry

Shirobako is set in a fictional studio called Musashino Animation (look, the even made a fake website for the studio) who are currently working on a new anime series, Exodus. Musashino animation is a small Tokyo-based studio the likes of which comprise the majority of anime companies out there. Through this setting it tells the story of  5 girls who are living and working towards their high-school dream of creating anime together. There’s a rookie voice actress, a production assistant, a key animator, a 3DCG operator, and an aspiring script-writer The anime explores their lives in the industry as well as the many other production staff that surround them. Some interesting things they’ve covered include:

Schedule Hell

Your favourite anime
Your favourite anime

The apocalyptic struggle of one overworked production assistant against a tsunami of work and a tight schedule is vividly portrayed throughout Shirobako, and is the focus of episode 3. In the episode, Aoi faces an uphill battle to get an episode finished after it is derailed by a collapsed animator and a grossly indecisive director. TV anime typically run on tight schedules, going to air with only a handful of completed episodes to act as a buffer before inevitably being caught, pants-down in a frantic race to finish every episode. Stories of animators pulling all nighters or virtually living in the studio are commonplace, and it’s not all that rare for episodes to only just be completed in time for airing.

[HorribleSubs] Shirobako - 01 [720p].mkv_snapshot_22.57_[2014.12.01_19.13.08]
Typical lazy animator
In this climate of fast-paced production it’s no surprise that anime are frequently derailed into ‘production hell’ . The server being down in episode 3 of Shirobako is apparently something that actually happened at P.A Works during work on the final episode of Hanasaku Iroha. While that case ended happily, sometimes episodes end up going to air incomplete or not at all. Episode 10 of Bakemonogatari went to air disturbingly unfinished, with many cuts being substituted with a black screen and some text, and I recall this being blamed on staff illness. Even successful shows that are generally considered well produced often have their feet scorched by the fiery furnace of hell below. On several occasions Shingeki no Kyoujin employed over 10 animation directors on a single episode, which is a clear sign of a rushed anime with a lot of poor drawings needing correction, and there were even calls on twitter trying to recruit animators to the project mid-production. Episode 13 showed the result, with a bunch of awkwardly long still shots and many action cuts being substituted by scenic shots of the city.

Wow, such a great battle sequence!
Wow, such a great battle sequence!

Time is money, but money can’t buy time when things go to hell. Hopefully Shirobako’s glimpse into a studio grappling with the schedule demons might dispel the myth that drops in anime quality are caused by a studio ‘running out of money’. While this can happen, it’s very rare and extraordinary, yet it seems to be the go-to explanation for a shoddy episode by most anime fans.

The References to Real people

Shirobako is packed full with references to real people, places and events within the industry. Some of them are subtle, others not so much, but it’s a lot of fun to try keep an eye out for them! Probably the most obvious ones are the oafish, man-child director, who is modelled after Seiji Mizushima and the aloof, inexplicably culinary company president, who is based on the CEO of studio Mappa (and co-founder of Madhouse), Masao Maruyama. Given his real-life parallel, Seiji Mizushima’s character is portrayed in a surprisingly unflattering light, but he’s presumably in on the joke after he uploaded this photo of himself in a matching blue-polo shirt!!

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I’m not sure where the proclivity for cooking in Masao’s character comes from, but it seems to be a running joke. I actually saw a photo of Maruyama cooking with a pot on the internet, but now I can’t seem to track it down again!

Studios and other anime series are often mentioned with bastardised or cryptic names, and the seiyuus actually appear as themselves! It’s a lot of fun for someone with an existing interest in the faces behind anime. As a point of interest, director Mizushima Tsutomu calls Tarou, the most annoying character int he show, his former self (hopefully he’s joking!)

JUST STOP. STOP BEING ALIVE.
JUST STOP. STOP BEING ALIVE.

CG versus 2D

The was palpable sense of tension between CG animators and traditional animators in episode 5. Apparently they actually consulted with the legendary Ichiro Itano for this episode, who actually went into direction with CG from his origins as a 2D animator (traitor!!). He also I saw somewhere that Itano might be participating in a commentary for the episode’s Blu-ray release, which should prove interesting.

Shoulda capped that bitch
Shoulda capped that bitch

Although obviously exaggerated here, I’d guess that there is an air of conflict in the anime industry between these two sides of the fence. The encroachment of 3DCG into more and more areas of the medium is like a dark, ominous cloud hanging over the industry. When anime first started to use 3DCG it was experimental and used for specific things that would either be too hard to animate traditionally or which were clearly suitable for a CG treatment like spaceships and mecha. It was used to add value to anime in specific ways like having a lot of moving background characters that would have been impossibly expensive and time-consuming for a TV-anime. This all enabled animators to focus more on better foreground, character drawings (and certain studios kept the 2D mecha tradition alive). But now we’re getting whole anime done in CG – clearly it’s gone from being a complement to the 2D industry to a rival.

Personally I think it’s about time we started drawing clear battle-lines here when it comes to CG. The western 2D animation industry basically immediately evaporated after directors and producers jumped ship when they saw the new shiny, trendy 3D animation, but Japan has so far not succumbed so readily. It’s like a last bastion of hope for fans of 2D animation (and I’m talking about GOOD animation, not flash-in-betweened rubbish). CG, while still taking skill in and of itself, is a form of animation that is more science than it is art – it lacks the raw creative spark that comes from the hand and the many nuances of drawn animation.

Let's see CG do this!!!
Let’s see CG do this!!!

So, to be honest, I was totally onside with the animator. CG can have its place, but now that we’ve got whole anime being done in the style, it represents a real threat to the industry and I say we should push back!

The Animator Crunch

The look into Ema’s struggle with starting out as a key animator. Just getting into the job, she is facing the crunch that most animators need to get through, the first big hurdle: the ability to draw both quickly and well, and being able to aptly juggle these two opposing forces in her daily work.

I think this is really interesting to see play out on a personal level, and I hope people watching take home the fact that there’s a lot more to being a good animator than simply being able to draw. Being flagged as someone with potential for character design, Ema is obviously a good drawer and a competent animator, but she is struggling with just 10 cuts under time pressure. Unless you have a reputation as a star animator, it’s not enough to be good, you have to be good and fast!  It really serves to highlight the herculean efforts of some animators who are able to draw entire episodes by themselves and maintain a high level of quality, or who are able to actually create animation that is thrilling on an individualistic level after just starting out.

Many animators-to-be quit the job because they can’t push past this roadblock with either talent or sheer guts and determination, so let’s give due respect those who do overcome it!

Pay discrepancies

Although it’s not exactly anything we didn’t know before, the Shirobako website posted a neat little info-graphic showing the salaries of the various people involved. It’s not news that the salary of a fresh key animator is terribly low, but it’s still frightening seeing such a stark comparison. With the much more attractive salary of an animation director/character designer it’s easy to see why most good animators work their way up to that role, or turn towards storyboarding and direction (although being an animation director is very tough work that doesn’t pay especially well on a per-cut basis).

Those animators who stick with key animation in the long-run are few and far between and tend to be the rare, prodigious individual who is talented enough to make a name for themselves as a top, sought after resource. These people find themselves with proper salaries or a much higher per-drawing pay-rate. Some animators who seem like they were born to walk the path of a pure animator include the likes of Shinya Ohira, Yutaka Nakamura, Toshiyuki Inoue, etc.  These days it’s usually better to be talented in a stand-out way than to work hard at progressing as an animator.

What I do like is how they subtly touch on the money issue without being preachy or self-pitying in the process. Although not well-paid, young animators take pride in their job and are driven by their love for it.

Interestingly, the role of Sound Director is not included here. A few years ago, a report from the Japanese Animation Creators Association which highlighted (and perhaps exaggerated) the plight of young animators caused a bit of stir. Yamasaki Osamu wrote for them discussing pay inequities within the industry and pointed out that sound directors are paid a little over half as much as episode director’s per episode, but are able to finish an episode in two days rather than a matter of weeks. As a result, they often juggle 2-3 series at a time and can commonly end up with salaries of $200,000 or more, more than the executive producer on the chart above. With that said, it sure is intriguing that Mizushima Tsutomu is also sound director on this anime! I certainly can’t tell any difference from other anime!

In the end..

