Monthly Archives: February 2025

Seika ArchiveD – The Digitalization of Anime Production Materials & The Mary and The Witch’s Flower Exhibition

During my journey exploring the various attractions Kyoto has to offer to its many tourists, I visited the Kyoto International Manga Museum, arguably one of the most significant efforts in manga preservation throughout the entire country; out of professional habit, I especially enjoyed the anime section—despite the facility being a manga museum first and foremost—which offers not only great insights on the anime production pipeline, via some neat schemes and graphs that thoroughly describe the entire process, but also a few volumes worth of genga, layouts and corrections (along with the corresponding timesheets) from Production I.G’s 2012 short movie Wasurenagumo (わすれなぐも, Li’l Spider Girl) you can browse through while watching the cuts they cover play step by step throughout the production process, from their storyboard-form to shiage.

Here is one of the aforementioned “neat graphs” displayed at the Kyoto International Manga Museum, visualizing each single step of the anime production pipeline in a vertical timeline, ordered from Pre-Production (プリプロ) to Production (プロダクション) to Post-Production (ポスプロ), giving a clear idea of the sequentiality of the process while also introducing its many intricate and convoluted building blocks.

Anyhow, after spending more than an hour in the anime room alone, on my way out of the museum I spotted a poster that read:
Seika ArchiveD, the organization that aims at digitally archiving animation material, will showcase its recent results in an exhibition of genga data and materials from Studio Ponoc’s 2017 movie “Mary and the Witch’s Flower” on February 23rd at the Tsuki no Niwa Gallery in Keihanna Commemorative Park.

Needless to say, I went to the exhibition and spent there my entire Sunday afternoon, and I want to take this opportunity to write not only about my experience there, but also about Seika ArchiveD; what they do, how they do it, and why it matters. 

Seika ArchiveD

Seika Anime・Archive・Digitalize, ArchiveD for short, where the capital A stands for “Anime” and “Analog” and the capital D stands for “Data” and “Digitalize“, is—borrowing the words directly from their official website—an industry-academia-government collaboration between Onebilling Inc., Kyoto Seika University and Seika Town, with the goal to digitalize the important intermediate deliverables that anime production materials (timesheets, layouts and key frames) represent, into high resolution data through the use of a digital camera, and then utilize this data for eduction, research or commercialization purposes. 

Their home-page also highlights how this is the first instance of an anime-archiving initiative led by a local-government institution (Seika Town, in this case), as well as the first time a digitalization mechanism relying on a digital cameraーas opposed to a regular scannerーis being deployed in the context of anime material digitalization.

The above graph illustrates the working process at Seika ArchiveD: cut-packs (カット袋, folders containing the aforementioned production materials for each cut of animation from a particular project) are delivered directly to them; the materials are then carefully extracted from the folders, photographed with the digital camera, and thoroughly catalogued via software one after the other. Once the digitalization process is complete, the cut-packs are repackaged and sent back to the original animation studio or entity they belong to. The high resolution data is ultimately used for a variety of purposes, including education and exhibitions—like the one I had the pleasure to visit yesterday—further academic research or business analysis, and also commercialization through art books or anime records collections, or, notably, digital key-frame collections like the popular E-SAKUGA, which you may have already heard of, or even got a copy of yourself, and which also happens to be an initiative backed by the same Onebilling Inc. mentioned earlier.

One thing you may be wondering is, why using a digital camera instead of a regular scanner? Well, thankfully, the exhibition’s booklet provides a very straightforward answer to that question, and the reason might be much more practical than you think. The amount of drawings produced in the process of creating anime is, unsurprisingly, very huge, averaging at around 5000 sheets per episode (according to the data directly from the booklet). Multiply that for 13 episodes, and you get to a staggering 65000 drawings per TV anime cour. Using a scanner to digitalize all those drawings might sound pretty reasonable at first, so much so that it’s in fact the norm when it comes to anime digitalization as things stand now, but as Seika ArchiveD points out in the booklet, scanning anime drawings takes effort and precision, as the scanner’s lid needs to be pressed relatively hard to avoid shadows and wrinkles of the paper being captured in the final image. On the other hand, with their special digital camera setup, the time it takes for a single drawing to be digitalized is significantly reduced; and not only that, but it’s also substantially easier and quicker to produces higher quality image files as well, capturing the many pencil strokes in much better detail than a regular scanner could possibly achieve.