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There’s a story behind every anime

If you think back to a scene in anime that struck you as being awesomely animated and it was almost certainly thanks to the tireless work of a particular animator. Look at Yoshimichi Kameda’s scene from Space Dandy #26, the electric, swirling fire dragon was all animated by him and is a sentimental bow to the animator who inspired and influenced him from the beginning, the recently deceased legend Yoshinori Kanada; the action climax of the ghost in the Shell movie was animated by Mitsuo Iso who apparently studied a spider he’d captured in a jar to help craft the movements of the spider-tank; Ichiro Itano’s famous, twirling, spiraling missiles were drawn from his memories of strapping fireworks to his bike and riding as they shot out around him; hell, Gainax was founded by a bunch of university drop-out nerds who bound together to animate an intro to a sci-fi convention. We’re used to watching interesting stories play out in our favourite anime, but what Shirobako reveals is that those anime are often built on fascinating, real-life stories of the people involved. The more I look into the many remarkable people working in this medium the more I discover that they are driven by a passion for animation and storytelling.

I’m confident that Shirobako has lifted the veil over the anime industry for a lot of people, both in Japan and abroad, and all we can do is hope that this fosters more interest in and better understanding of the people who pour their life into the anime we enjoy every week. I’d love to see more people join me in the tireless pursuit of uncovering these people and stories behind anime! At the very least, some mainstream reviews might be able to start giving credit where credit where it’s due a little better instead of lumping it all at the foot of the director or any name they happen recognise.

Further reading:

Staff roles/pay:

http://bakudon.net/news/2008/02/27/financials-heaven-hell-reality-three-looks-at-the-business-of-animation-production-part-3-an-examination-of-the-production-costs-of-bamboo-blade

Is it True? Everyone Working in Anime is Poor?

How anime is made:

https://washiblog.wordpress.com/2011/01/18/anime-production-detailed-guide-to-how-anime-is-made-and-the-talent-behind-it/

http://www.pelleas.net/aniTOP/index.php/the-anime-production-line

 

Farewell Dandy

[HorribleSubs] Space Dandy 2 - 13 [720p].mkv_snapshot_18.58_[2014.10.02_22.06.17]With an utterly dazzling final salvo, Space Dandy has reached the end of its eclectic journey. I don’t have a lot of time on my hands these days to get drawn into discussions on anime, but I had to make an exception here. Following the path of its other recent top-tier title, Star Driver, BONES have concentrated a staggering well of talent, money and effort into ensuring Dandy’s last step is a remarkable one, and one that is brilliantly animated. But bluntly, they succeeded. I haven’t seen such an intense combination of animation of this caliber from so many vastly different styles packed into 20 minutes since Shinya Ohira directed the animation spectacle that was Azura’s Wrath 11.5! It was an entertaining, climactic rush, but more importantly, I got that feeling again. That visceral, gut feeling of being swept away by animation that isn’t just competent or technically impressive but is also alive with creative energy and spirit.

It kicked off with the furious speed of Hiroyuki Aoyama’s cuts of the Aloha Oe entering the battlefield, spinning and spazzing, really sucked me in with the smooth momentum of Keiichiro Watanabe’s chase scene, pushed higher with the jittery humor and raw drive of Norifumi Kugai’s work and then hit a resounding high-note with truly fantastic animation from arguably the biggest talents in Dandy: Yoshimichi Kameda, Yutaka Nakamura and BahiJD. These people all put the passion for their work on full display this episode, and you could really feel it breathing in every frame. There’s no doubt they were given free reign over their cuts to make them as great as they could.

Keiichiro Watanabe may have achieved his best work to date here with very tricky background animation work and a great sense of movement – I could really see the thrust of a powerful rocket behind the advance of the Aloha Oe. Meanwhile, Norifumi Kugai definitely reached new heights with his efforts here, being a relative newcomer to the industry. The sheer speed and determination of the ship could be felt as it pushed to the top of the tower.

Yoshimichi Kameda contributed a blatant reference to Yoshinori Kanada’s famous fire dragon, but it’s not just a throwaway nod to the animator that inspired him and so many others – it’s a full bow. Of all the allusions that animators have made to that dragon, this is the first time that anyone has come close to matching the original undulating beauty of its twisting, formless movement. Kameda has pushed himself to match the work of his predecessor and has really evoked his spirit in doing so.

Yutaka Nakamura handles the next beat, which is Dandy cutting the the space eels with the sword and then nakedly erupting from his mecha for a final push towards the centre of the weapon. Not to be outdone, he imbues it with his usual effortless gravitas and thrilling choreography. But this episode was also noteworthy for him because, as Bahi explained on his twitter, he was inspired to try drawing some of his raw animation digitally (using a tablet). It’s interesting to see the inter-generational influence going on in places like Bones. Bahi himself animated the final high-note of animation, ending with the awesome zoom-in to Dandy’s eye. His work on Dandy speaks for itself – as a young animator only really just starting in the industry, his achievements are remarkable and his skill undeniable.

Other than the animation, there wasn’t a whole lot going on with this final episode, but that’s the way it should be. As a show that has made no excuse for being almost solely about profiling the visual storytelling skills of a wide swath of the anime industry, there could be no better send-off. Someone gave Shinichiro Watanabe a whole bunch of money with few strings attached, and he did what any great anime director/producer would do and gave as many creatively-charged staff from across the industry a free stage to do what they do best.

As a series overall, Dandy isn’t especially memorable, but as an ode to so many of the talented people that make up the most alive and interesting 2D animation industry in the world, it was worth every second. It’s just a shame that even more people couldn’t have been involved – but uniting all the best anime staff is just a dream, not a possibility.

The Animation of Love Lab & The Dogakobo Gang

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Love Lab is a romantic school comedy based on a four-panel manga straight from the pen-hand of Ruri Miyahara. The premise is simple – the student council at a respectable all-girls are drawn into their president’s whirlwind of naive romance fantasies, ultimately becoming a club for practicing at the art of finding love. At first it didn’t sound like it was worth the effort of giving a go, but I think fate must have been at play; I ended up stumbling into it anyway, and, when I did stumble into it, I fell head over heels in love. Yep, as it turns out, Love Lab has a hell of a lot more going for it than its synopsis belies. Beneath that thin veneer of been-done romantic comedy genre clone, Love Lab has a beating heart and a healthy pulse. Its characters are earnest and charming, its jokes are genuinely funny, and its production is unexpectedly fresh and energised. Make no mistake, this is one of those series that just has something about it, a spring in its step, a glint in its eye, a certain buzz that makes it feel really alive. At its best, Love Lab is totally irresistible and kind of electric to watch. But don’t take my word for it, please go check it out!

Even if you don’t, let’s take a look at why it turned out the way it did; why wasn’t Love Lab just another cute-girls-messing-around-in-school comedy destined to be relegated to the bargain bin of forgotten mediocrity? Maybe it’s the exemplary voice acting work of the main cast (especially Chinatsu Akasaki as the elegant and lovably weird Maki ). Maybe it’s because it was spearheaded by perhaps the most notable director-writer duo of the anime industry’s comedy corner: director Ohta Masahiko and writer Aoshima Takashi. Bordering on not actually being separate people, Aoshima has been the series composer and main writer for every last one of Ohta’s works. Together, they had left a string of well-received comedy series in their wake by this point, from Minami-ke, through to Mitsudomoe and Yuruyuri. Aoshima is a natural at writing scripts that juggle comedy and endearing characters and stories, which definitely comes through here. Ohta meanwhile is known for the extra-animated, energetic visual comedy he often puts into his work.

But never have these two struck success as they did with the breakaway hit Yuruyuri. Why? I would argue that it’s because of the group of animators that was assembled across that show’s two seasons who were able to go that extra mile in injecting fun and interesting animation. Ohta’s other shows certainly have memorable moments of animation, but not with the intensity or pizazz of Yuruyuri. That same team were reunited for Love Lab a year later and in their resurgence they pushed the quality and charisma of their animation to new heights! Many anime out there have exceptional voice acting and solid scripts, but fewer can compete with Love Lab when it comes to the vigour and personality of their animation.

The Animation of Love Lab

If you think of the directors and the writers as building the frame, then the animators are the ones that put in all the hand-made details and final touches. It’s their finish which can either make or break an anime which is good by design. Love Lab was one of the fortunate ones, with an enamoring animation quality that really made the anime the engrossing and fun series that it was.

https://lh4.googleusercontent.com/ABfu29HEzygY3viJSohCaQwtyjGrnnJ4_jETRSYwtVWtF6fUSmVNgGWrCv1_Yt3aeEQ1EKQ0LaP4I6BkSEBttWApo_sAkO-sxo_xVaYb7jmGpyJqIXNWTiDLv6u5FZq7uA https://lh3.googleusercontent.com/YrDq4nwnROQq_nLSnsZY9uFmqtyhpuEYFAjTzP4miz9cFAaPUt-0tK2ynX7MR5jbT1Lm0uDBo2e8cI9Cvjfgud23wgzlUAvJHr82TNpgTz0L8pMfGf9-DbY0LX8bdi4xvQ

https://lh6.googleusercontent.com/y3fHxazmUb2XnMaiCtW4_UorWraB-drZbPL6DNpKJw8Fcy9fGdzMIVCViT6pDQfoVssbLHku0qxDcsh-U6N8HO8FJmbDVVsg01S0ouZfQ_-W5qpgD1MCeP0ZlZzLG_-9QQ https://lh3.googleusercontent.com/uKeLzOLuOI6pP1Rheg_UAFa83UmX_1YhYlwAKcJOJjlCW8re0bk_zxghGPNKFGnXusCHYYu6ZHS7mAqB8W1rZiZVqRNbVlKuvvBhzYKK7UmuXQ43mRDQ_mYHmObI_PeaBg

https://lh4.googleusercontent.com/epKUla-W46AnNZHTf43vuj9jJD3R885pxn5OviZ97VLxcF9NhZpcsM-vKdXUxFozUlCT9-h4TYvPg8UPns05MfR5LqjoPWhcMzF-g8Xfx-GGduUGl_p1tWOcXuIuQrNJ2Q https://lh4.googleusercontent.com/RBIvqZ98t-NLi9k_a3sQCPvYyjVXNpakMvrrNKpDuXIzIILgY61vKtdrOC4Axwg9He-uYa0K0Sod-oUvfz9HGx_XB-WrYj3iFa7FgyMhaniNBJ08gMpmDIvA59FA78SQXw

https://lh6.googleusercontent.com/bza9al7kvkNUWijav22St-5jwmXyDlRBXizU78stpRosTLCZ7MhMddgU1QleYv24uaK3mhfOcA1nMffKUcqlbdtCt-EmtscLkL-r_r4t2gM4fTV5c7SHgz7mDZiQfr96Yg https://lh5.googleusercontent.com/JrLKEPTqBMSN-_fF8bdPSDQwU8birLsV-NX4pmVqCSHqxs_wJkbCXvoneopM5LfycyJCetXczm2pCWk_EbMml9or7BMqR2m8Qjd30HC6qwzEqfUFB2Nse_AcoW2fGCn9Ig

The animation on the whole has a vibe to it that I haven’t seen anywhere else: at times it’s unabashedly limited animation, lavished with intricate detail such as lusciously-drawn, swaying hair or precisely folding clothes; other times it’s fluidly realised with cartoonish distortions and expressions. But, remarkably, although it casually flickers between eclectic styles, it feels coherent in its own playful kind of way. There’s just something natural about the way these animators work together that makes their styles compliment each other and add attitude and richness to the series instead of clashing. And above all there’s this feeling emanating from the animation – that it’s the product of an aspiring and talented young generation, of their extra effort and the pride they took in their work.

Often, animation quality is a topic that gets left behind (or completely misrepresented) in most fan reviews and discussions, but I doubt there would be many viewers who didn’t sit up and notice it in Love Lab, especially in some key episodes. Maki’s sensuous twirls as her cross-dressing counter part, Suzune’s clumsy flusters, Riko’s raw, fierce punches – the colourful and charismatic way the characters move in Love Lab defines their personalities as much as the things they say. And it wasn’t just the joke cuts either –  the scene of Riko being upset in the hallway in episode 3 portrayed Riko with an unspoken tenderness and vulnerability that we never would have seen without the creative spark of the animator behind it. This is what I mean by the animators being the ones who put in the finishing touches. There are plenty of anime out there with more expensive and technically impressive animation, but Love Lab is a shining example of how a handful of animators can bring a character to life in ways that the director and writer couldn’t possibly envision. There are a few studios and directors out there who should pay attention to this fact. You can spend thousands of frames making a character walk around fluidly and say a whole lot less than a turn of the cheek, a shudder or a glance can in just a few.

The Dogakobo Yuruyuri Gang

The dynamism in Love Lab’s animation comes from a group of younger, up-and-comers working at or associated with studio Dogakobo. The studio has actually been around for some time: it was founded in 1973 as a pure animation workshop and, since Nausicaa Valley of the Wind that year, has done considerable work on Ghibli movies. It changed tack in 2005 by making a push to producing its own works. It gained a reputation as a studio for mediocre eroge adaptations such as Koihime Musou and Hoshizora e Kakaru Hashi with its subsequent works. But between 2011 and 2012 a kind of revolution happened at the company, hand-in-hand with the success of Yuruyuri. The studio has now become known for quality animation and popular comedy series. The company hired up at this time, opening its doors to a new generation of animators. The 2012 sequel to Yuruyuri gave them the first real opportunity show what they could do, and it was glaringly obvious that they had struck some real talent with their new employees and those other young animators they gathered for the project.

https://lh4.googleusercontent.com/91SWW3ZGJRXrNXrQhMj9PMwq3y3kN6fnQ9lXMR2KcGCdcc52UocI029IHhQ4_kSj0UbVnnrEbpP7uEnqLTzTbJBMjiRl4WRdrYPE2egWUPdD6EFxcUJ6x47WxAYUxmD72A
source: http://www.jec.ac.jp/anime/2012/09/post_54.html

Yuryuri was transformative for Dogakobo and a pivotal career launching point for this group of skilled animators. In that sense, it was an important anime in terms of the broader industry as well, as these guys are out there and very active today. Only a year later, Love Lab was the very next step that this group would take all together and they proved they weren’t a one hit wonder, raising the stakes and delivering their best work yet. The vigour of these fresh animators at Dogakobo is put on great display in Love Lab.

Let’s look of some of the most notable people in this group:

Nakajima Chiaki (Dogakobo) (中島千明)

The one with the most obvious stamp on the show’s look has got to be the character designer, Nakajima Chiaki. Nakajima is an animator and Dogakobo employee who has been active since 2005. She resumes the role of character designer/chief AD after having done it for the first time on Yuruyuri. Her designs for Love Lab are stellar, undeniably cute but also full of character and zest. She didn’t get to do any actual key animation on the show, but the visual roadmap she laid out with her designs and animation oversight work make her a major part of its charming look. Although she was integral in both Yuruyuri and Love Lab, I don’t see her as being part of the following group of animators as much as she is just a prominent Dogakobo staffer. The reason for this is that she hasn’t often worked alongside them in a key animation capacity.

Ooshima Enishi (Freelance) (大島縁)

Ooshima Enishi left a huge imprint on Love Lab, being a major animator on several episodes (there’s a good chance he did more animation than anyone else). But he wasn’t just a mindless workhorse of the show – the style and charisma he wove into his animation was a major part of Love Lab’s aesthetic. His drawing style is distinctively crisp and highly detailed, while his motions are an exhilarating mix of swaying hair and clothes and boppy, cutesy character acting. His predilection for eloquently detailed hair is definitely noticeable in Love Lab. He also gives me the impression of an animator who takes great pride in their work and is willing to work himself that extra mile. He recently gained a lot of attention for animating all of Gochuumon wa Usagi-desu-ka alongside only one other person (key animation). Although not a Dogakobo employee, he has worked closely with them since Yuruyuri season 2.

https://lh6.googleusercontent.com/nS0awN1qnqXFigArgO9fep-lqO1oNTK6cKPgRugohBNn6T-FQa6RD22_anoVdudzkKJHst-smWeGU6nKrlEVgUtBHAEmBnv1XDRAtY8jJ5Ut7Kb0yw8nPuUAxWoWFJ4kMQ

Yuuki Watanabe (Dogakobo) (渡邉祐記) {https://twitter.com/aninabe05}

Yuuki Watanabe is another animator who has only just burst into the animation industry. He has rapidly risen to become one of Dogakobo’s most valuable assets. From doing animation on only one episode of the 2012 Yuruyuri, he stepped up to doing a significant amount of key animation for a whopping 5 episodes of Love Lab, and even more for their following series, Mikakunin de Shinkoukei . He brings the more whacky and cartoony moments to the show, with very fast, fluid movements and fun, inventive distortions such as people’s body parts being left behind between frames. The mix of his comical, expressive animation and Ooshima’s more flamboyant, detailed work, these two probably had the biggest hand in crafting Love Lab’s memorable, charismatic animation palette.

https://lh5.googleusercontent.com/GLWQHPlVa15T7yZOCnZqzeslO2epxJP7s4MD9n4iaOXZc-g05otJrqyRFxgSmb00iyOSq60rvCD7tfLWGytYtcIvT7nkRKXK0LH8a2ZskofSNLP7H7pQB-LyTuNUIs80pg

Nishii Ryousuke (Freelance?) (西井涼輔)