A picture showing Seika ArchiveD’s digitalization setup from the Mary and The Witch’s Flower exhibition

To make all this actually possible though, their digital camera is set up in a special way, aimed at optimizing the speed and precision of the digitalization process. At yesterday’s exhibition, they showed a neat recording of this special setup in-action: the camera is placed on a stand facing downwards, where a bunch of properly adjusted lights shine on a glass panel, under which the drawing—whether it’s a key-frame, a layout or a timesheet—is placed, tightly pressed down to avoid any distortions in the final image. On the monitor right next to it, the operator can see real-time footage from the camera, and dedicated software plots perpendicular guidelines over the image to help adjusting the drawing’s position in the frame. With just a click, the picture is quickly saved, and after typing in the necessary details, the drawing is fully digitalized and archived in a matter of minutes.

Iterating through this simple process over and over for countless times is what lead to the creation of a massive library of digitalized production materials, like the ones from Studio Ponoc’s Mary and the Witch’s Flower showcased in yesterday’s exhibitions at Seika Town’s Keihanna Park.

The Mary and the Witch’s Flower Exhibition

There isn’t much I can actually show you in this section, since, as obvious as it sounds, cameras were strictly prohibited inside the exhibition room. So, instead, I’ll do my best to describe and explain what I was able to see and experience in there.

The Tsuki no Niwa Gallery is a small space located inside of the Keihanna Commemorative Park in Seika Town, south of Kyoto City; yesterday, the entire room was used to host the Animation Material Exhibition, showcasing the results of ArchiveD’s efforts to digitalize timesheets, layout, key & in-between frames from Studio Ponoc’s 2017 anime movie, Mary and the Witch’s Flower (メアリと魔女の花).

Aside from a few physical layouts and genga displayed in a glass case at the center of the room, the gallery was equipped with a dozen of tablets, each containing the digitalized drawings—timesheets, layout, keyframes and in-betweens—from a different cut of the movie, for a total of well over a thousand distinct materials from the film.
The interactiveness of the setup was the main attraction of the exhibition: you could browse through each of the displayed cuts by interacting with the corresponding tablet, swiping through each key-frame or quickly scrolling through the sequence by rapidly tapping on the screen; you could even pinch and zoom-in on each drawing to appreciate the incredible level of detail the camera-captured image had to offer—as they claim in the booklet, you could really feel the bump in resolution and overall clarity of the picture compared to a regularly scanned image.

The experience was really fun, and the amount of data they were able to archive was nothing short of impressive. What (positively) surprised me the most though, was the number of people who attended the exhibition; granted, the sunny weather on a Sunday afternoon, the fact that it was held in the city’s largest park, and the complete lack of an entrance fee, all definitely played a role in its success, especially considering many of the visitors I saw during the few hours I spent at the exhibition (and at the nearby café while writing this post) were families with little kids, likely attracted by the movie’s title more than anything else. However, a consistent portion of the attendees—spanning across all demographics—was really, really invested in the exhibited materials, reading with visible interest through the explanations on the various steps of the anime production pipeline hung on the walls throughout the room, or thoroughly browsing the countless key-frames and layouts at display, appreciating all their details and intricacies (I believe the strong interactive element of the tablet-setup really helped in making the material feel more fascinating and intriguing to engage with).
And if this is sounding like it’s no big deal, since, well, we’re in Japan, the land of anime, of course the locals would be more interested in stuff like this, you may be correct in assuming as much, but I believe that’s only part of the truth here. Anime as a medium (as well as its aesthetics in general) is deeply rooted in the cultural and social context of Japan, to the point literally everything can be intertwined with it—and believe me when I say this, you’ll see anime everywhere here, from train station stamps and mascots, to life-size anime-miko cardboard cutouts at shrines… That is one thing, but being interested and invested in the creation and production of the craft is an entirely different story, and even more so is appreciating the considerable effort put into archiving and preserving the material that comes out of such creative process—the “valuable intermediate deliverable”, as ArchiveD refer to it on their home-page—especially here in Japan, where the idea of preserving analog media has only recently begun to gain traction, with Seika ArchiveD standing as one of the very few contributors when it comes to archiving production material related to anime.

The bottomline is, events and exhibitions like yesterday’s, raising the interest and engagement of the general public towards the more niche aspects of anime production, that may still be broadly perceived as aimed specifically at the enthusiasts of the field, are truly remarkable, and certainly a step in the right direction for analog media preservation as a whole. Moreover, seeing industrial and government-backed initiatives like Seika ArchiveD successfully garner such interest as the result of their hard work, truly felt like the cherry on top of this collaborative and steadily growing effort.


This concludes my little report on yesterdays’s peculiar event. I hope the content of this piece—quite unusual for the standards of this blog, I know—was able to pique your interest nonetheless, and maybe bring to your attention the current state and recent advancements of cultural preservation here in the Land of the Rising Sun, that you may not have been aware of.