Although he doesn’t seem to be a Dogakobo employee (the sakuga wiki postulates that he’s freelance), he has much the same career path as these guys and he is often associated with Dogakobo works. Like Yuuki Watanabe, his first credit is on the second season of Yuruyuri, on which he did key animation for 3 episodes. And, like all the others, his involvement ramped up for Love Lab – doing key animation for 5 episodes. Quite different again to Ooshima or Yuuki, Nishii’s style seems to be quite gentle and densely fluid with natural movements. He’s clearly quite a skilled and industrious young animator who I hope will get more opportunities to show of what he can do in the years to come. He hasn’t been that active lately, but did do some key animation in Ping Pong episode 6.

https://lh3.googleusercontent.com/8Q4mONwreHfsxlZlfA7g19RzAdcDSAP83zI6_U_ywK5cIZso3o5wgoVDnDR4XuDspXh3JL-tjbMHGPgHI5kc2F5xqxg8qGYVIOcUoS1wrVbYGRFYvv76xpka39SRmkLHbw https://lh3.googleusercontent.com/kJjjGfxArnk35914Bvp6YFQc1CGbhI0SUlcSssQUJP--Z8UzC-sEELvlZTztdrXn3UZDX7EFHaeRoS7z183gMa08LG9zOaAJSq04pTV_Ej3Vcl-kvA4okobouzX4qVaMjQ

(source: http://sajiya.blog89.fc2.com/blog-entry-389.html, presumed)

Nonaka Masayuki (Freelance) (野中正幸)

Probably the most prolific of all these animators, Nonaka Masayuki started out at J.C Staff and produced a large volume of work for them on many of their main anime starting from 2009’s Hayate Gotoku. She did key animation for one episode of Yuruyuri in 2011 and then returned with a bigger presence in the second season in 2012. There’s a good chance this was a pivotal point in her career as well, since she went freelance around this time, and has since enjoyed constant work on a variety of different shows. She returned to work alongside Dogakobo for Love Lab in 3 episodes. She has a knack for embodying a very full, lively sense of movement in her animation, even when it is quite limited. Her characters seem to have this bouncy pep to them which means she fits in perfectly with this group.

https://lh4.googleusercontent.com/PgKJawDLCOOJekL0_Z0iQL2pbVzf8lsQ2VDo57DaJiT-xjtVgjkb0_-zdsyRsMoriY3L9NQ_Gep2nW44PDYH47alSVwGacfUX2sak2CubZRrJy5Etzsnq5g6tCjQAccuzg

Yoshida Kanako (Freelance?) (吉田奏子)

A quieter achiever of the bunch, Yoshida Kanako is a young key animator who seems to have been active for the past 5 years or so. She was involved with both seasons of Yuruyuri and since then she has also been a regular on Dogakobo anime, including 5 episodes of Love Lab (2 as an animator and 3 as an AD). She has an understated animation quality, which is a gentle kind of limited animation, creating soft yet lively and captivating movement. Her recent work on Ishuukan Friends has gained attention for this reason.

https://lh5.googleusercontent.com/Q23-6ClxXeL-mDouw4t7gOWYUJFOlviOeW3QEofepR3fUBzJLfHtrnyQ9BejSSEHuk3b6r4aKdKgHOYIETOX2zorsbXUHgfKnsJxC1OzW45oQmUXWPvGnPgRQ8wkHMQmlw

The Golden Episodes

What’s interesting is that this isn’t just a list of animators who worked on the same series, their efforts were concentrated in several key episodes. This means they directly worked with other on the series.

Dogakobo seem to have developed a very clear strategy in their scheduling which results in this particular clique of animators all working together in a concentrated set of episodes. In Yuruyuri season 2, it was episodes 1,6, 7 and 11 and in Love Lab it was episodes 1,3,5 and 12. It is no coincidence then, that these episodes are striking for their animation quality and intensity. Even to a fan who doesn’t know the first thing about animation, these episodes are clearly stand-out affairs, while the rest of the show is, mostly, simply ‘good quality’. To illustrate just how aligned these animators were for these episodes, I prepared this table:

eptable

As you can see, the episodes given to this team of animators are closely aligned with the episodes the series director and  main writer worked on. It makes sense that the director would consider these key episodes and arrange the best staff. On top of the main staff, some good freelance animators were bought in for these episodes (e.g Kouno Megumi in episode 1). Episode 13 is probably an exception because it was more about the emotional payoff than the comedy and therefore required less eccentric animation. The episodes outside of this set are frequently more outsourced and, in the case of 6 and 7, required character designer Chiaki Nakamura to act as a chief animation director.

Also an interesting thing to note is that these four episodes (and only these four) had a ‘Production Advancement’ credit. The person credited with this is Dogakobo employee Umehara Shouta (梅原翔太). Given that there’s little internal information or interviews available with Dogakobo staff, it’s hard to determine his importance in all of this, but the fact is he is intrinsically linked with these animators.

He was credited with production advancement in those key episodes of Yuruyuri as well. In fact, in pretty much any case where Dogakobo assembles some of these animators, he has this credit. If you see his name attached to an episode, you know it’s going to be a good one! And it’s not just the internal staff, but the freelance animators who worked on these episodes also rarely work alongside Dogakobo except when Umehara is involved. But until I know more, I’ll stop short of saying he was key in scouting and assembling this staff, since it could just be that those key episodes require more overall oversight/collaboration work which requires him to act in this capacity.

Was it the director, Ohta who pulled these animators together for Yuruyuri and again for Love Lab? Or was it Dogakobo, through Umehara or otherwise? And who developed the approach of scheduling them all into a handful of episodes? I’d love to know more, but we’ll probably never know.

Looking Ahead

It was the unified effort of these guys that bought Love Lab to our screens with the kind of gusto and energy that made it such an entertaining series. Despite their short terms in the job, these younger animators have already shown they have a brash idiosyncratic style and the ability to beat par when it comes to the quality of their work. In an industry that seems to becoming increasingly fractured, with most young, talented animators going freelance quickly, it’s too rare to see a group like this being assembled.

Soon after Love Lab, all of these animators joined forces again for Dogakobo on the Mikakunin de Shinkoukei Music Video (which has 9 animators in total), which was a promotional video released prior to the show.

This video is a concentrated rush of exactly the kind of lively, fresh and surprising kind of animation they whipped up for Love Lab. It’s cutesy, boppy and fun in a way that I can’t really recall seeing elsewhere in anime. It’s probably their best work as a team so far, but I just hope it isn’t their group’s swan song.

Mikakunin de Shinkoukei itself featured only some of these animators on different episodes, and subsequent Dogakobo productions haven’t ‘bought the gang back together’ so to speak. Director Ohta Masahiko seems to have moved on, now releasing a new anime with Studio Pierrot as the animation studio. Meanwhile, Dogakobo is working on Gekkan Shoujo Nozaki-kun. Since they’ll be essentially competing this season, I don’t see Dogakobo sharing its resources, so our only hope is for Shoujo Nozaki-kun to make an effort to reunite this Love Lab lot, freelancers included. It seems unlikely, but even if we don’t see them all working together again, I will be keeping an eye on their careers.

 

This Month’s Most Valued Person – Masaaki Yuasa

I thought of doing a new regular segment where I talk about an anime staffer who has really made an impression on me in the last month. The first lucky pick is Masaaki Yuasa for his work as the director/storyboarder/screenwriter of Ping Pong. Not all the MVP posts will be this long – it will just depend on the person and how much there is to discuss!

https://lh5.googleusercontent.com/wTzC2spTCs6_k0E7Gv7PhGQgPaZcBgboaICIQGjpMQhW_KbLw54vRDQ65FDI6xtO14vBmpcGFbz-u6Ly2uQB_1FJPrLyMZEyShq4DFaFcizJovR8biOA7W2HuzVe2Xhepw

There’s no doubt in my mind that Ping Pong, currently airing on FujiTV’s Noitamina timeslot, is the best anime on TV right now. Having not read the original manga from esteemed author Taiyou Matsumoto upon which it’s based, I can’t speak for exactly how this works as an adaptation, nor to how much of its strengths come from the source material. But what I can say is that the end result is an exhilarating and poignant story realised with a peculiar intensity and gravitas that could only have come from one man: Masaaki Yuasa. This is just the latest step in an accelerated career decorated with achievements and acclaim, as an animator, a designer and as a director. Yuasa is one of the most influential and creatively charged players in the anime industry today, with a history of top-shelf anime under his director’s belt (such as Mind Game, Tatami Galaxy and Kaiba) and a trusted team of artists under his wing.

Make no mistake, no one but Yuasa and his flock could have rendered Ping Pong with the unique visual lustre, punchy sense of style and rough, yet charming production qualities. To celebrate that fact, let’s take a moment to venerate the man and his work. First, how exactly did Yuasa get on board the fast-track express ride to this pinnacle of an anime career? By being a driven, career focused ‘ideas man’ who found himself in a fortunate position early in his working life, basically. Even more simply, by being incredibly talented. But let’s tell the story.

Road of Yuasa

  • His interest in making things move through the medium of animation was first sparked by seeing Hayao Miyazaki’s Castle of Cagliostro.
  • When entering the industry in the late 80s he chose to work at Asia-do because it was run by two animators he was inspired by, most notably Tsutomu Shibayama, whose animation when at A-Production he was a fan of. He was also keen to take part in the anime shorts that Asia-do often produced.
  • After leaving Asia-do in around 1992, he did a significant amount of animation work on Crayon Shin-chan, including animation directing credits. His involvement on Crayon Shin-chan was heightened by the receptiveness of its director to new ideas, which Yuasa had in no short supply.
  • Owing to this, he took charge of several short episodes focusing on a popular side character (Buriburizaemon’s Adventures), which was his first effort in scriptwriting and storyboarding. Even at this early stage, those episodes showcased an outstanding and unique approach.
  • He Collaborated with the enigmatic Shinya Ohira in the distinguished 1994 Hamaji’s Resurrection.
  • His penchant for anime with a more artistic bent became clearly visible with his work on Koji Morimoto’s Noiseman Sound Insect in 1997, and then in Tatsuo Satou’s Cat Soup a few years later.
  • This direction of his career culminated in the 2005 movie anime, Mind Game, which he was offered to direct. His involvement revolutionised the project and ultimately created a powerful and widely extolled film which cemented his status as a creatively uninhibited yet practically adroit director.
  • This led to him directing a series of memorable tv anime works in the years to come, all of which aired on Fuji TV’s noitamina timeslot, and all of which had its own dissonant variation on Yuasa’s style. It’s a testament to his skill as a director that he challenges himself with new approaches every anime, while still building upon a transient style that remains uniquely his.
    • Kemonozume
    • Kaiba
    • Tatami Galaxy
  • On the front-foot with new avenues of production, Yuasa reached out globally to fans to create a new anime movie through kickstarter, called Kick Heart. The call to arms was overwhelmingly successful, raising the $200,000 to create the fun and quirky short film (it’s only 13 mins). This was probably the first significant anime project to have been born from kickstarter and is just one example of Yuasa’s pioneering temperament
  • It was after this project that he returned to his bread and butter, at the helm of a new Noitamina timeslot manga adaptation – Ping Pong! Altogether a more conventional anime, Ping Pong is still evidently the product of his artistic flare and prodigious handle on the director’s chair.

 

Yuasa Squad

https://lh3.googleusercontent.com/N8v61tlyqllgi2I8R2Q_oUzwzMSpVei33V4jg2oezxCHtaPgC6otNl0WvS9GQpD5AbYJum7QTAjJMsVBzSX0RzgHKYaDQOeb1lpOmp6k3-lFSqyfZZhKShJfDv0z3N2ncA
(Kevin Aymeric, Yuasa, Michio Mihara, Eunyoung Choi) – thank you photo for Kick Heart

But, as with any great director, Yuasa doesn’t walk alone. Sharing this path to success are a number of close affiliates who are perhaps just as essential to bringing his anime to life with the pizazz we’ve come to expect. Let’s look at a few:

EunYoung Choi

https://lh4.googleusercontent.com/0k2BtaMbaeNwXF2TyHcg3vGTUR4RmD5Gr-hgut_QJMQ7la3VDslXJQksMvtVZrzM31Zf5SsFD_OA9Ft6UQtR7d053vTJgbdqg2usyCTREGT0U620HX0HEla06MVPQubWow

A South Korean female animator who studied animation in England before moving to Japan to enter the industry. EunYoung Choi attracted a lot of attention for her weird but captivating work on the pre-OP scene in Yuasa’s Kemonozume, episode 10 (which you can view here https://www.youtube.com/watch?v=l696kcAunhs). She subsequently worked on future Madhouse projects under Yuasa, with a rapidly increasing involvement – she directed/storyboarded/AD’d several episodes of Kaiba. Now that Yuasa appears to no longer be aligned with Madhouse (and let’s face it, who is?), she seems to have followed him to bigger and better things, being instrumental in the development of Kick Heart, and ultimately credited with assistant director with Ping Pong. Their close and strong working relationship is very clear – she often accompanies him on visits to conventions/events and regularly acts as translator for his western interviews. I’m sure she has played a big part in Yuasa’s worldly approach to making anime. Hiring foreign animators and communicating with overseas fans is probably a big reason why Yuasa’s work is often unique and evolutionary compared with the more insular, traditional industry.

Kevin Aymeric

Aymeric joined the Yuasa team with Kick Heart, and I have a suspicion that it was through EunYoung Choi. One reason being that he pulled a huge effort on Choi’s episode #9 of Space Dandy (drawing every single bit background art over 4 and half months), which didn’t actually have Yuasa’s involvement, suggesting a separate working relationship. Beyond that, it’s just a hunch. In any case, he was the art director and background artist for Kick Heart, and then the background artist for Ping Pong (there was no way he could draw all of those backgrounds himself!!). Aymeric worked on an uncommon preproduction facet for both Kick Heart and Ping Pong – colour scripts, which provide direction on the flow of colour throughout the anime. You can view his Kick Heart colour scripts here. Although Choi was credited with Color Coordination for Kick Heart, I feel like Kevin has really introduced a greater understanding of colour and more vibrancy into team-Yuasa’s works.

Michio Mihara

https://lh4.googleusercontent.com/H7By2B2gpz62RzJoJNnMOKkP92uYldZMgC1HE_hRX61vSvXsZv14CGlZtNpsbGCvVUk7ZS6ioYaF3tzWrpjYWcc4sZg2gDc69bpF48P4vC9fH1u0HJ46TCWEI0kBNmhezQ

Michio Mihara is a dedicated animator and episode director with a truly fantastic career behind him, as a valuable mainstay of Satoshi Kon’s works, and with impressive work on other big anime films such as Jin-Roh, Princess Mononoke and Spriggan. He is well known amongst fans because he ran a column on anime-style (a well-known animator focus magazine). It was actually through this column that he wrote about EunYoung Choi and raised her profile. Although his accomplishments in the field of animation were well known, his raw creative excellence wasn’t truly discovered until he was given the chance to do all the key animation for episode 12 of Yuasa’s Kemonozume – a challenge that few animators are able to meet in the arena of modern anime. From then it seemed to be a tradition for Yuasa anime to feature a Mihara episode, as Kaiba and Kemonozume both offered highly praised Mihara episodes (in Kaiba he went even further and drew every single drawing, including in betweens). He was the animation bedrock of Kick Heart, being the character designer and sharing all the key animation between only himself and Choi. There is no doubt that he was a valuable associate of Yuasa, but there’s a theory that a falling out occurred between him and Choi (almost certainly over Kick Heart), which casts his future involvement with them in doubt.

Nobutake Ito

Nobutake Ito is another experienced, premier animator who has worked on films such as Ghost in the Shell:Innocence, Summer Wars, Wolf Children, and most recently a new career pinnacle – storyboard, character design and animation on Production I.G Giovanni’s Island. His technical proficiency is well regarded, enough even to have been trusted by Mitsuo Iso to animation direct a good portion of his Denno Coil. But, in a similar story to Mihara, Ito’s creativity and flair was never seen so rawly and freely as in Yuasa’s works. Yuasa, perhaps after meeting him on the production of Cat Soup bought him on board for Mind Game, for which he animated probably the most thrilling sequence in the film – the final chase scene. From then on, he became a regular and vital presence on Yuasa’s shows, being the character designer, animation director and recurring animator on all of his TV anime outings – Kemonozume, Kaiba, Tatami Galaxy and now Ping Pong. With such a huge involvement, Nobutake Ito is probably the animation champion of the Yuasa team, and it’s doubtful that these shows would have looked nearly as good without the ardor and experience he brings with him.

Yasunori Miyazawa

Taking up a main animator role, Yasunori Miyazawa has been called in as a kind of main animator to all of Yuasa’s efforts since Kemonozume. Ever a rich source of finesse and expertise, Miyazawa is to thank for many of the more memorable and impressive animation sequences of all of his anime. This tradition has continued in Ping Pong, although I feel like a thin schedule has hampered his animation work this time! it appears he has less of a collaborator status than the others and more of the scenario where Yuasa respects his work and wants to keep him onboard for all his projects.