I won’t deny that this article is, in a way, an experiment on my end as well, so I apologize if the exposition feels somewhat messy or yet unpolished. That being said, I have to admit I had a lot of fun writing this piece, and I truly hope the opportunity to further explore this format will present itself again in the future. Until then…


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Mobile Suit Gundam GQuuuuuuX -Beginning-: Creators Talk vol.2 – Interview Highlights

The second part of the Creators Talk on Mobile Suit Gundam GQuuuuuuX -Beginning- premiered yesterday on the official Gundam Channel on YouTube, this time featuring Episode Director Daizen Komatsuda and Storyboard Artist Mahiro Maeda, as well as Director Kazuya Tsurumaki and Producer Yuki Sugitani, who already talked at length about the project in the first part.

This latter half of the interview focused directly on the team and the environment behind the project, as well as a more detailed look at the storyline. This is to say, this post will inevitably contain a few spoilers about the story and setting of GQuuuuuuX -Beginning-, so read at your own risk.

Much like last time, instead of translating the whole talk word by word, I picked out only some of the more interesting questions and answers, compiling a list of highlights from the interview, as I believe this format works best when translating spoken interviews as opposed to the usual written ones.


Original interview from the official YouTube Gundam Channel, conducted by Mafia Kajita and released on February 7th 2025.


— Well then, the words “One Year War” that we so strictly withheld last time have finally been unveiled. […] Director, how do you feel about the public’s reactions, now that this trick you’ve kept secret until this very moment has finally been disclosed?

Tsurumaki: Well… I believe Gundam fans have something to say… to me, or to Studio Khara… “What the hell are you doing?

Maeda: On X or something I’ve seen people writing “Anno’s clan”… I thought that was a fantastic expression, like, we’re a clan already.

Everyone laughs

Sugitani: I’ve also read a post saying Anno-san is Tsurumaki-san’s M.A.V.

Maeda: Well, that’s true (laughs)

Tsurumaki: Everyone’s saying “Anno this” or “Anno that”, but this idea of writing an alternative version of the One Year War… it wasn’t actually Anno who proposed it. We had him write the script, but it’s not really his fault. It’s… Khara’s fault, if anything.

— You mentioned this in the last interview already, but you said you didn’t expect your proposal to actually get accepted; you thought it would be rejected, but it unfortunately got the green light, right?

Tsurumaki: Yeah… of course I also wanted it to be accepted, but I really believed at least half of it would get turned down. So, I was surprised when they said it was all good.

— I really thought, “that madman, he really did it… he touched the taboo of all taboos….

Everyone laughs

— “This will definitely get him in the firing line”… this “Alternative One Year War”.

Tsurumaki: Yeah… well, in the past, during the Gainax era, there was “Cyber Comics[An anthology comic specialized in robot anime published by Bandai. Gainax’s predecessor, General Products, was also involved in its editing], and inside this… how do I call it, otaku manga magazine maybe…? Well, inside that, there were a lot of bizarre Gundam stories that had nothing to do with it…

— Like side stories?

Tsurumaki: Hm, not exactly “side stories”… there was one featuring a ninja Gundam for example, or one with magical girls… They played around a lot with it. So, yeah, there was also a time when Gundam was written in such a way —not officially, of course, it was just an unofficial manga, but I sort of “grew up” with things like that. There’s also the game, Gihren no Yabou [ギレンの野望, Gihren’s Greed, a series of turn-based strategy video games], I’ve actually never played it myself, but I thought it would have been interesting to do something similar.

[…]

— Thinking about the One Year War in Gundam, there are some historically unshakable and firm points and events; did you ever ponder whether it was really okay to change or alter them?

Tsurumaki: Me personally, I read a lot of alternative versions of stories, so I do know and understand how to effectively set them up, but even so, for this project, I did worry about what the fans would think of the changes like, for example, Amuro not appearing even once. Though, I also understood that worrying too much about that wouldn’t be a good thing, so, in the end, I made it the way I wanted. 


The discussion then delved into more specific details about the story; Director Tsurumaki explained how, in his vision, the Gundam itself was the very key that lead the Earth Federation to win the One Year War, and not Amuro, like some may think. Therefore, initially, his and Yoji Enokido’s plan was to make a 5-minutes-or-so introduction, showcasing the alternative OYW just until the moment Char gets his hands on the RX-78-2 Gundam, to then jump directly into Machu’s world, and gradually explain the alternative OYW through “documentaries-like flashbacks” throughout the course of the series.
Since this initial plan didn’t line up well with the serial TV broadcast structure, it was Ikuto Yamashita who proposed the idea to make a whole, independent episode focused solely on the OYW. In the end, Hideaki Anno was appointed as the script-writer for that very introductory episode.