Yuasa ‘Style’

Originally starting out as an animator, his inventive and free work in animation, as well as his original interest in making things move still informs his approach to making anime today. It can be seen in the playful, unpolished animation and drawings you’ll find in all his works. It’s his belief that animation should be something enjoyable to do, allowing animators to express themselves through their work without the burden of stringently adhering to a clean character model and style. This is counter to the direction that the anime industry as a whole is going, and his anime certainly stand out for it, but in a good way. His corrugated lines and elegant roughness make for an unexpected kind of nuance and emotiveness and provides a platform for his staff to put their own ideas and efforts on display at their full potency.

But, while he is one of those directors with an animator origin story, he proved early on that he was brimming with ideas that extended far up into the production hierarchy and sprung quickly into the role of director. I believe he’s most effective in this director’s role – in assembling and harnessing talent, guiding the production of his anime and coming up with new big-picture ideas from the ground up. I’ve talked about how he can bring the best out of some of his notable animators and give them the opportunity to flaunt their individualistic craftsmanship. He’s also good at trying new things, like the fusion of live action footage and 2D animation in Mind Game and Tatami Galaxy, the kick-starter fundraising for Kick Heart, the purposefully under-planned antics of Kemonozume and through to writing and storyboarding every episode of Ping Pong himself.

There’s one big reason reason Yuasa is easily one of the most interesting directors in the industry today. There are many other directors out there who get a lot of attention and garner a fan following from their popular works but ultimately succumb to a rut of over-indulging in the comfort of their own stylistic devices and approaches (Hiroyuki Imaishi and Akiyuki Shinbo are my favourite examples of promising directors who fell into this trap). But Yuasa isn’t content to just sit back and not fix things that aren’t broken, but instead strikes me as the kind of creator who would rather risk breaking them to see what new things he can fashion from the debris. As a result, each of his works promises something fresh and exciting and stands out uniquely as a memorable anime in its own right, not just as another entry rolled out in the Yuasa series. Every project is treated as a challenge and every challenge is a story of growth for this rising director. With a team of imaginative and skilled writers, directors and animators surrounding him and a pioneering attitude, Yuasa is someone who we should all be looking to for great things going forward.

He recently gained another wave of attention overseas by guest handling an episode of the strangely popular cartoon, Adventure Time, so it might be hard to guess which direction his career is going to go. One thing that is assured is that he will be handling an episode of the second half of Space Dandy, so I’ll be keenly awaiting that!

https://lh3.googleusercontent.com/c9vc9YkvKF16u4GJNyGbqGzK4So0jpcsqURb1FBKH16-TNs0ARhaqta_Sh9EQSi8hAb7B8cQPJilbCKY-Bwz97cQtHj75wiaxW1cakE8EeNZNyQQ47tSvbFH-42yiIXyGg

Further Reading/Sources

Anipages articles on Yuasa: http://www.pelleas.net/aniTOP/index.php?s=masaaki+yuasa&advm=&advy=&cat=&author=&adv_types=all

Sakuga wiki entry: http://www18.atwiki.jp/sakuga/pages/37.html (Japanese)

Good interview with Yuasa: http://twitchfilm.com/2013/09/interview-yuasa-masaaki-talks-about-anime-part-1-of-2-kick-heart.html

 

 

 

Ping Pong 7 Thoughts

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I really feel like Ping Pong raised the bar to new heights with its latest offering

Ping Pong presents a surging, heaving swell of grudges, lifelong dreams, responsibilities, love, passion,  and pride being stirred up by its entire cast, just waiting to break into uninhibited conflict. Although there have been minor clashes along the way, for example the upsets of Wenge vs Kazuma and Peco vs Sakuma, so far these motivations have mostly peacefully coexisted. Kazuma has been devotedly honing his skills and shouldering the ever increasing burden of redeeming his family name; Wenge has cast his pride aside and has put himself back to the hard work of training up; Peco has rekindled his childhood dream to make gold at the Olympics and is on an extreme up-skill regime; and Smile is silently honing his talent and reconciling his own reasons for winning. And it’s not just the players, the coaches behind them have their own hangups they’re fighting for. Exploring all these characters and what they’ve put on the line with ping pong has been the goal of this anime so far, and there’s an intensifying sense that something is brewing. Things are starting to gain a direction – they’re on a course for collision. Ping Pong has has had suspense and drama all throughout, but this episode sharply brings into focus the fact that the true meaning of the show will all be in the final meeting of these players across the net.

The episode also puts something else under the spotlight – that the core of this series is the friendship and inevitable rivalry between Smile and Peco. The other characters certainly flesh it out and explore the themes of what motivates people, but at the end of the day they’re more of a side-story. The narrative of Ping Ping has made itself clear – Smile will face Peco in an important career match and have to make a choice between listening to his coach and his friends and do whats necessary to win, or standing aside to let Peco go on towards his goal. The parallel’s drawn between Smile and his coach were undeniable, as was the flag of Peco having his leg wrapped. History will repeat itself, and Peco will be injured when he’s matched with Smile. That choice facing Smile is the crux of this series and the morale of the story will be about the meaning of winning. What I can’t predict is what Smile will choose: to win or to lose. If I had to guess at this point it would be ‘to win’, simply because it would feel too predictable otherwise.

  • We’re seeing real pay-off here from Yuasa’s hands-on, DIY approach to writing/storyboarding each episode. Far from getting tired, he seems to be improving with every episode. This week felt like it had more visual depth and precise pacing than ever before. Every scene had a bite of humour, emotion or tension to it, and there was a pervasive atmosphere throughout. It felt like there were less incongruous moments of animation and more coherency to the rough art style. Combined with the sleek, emotive music, the show’s production was punchier than ever, and as close to beauty as it has ever been. I can now put my concerns about the schedule aside, it’s kept up. But I am hoping to see some animator big guns to come out for the final matches of the show

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  • I thought this was interesting -this is the color script for the first episode. Every episode has its own color script and the intention is to guide the flow of color throughout the episode. Masaaki Yuasa’s works have always had a strong focus on color and this is definitely a major part of that. I think it’s rare for an anime to use this pre-production step, but it seems to be a signature of his. The color scripts for Kick Heart were posted online on the kickstarter page https://www.kickstarter.com/projects/production-ig/masaaki-yuasas-kick-heart/posts/330918. As with Kick Heart, they would have been painted, based on Yuasa’s storyboard, by the series art director and close collaborator Kevin Aymeric. He recently gained attention for drawing every single background in Yuasa’s episode of Space Dandy (episode 9) himself. It’s clear that he’s a creative force to be reckoned with and a valuable addition to the Yuasa ‘team’.
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Aymeric signature – the ping pong building

Wixoss 8 – Be Careful What You Wish For

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So I just watched Selector Infected Wixoss 8 and I think I now need professional help. 10 years from now you might find me in some creepy, out-of-the-way mental asylum for the irredeemably damaged screaming “NO YUZUKI. STOP, JUST STOP!!”. But I’ll at least finish this blog post before I admit myself.

I mentioned last week that watching Wixoss was like being a morbidly curious onlooker of a train crash about to happen. Well now the train crashed actually happened and I’ve gone from perverse curiosity to abject horror as I’m lift staring at the twisted, smoldering remains. And let’s not be coy about this, those remains are Yuzuki. Poor Yuzuki! After taking a backseat last week to the fall of Aki-out-of-lucky, she is thrust back to center stage from the very start of the episode. The first half of the episode was unsettling with its foreboding tone as Yuzuki ran around raising bad-outcome flags left right and center (see above screencap), and the latter half of the episode bought her storyline to a head, pitting her in a make or break selector battoru. At this point in the episode I was seriously panicking. I expected to suffer alongside Yuzuki for a good few more episodes as she slowly grappled with her soul-crushing tainted love, and yet all of a sudden there we were, on the brink of her wish coming true! Wixoss is proving to be full of surprises, and the breakneck pace at which it throws its characters into turmoil is truly amazing.

I’ve gotta say, I’m not usually the biggest fan of Mari Okada’s scripts, but she has really nailed it here. I think Wixoss is suited to her writing style because it’s under no pretense of being a nuanced, realistic drama, so she doesn’t have to pull any punches in packing in as much emotion as possible. But I really enjoyed the sense of doubt hanging over Yuzuki as she pursued her goal. At face value she had pulled herself together, taken command of her own destiny and was working confidently towards achieving her dream, but there was the nagging sense that she was making a mistake. We the audience had no reason to believe that her wish would not come true, but the episode still made us feel that something was off. It was a great way to maintain suspense.