When asked if there was anything he finds particularly impressive about Anno’s work, Director Tsurumaki answered that the number of modifications (and how thorough and attentive they are) is truly remarkable —something he wouldn’t have been able to achieve by himself. Producer Sugitani then mentioned how well-written the dialogues are, as they really “feel like something written by Tomino himself”.

After a brief section where the two new interviewees revealed their favorite Gundam series and Mobile Suit, followed by yet another brief section where the staff answered a few questions Kajita gathered from the fans, to wrap things up, he asked everyone to leave a message for the viewers, starting with Maeda.


Maeda: I’ve always thought that Tsurumaki-san is an incredible person. We’ve always worked together on Shin Evangelion [シン・エヴァンゲリオン劇場版, Rebuild of Evangelion]; not on the TV series, but I’d always been looking at it from afar, noticing the parts he worked on and thinking “Ah…! this is Makky’s work!

Tsurumaki: (laughs)

Maeda: Of course, Anno-san is an incredible person too, but I’ve always believed that, looking from afar, it’s thanks to the individuality and great qualities of all the people around him, like Tsurumaki-san‘s, that they were able to create such an amazing work. He really is his right-hand… his M.A.V., his buddy… though he may not like me saying this (laughs)

Tsurumaki & Sugitani: (laugh)

Maeda: I believe he created some amazing works, and he still is to this day; when I went to the US, anime fans over there were saying things like, “if I have to pick a favorite anime series, that’d be FLCL!” —the works he creates are just that incredible. And that [FLCL] was his first ever TV series, right? Having your first major work become that famous and popular is truly outstanding, so I’d be glad if you could support and enjoy this new project as well.

[…] Next, it’s Komatsuda-san’s turn.

Komatsuda: Evangelion has become the “main” title associated with Studio Khara, and it’s always talked about as the work by the genius director Anno-san… but, well, since Eva Ha [ヱヴァンゲリヲン新劇場版:破, Evangelion: 2.0 You Can (Not) Advance] I’ve been working on it as the assistant director; basically, there was Anno-san at the top, then Tsurumaki-san supporting him, and then me supporting him in turn, and Tsurumaki-san supervised a very substantial part of the work, like the storyboard —the blueprint of the animation; basically, he was the one who controlled and checked it, for example- 

Maeda: -and [he managed] the communication between the staff as well. 

Komatsuda: Yeah! So, an entire TV series directed by Tsurumaki-san is something I’d wholeheartedly want everyone to watch and appreciate. After all, I’m one of the “Tsurumaki children” within the industry; back at Gainax, I was one of his students. One of Tsurumaki-san’s amazing qualities is his ability to communicate, he’d often come up to me while I was at the desk to ask questions about my work. Whenever he has a doubt or a question, he immediately speaks up and asks it. This quality and nature he has to start conversations, being frank and honest with the people around him no matter whether they’re younger or older, asking about every doubt he has, makes him really approachable. So, when even someone like a key animator is struggling with something, like, say, having problems understanding the time-sheet, it just feels natural to go ask Tsurumaki-san. He’s the kind of person who can teach many different skills to many different people; he’s a mentor to everyone who’s ever worked under him, on his projects. This is something I really want people to appreciate this time as well. 

[…] Now, Sugitani-san.

Sugitani: Well, I’m someone who stays outside of the actual production so, for me, it’s a bit different from what Komatsuda-san said, but even so, when we had to work on Evangelion for example, if I had doubts about something, like the content of a scene or some directorial decision, it was natural for me as well to just ask Tsurumaki-san. I too thought that Tsurumaki-san was simply amazing in that sense, and this time too I feel very grateful that we managed to make a show with him as the director. At times, I wonder why, given how strict and severe he is about the production, everyone seems to love him (laughs). He’s the type of person who never gives in to compromise… but people just naturally gather around him. Sometimes I think it’s really unfair (laughs)

— I think it’s really admirable and charming. 

Sugitani: The Director alone cannot make an anime by himself, but many people gather around him with the will to assist and support him…

Tsurumaki: It’s something I’m truly grateful for. […] Well, Sugitani-kun… Producer Sugitani was behind the production desk managing the schedule for Shin Evangelion, and that was an extremely tricky and difficult task, so half the reason why I accepted this job was to pay the favor back. I’m really glad it worked out so well… well, I mean, it’s not over yet [talking about the production of the TV series], so I don’t really know how it’ll actually play out in the end (laughs), but at least, as of now it’s been a great success, and it’s an important achievement for Sugitani-kun as well, so I’m really glad.


Part 1 – Mobile Suit Gundam GQuuuuuuX -Beginning-: Creators Talk – Interview Highlights

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