And then there’s the outcome – goddamn! It all makes so much sense now! Why  they’re called ‘Eternal’ Girls, why Yuzuki’s LRIG was trying to stop her, and more. It’s actually an obvious development when you think about it, but It caught me off guard. So Yuzuki is now no longer herself – she’s split between being an LRIG and being a placeholder wish-fulfillment Yuzuki who will dubiously enact her fantasies with her brother. It’s clear that she won’t ever get to experience her wish, and, in the ‘be-careful-what-you-wish-for’ spirit, she has also dragged her brother into a toxic relationship. Seriously, it’s like these girls haven’t seen Madoka. Losing is probably better than winning in the never-ending selector war.

I think this show is going to take the direction of Ruuko taking up the cause of ending the whole selector infected thing. Her lack of a wish might mean she’s the only one who can ever truly ‘win’. It’s going to be interesting to see how it plays out, and I really hope Yuzuki’s storyline is continued somehow!

 

 

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(laughs)

Wixoss will mess you up, and I love that

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The next time I see girls playing trading card games I’m bolting! Wixoss starts of innocently enough humming along as a story of cute girls playing cards with a side helping of “please buy these cards – look how cute they are!”. But just when you start leaning back and soaking up the pleasant moe feelings it pulls you, gagging and struggling, in a different direction: by episode 3 you’re well and truly caught up in a soul crushing emotional maelstrom of forbidden love, loneliness, forlorn sadism and nihilism. It’s unrelentingly melodramatic as it throws each of its main characters into the fray and forces us to watch as their lives spiral out of control. It’s tough viewing but it’s like an imminent train wreck you just can’t look away from. If you thought Wixoss was just pretty young girls sitting around, drinking tea, fondling each others breasts and playing the occasional card game, you can think again. And if train wrecks are your thing, I fully suggest you strap in and join me for the ride. Selector Infector Wixoss will be two seasons long, so it’s not too late to jump on board the pain train!

I love this teenage angst stuff

Yep, I admit it, I’m a sucker for sappy teenage angsty stuff. I think it’s a condition that stems all the way back from my early years of watching Buffy the Vampire slayer, but it’s a guilty pleasure that’s stayed with me for life. Unfortunately it’s been a while since I’ve found an anime this heavy with it. I think the last time I was this revved up about the awry feelings of twisted young girls was Mai Hime. Back then my heart bled for Shizuru and her patently unfulfilled lesbian love for Natsuki, and for Mai’s crumbling soul beneath her happy facade. Now, with Wixoss, I can actually hear my heart cracking whenever Yuzuki starts the self-destructive talk of the love for her brother that can’t come true, and I’m glued to the screen with shock when Hitoe’s simple dream of making friends is crushed. Meanwhile, the main character seems to be harboring some strong nihilistic tendencies beneath her good girl front, while her talking card, Tama, is the cutest little bundle of adrenaline-junky sadism you’ll ever find. I know it’s all over-the-top and definitely bordering on silly, but the potency of these raw, naive feelings still guts me, and I absolutely love the unstable, flawed characterisation that hangs over all of the girls. As you might have gathered, I’m totally ensnared by Wixoss, and it’s the only other anime this season, alongside Ping Pong, that I hang out every week to see.

Incest is best

Probably the biggest hook that this show has stuck into me is Yuzuki’s totally obsessive crush on her brother. Her actual brother; none of that not-blood-related cop out crap. It’s not because I have boner for the idea of two people with the same mother getting it on, not at all. The reason I love stories like this is because they’re forbidden love. It’s one of the oldest tricks in the book of how to make the audience have feelings, but it works on me every time. If you’ve ever experienced unrequited love, you should be able to sympathise with poor little Yuzuki. Sure, loving her brother is creepy and not really the best idea, but love is illogical and notoriously unwilling to compromise for the people who are infected with misdirected feelings. Beyond all reason and responsibility, Yuzuki is bound by her aching heart to wish for the impossible – a normal relationship with her brother. Of all the wishes seen so far hers is the one with the most at stake – wixoss is the only way she can make it happen.

I don’t know if I support her wish, but I sympathise with her the most of all the girls.

Welcome to Fight Club

The main character of the series is another interesting piece of work. She’s probably the most atypical character in the show in the sense that she’s a girl drifting through life without a sense of purpose, almost detached from her own existence. Once she’s thrust into the combative arena of Wixoss, she realises she has nothing to lose, and she even starts to find a rare flicker of joy in the heat of battle. Her motivations for battling with the dreams of girls hanging in the balance is purely that it’s fun. I can’t really remember another female anime character with this kind of nonchalant, nihilistic bent, and it’s kind of exciting to see how far down this path she’s going to go by the end of the series.

Episode 7 was good

I watched episode 7 yesterday morning and it delivered all the things I love about this show. Yuzuki is wandering the streets looking for girls to start battles with, Ruuko is finally goaded into doing battle with Aki-lucky’s utterly evil and deeply perceptive colleague. While previous battles have lacked suspense, this one had a great energy and was probably the high point of the episode. This was partly because the dynamic between Ruuko and Iona really electric – they’re both a match for each other and they’re both in it for the thrill of the hunt. I see a really fun rivalry brewing here. Feeding off this energy, Tama’s thirst for battle was more irrepressible than ever!

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She was so fierce this episode that sparks could’ve been bursting from the sides of my computer monitor. I could feel the heat of her excitement!

Another contributing factor was that Hiroshi Tomioka did a significant amount of drawings for it. His effect animation made things visually exhilarating, while the music and sound effects also held up their end to produce a bold and stimulating action sequence. The importance of the effect animation can’t be overlooked in Wixoss; since the card girls don’t actually make physical contact, there’s no actual choreography. It’s up to the flashy sparks, flames and beams of light to make things fun.

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The episode ends on a really sharp cliffhanger, with a resurgent Akira taunting Yuzuki and Ruuko into an inevitable showdown in an abandoned warehouse. By the look of it, Akira is now off the rails with no hope of return. She was an intimidating figure before, but I expect to see her reach new levels of psychopathy now that her pride has been ripped to shreds. Her finally ‘Aki-raki’ of the episode literally sent shivers down my spine!

 

Let’s Look at Ping Pong The Animation!

I enjoyed the first episode of Ping Pong for its rough, esoteric artistry and the fresh approach Yuasa has taken for presenting an anime. Actually, I guess you could say I appreciated it more than I enjoyed it. While it wasn’t boring by any stretch, it did lack a certain ‘hook’ or gravitas that I really need to get me genuinely invested in the show. Well, episode 2 changed all that, and episodes 3, 4 and 5 all rode that wave of change to make ping pong my anime of the season. In fact it’s probably more than that; You know it’s anime-love when you have this militant desire to make everyone else like it. Spring has come for this anime fan! I thought I’d better stop pestering my friends about dropping it and just let me passion out through a blog post instead.

Forget Everything You’ve Learned About Anime

Ping Pong’s success is hampered by the insular and cannibalistic nature of the anime industry. In terms of art styles, design work, and even the way things are storyboarded, there is very little variation. Sure, an anime girl might have larger eyebrows or different coloured hair, but they’re always recognisable as an ‘anime girl’. Anime is a medium, but most of the time we actually think of it as a genre – there is a look and a set of unspoken rules about what kind of stories should be told and how they should play out. This came about because most people in the industry are inspired by works from within the medium. How many light novel’s that get made into anime are written by otaku? It’s this feedback loop that has trapped both producers and fans. Most otaku expect to see “anime”, rather than “animation from Japan”.

Ping Pong is one of those rare cases of commercial Japanese animation that isn’t trying to be ‘anime’. It’s just trying to be Ping Pong. Sure, the characters are drawn with rough, lazy-seeming lines, and they’re definitely not colourful or attractive. They don’t stay on model all the time; and sometimes they move in unnatural ways. But who said anime has to do any of that? Who said Japanese animation has to be cleanly drawn, detailed, and stick to model sheets? Most of the time people who say Ping Pong looks ‘bad’ are actually saying that it doesn’t meet their expectations as an anime. It’s unfortunate that anime are punished when they try something too different – I know Aku no Hana suffered the same fate, but turned out to be easily one of the best anime of the year.

I don’t believe that comparing the way Ping Pong looks to other anime can be a valid criticism. There’s nothing inherently wrong with looking weird, rough and ‘uncute’. If everyone could cleanse their palate and enjoy Ping Pong for what it is, they might see some beauty and raw creativity in the messy expressionistic style of Ping Pong.

The style

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I’ve just about exhausted all my synonyms for rough and wobbly in my discussions on Ping Pong so far, because that’s really the best way to describe its overall visual composure. The linework is skittishly wavy and the characters often have a mishapen bearing to them – but don’t mistake this for sloppy production values; the loose wonkiness of Ping Pong is deliberately realised. Even the background art has been drawn with the same scraggly linework to deliver a unified style.

On the one hand, I’m sure there’s a degree of trying to look different for the sake of standing out, but on the other hand, I think one of benefits of this it allows the animation to be looser and more expressive in different ways. Without strict character models and the need for smooth, neat lines, animators are more free to deliver raw expression through their animation. And that’s not a sign of a lazy production – it’s just a choice to undercook the animation to preserve more of its original flavour. The OP is a perfect example of this, showcasing some really astounding work from some of the best animators ever, all clearly done in their own unique manner. Its exhilarating, fresh and technically impressive in a way that a more strictly produced anime could never allow for.

Another point to the look is the lack of highlights/shading in the animation and the simplicity of some elements of the designs – especially the hair. The lack of highlights is becoming more common in anime and it gives the animation a very crisp, clean and modern look. The risk is that things can look flat without shading. Ping Pong avoids that trap with its strong use of perspective and warped posing that fills out the shots in a 3 dimensional way, and the lack of shading detail helps the series focus on the expressions and mannerisms of the characters. On top of that, there’s a lack of post-processing like lighting effects or filters (like the opposite of Ufotable or GoHands). The Ping Pong visuals are crisp and focused – I love it!

I think it’s fair to say that there’s more of a focus on presentation over animation in Ping Pong, and this is where Yuasa’s monumental effort of storyboarding and scripting every episode of the series comes in. Since the schedule of this anime isn’t so great (as in, it wasn’t in preproduction for that long), Yuasa has apparently been kicking out an episode storyboard once every 10 days. It usually takes 2+ weeks to complete a storyboard, so it’s quite a feat. It’s definitely a radical measure for a director to do every storyboard for a TV-anime (I can’t think of any other cases), but it means that he has a direct hand in the way every scene in Ping Pong plays out. As a result, Ping Pong feels tightly crafted in terms of its pace and visual presentation. The coherent vision he has mapped out from start to finish also imbues the storytelling with a focus and sense of purpose that anime often loses. Every scene counts, and every shot is perfectly in-tune with the Ping Pong style.

There are plenty of animation shortcuts in Ping Pong, and there are moments that seem cheap, but the style that Yuasa and Nobutake Ito have created here is probably its greatest asset.

The OP

I mentioned the OP before, and it’s certainly the animation highlight of anything from this season. It’s directed, storyboarded, and AD’d by none other than Shinya Ohira, easily one of most technically brilliant and fascinating animators to have ever lived. Ohira only really works on cinema anime these past few years, so his involvement here is clearly a sign of respect for Yuasa (he also did key animation on Yuasa’s Mind Game uncredited). He brings along kindred spirit Shinji Hashimoto and other top expressive animators including Hokuto Sakiyama, Tomoyuki Niho, and Yasunori Miyazawa to help create this impressive piece of work.

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As expected, Shinya Ohira’s segment was the highlight – pure, unadulterated animation that strongly harkens back to his career’s earlier focus on ultra-realism but with a fervid edge of expressiveness that his work is now known for.

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Shinji Hashimoto’s animation is also superb – you can feel the sense of power and momentum from his running sequence, as though it’s trying to charge right out of the screen!

Like he did with Azura’s Wrath episode 11, Ohira took this opportunity to let the talent of some top-grade animators speak for itself, to great effect! With the amount of drawings in this, I’m not surprised it didn’t get finished on time (it doesn’t play until the third episode). The OP was also improved going into the fourth episode, so it’s clear Ohira doesn’t consider it finished yet. It’s also perhaps another sign that the schedule on Ping Pong isn’t the best.

Shout-outs

Yasunori Miyzawa

Yasunori Miyzawa has been a major contributor to the animation of Ping Pong. He’s been a highly regarded animator for some time now, but has maintained a prolific workload in TV-anime unlike some of his lofty peers. He’s also been involved with Yuasa’s works for some time now, including all of his other noitamina series and being an associate animator on his Kick-heart movie. So it was pretty clear that he would show up here.

Sure enough, he’s credited with key animation in the OP, episode one and episode 3. He actually did animation in episode 4 as well, but it looks like they stuffed up his name in the credits, showing  宮沢康則 instead of 宮沢康紀… or was this intentional for some reason?

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His animation in episode 4, a key part of the showdown between Ryuuichi and Wenge, was definitely one of the more interesting beats in the ep. Even though it was very limited, it was interesting to see the looming, monstrous portrayal of Ryuuichi, tapping into the psychology of the match without the need for cutaways and obvious narration.

Miyzawa is definitely a major asset to the show, and I hope he keeps working on it. He’s actually involved with the other noitamina show this season, Nanana’s Buried Treasure, having done genga for 2 of the episodes so far. Glad his talented drawing arm is being kept busy!

BahiJD

BahiJD’s next big break after his work on Space Dandy was supposed to grace Japanese television screens with episode 3 of Ping Pong, but it wasn’t to be.

Bahi is a young Austrian animator and a newcomer in the Japanese industry. He still lives in Austria and works with other staff over the internet. He is very passionate about anime and works very hard to make each of his cuts memorable. His work on Space Dandy episode 1 was actually very impressive, all the more so for someone so inexperienced in the business. Here’s a part of it on sakugabooru. After finishing his work on this, he moved on to his animation for the 3rd episode of Ping Pong, for which it seemed he was doing a whopping 20 cuts. That translated to basically the last climactic two minutes of the episode – a great chance for his work to really be put on a pedestal.

But when the episode came out, there was no noticeably Bahi animation, and nothing notable from the final scenes. Then we see that his name wasn’t in the credits! An avid twitter user, he made a number of tweets suggesting that something had gone wrong with his work on Ping Pong in terms of meeting the schedule. It’s hard to say exactly what the problem was – perhaps he couldn’t finish his animation before his deadline, or maybe the deadline was miscommunicated thanks to him not being Japanese. But his animation didn’t make it in, and clearly they had to scramble replacement cuts together from somewhere. Although it didn’t ruin the episode, this is definitely an unfortunate stuff up! I hope it doesn’t hamper his career in Japan.

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After the episode, he put rough concept versions of his cuts online, and I’ve gotta say it looks like he could have made them really great. If he had got them finished and in the episode, it definitely would have been awesome.

Eunyoung Choi

Eunyoung Choi is a female Korean animator who has really made a name for herself working with Yuasa on his projects from Kemonozume right through to Kick-heart. She is an accomplished animator with a budding career in directing. She handled episode 9 of Space Dandy recently, and, unless she’s busy on another future project, I wouldn’t be surprised to see her put the director’s hat on sometime for Ping Pong.

In the mean time, she has provided key animation for episode 2 and also did the ending animation by herself. Although it’s obviously rotoscoped from video footage, the ED is still visually delightful and would have taken a lot of work! Since there are no other credits, I guess she shot the footage herself or directed it and came up with what to record. I’m not really sure how walking, driving and then looking at a bird relate to ping pong, but it’s definitely pretty.

Flash Animation

The show’s use of flash animation mostly feels unnecessary and included for the sake of trying something new. Even if it does save costs for those shots of a whole bunch of people playing table tennis, I’d rather miss out on those scenes than see awkwardly placed full animation mixed in with the limited 2D animation. Also, since it’s artificially in-betweened, flash animation always moves unnaturally smoothly, and you can feel the ‘joints’ on the character. Adding to this, in Ping Pong, it has thicker, bolder lines without the same wobbly look that the rest of the animation has. It seems pretty jarring and pointless, but I guess it could have been done worse.

The Music

I didn’t notice this in the first episode, but the music for this show is actually awesome! Several times I’ve noticed just how much the music added to the energy of this show, to the point where it’s actually a vital component of why I enjoy it. It’s handled by Kensuke Ushio, one man techno artist also known as Agraph. He actually did a really cool track for Space Dandy called ‘Love you, Dandy’. Perhaps Yuasa discovered him when working on his Dandy episode? However or whoever found him, he was right man for the job. The Ping Pong soundtrack doesn’t feel like ‘just another anime OST’ – it’s genuinely fresh and invigourating.

Conclusion

There’s a lot to love about Ping Pong. Beyond what I’ve discussed here, the show has strong, unique characterisation. Overall, I would call it my anime of the season! It might not look right sitting next to other anime, but Ping Pong should be celebrated for trying something new and succeeding.