Author Archives: haruki

Sousou no Frieren #29 – Direction Notes

On January 11, just a handful of days before Season 2 started airing, one final PV came out, and amidst the sense of excitement and sheer joy that this sequence of mesmerizing visuals left me with, I realized I had never stopped to think about what it is that makes Frieren look and feel so unique.
It’s been roughly two years since Season 1 ended, and all it took was a mere 80 seconds of montage to sharply evoke that very defined—yet hard to describe—set of sensations that finally, “Frieren is back!”.

Today, 29 years and roughly 3 days after the death of Himmel the Hero, we’ll be adventuring through the first episode of this long awaited return, in the pursuit of laying down a decent-enough outlook on Frieren‘s distinctive taste and idiosyncrasies.


While not much has changed in the grand scheme of things compared to season one, this second season of everyone’s favorite elderly elf anime came back with a major internal shift in terms of position of the creatives involved in its production.
Essentially all of the core staff members, including the Scriptwriter, Art Director and Color Coordinator, as well as many Episode Directors and Animators, are still (figuratively) sitting at the same desks as two years ago, but the person in charge of coordinating the collective work of this talented crew, as well as defining the overall creative vision for the project, is no longer the man who goes by the name of Keiichiro Saito. Instead, while it might not be groundbreaking news to anyone at this point, Sousou no Frieren‘s second season’s Director is none other than Tomoya Kitagawa, who had previously covered the role of Chief Episode Director for the second cour of the first season (episodes 17 to 28), carrying out several storyboarding and directorial duties.

This significant change wasn’t something forced or imposed by any sort of sinister circumstance; rather, it was actually Saito‘s own intentional decision to step back from a more hands-on position to a more supportive and assistive one, that eventually get credited under the name of “Direction Cooperation”. Now, I don’t wanna delve into what that means practically, as the man himself answered this exact question in a recent interview. Instead, I want to take this as an opportunity to identify and discuss what I believe are Frieren‘s intrinsic strengths, and how this first episode of Season 2—unsurprisingly storyboarded and directed by Series Director Kitagawa himself—proved to have fully understood them and carried them over into this continuation of our party’s laid-back journey to Ende.

Right as the episode started playing, you get instantly overwhelmed by a strong sense of familiarity. For starters, that’s likely because the anime-original opening sequence directly mirrors the very first few cuts of season one’s first episode, this time featuring Fern and Stark by Frieren’s side, instead of the legendary Hero’s party. On a second analysis, you can’t help but feel the nostalgic warmth of Harue Oono‘s soothing & calming color design, that paired with the mesmerizing background art, plays a huge role in making the visuals feel vividly intimate.

The emphasis on natural landscape is one of Frieren‘s key ingredients that undoubtedly make up part of its identity, as Kitagawa pointed out in the aforementioned interview, and these familiar artistic choices, going all the way down to the Photography department, set up the perfect environment to make us feel the connection with seasons one, almost as if time never passed between them.

Things like the peculiar grainy filter are direct visual cues that help unmistakably recognize the specific taste that defines Frieren‘s imagery. Another example of this, are the very spacious and minimal compositions, where the background elements dilute into nothing but the very distinctive sky gradients, granting more room for the shots to breathe, and briefly aligning the visual space of the frame with the tide-like openness of the tempo.

The thoughtful sense of rhythm that permeates every sequence and modulates its pacing, is definitely another major player in establishing the show’s core identity. The contemplative nature of Frieren‘s direction was a distinctive trait of season one, and served as a very deliberate tool to control the flow of information on the screen, allowing the eye of the viewer to rest on specific shots, or redirecting the focus on specific portions of the frame.

The total and careful control over every visual aspect of the production, showcased at virtually any given moment throughout the episode, is what struck me the most while watching the premiere of season two. Maintaining such a high level of intentionality in the way the scenes are staged across the episode’s entire runtime is definitely not something you see often in TV anime.
Kitagawa and his team—following Saito‘s experienced guidance—have been confidently building upon the incredibly solid foundation they consolidated throughout the previous 28 episodes. Their remarkable ability to make the most out of the fundamental building blocks of anime, synchronizing all of them under the sharp and essential vision they all believe in, is what ultimately makes Frieren feel so strongly coherent and uniform on the screen. In an way that’s almost meta, this fits really nicely with the story’s themes, when you consider the core principles that set Frieren’s and Fern’s magic style apart from other mages: an outstandingly solid & diligent approach to the very fundamentals of their craft.

Practically speaking, this overarching control is mainly exemplified through the harmonious mise-en-scène, which (as I briefly anticipated earlier) excels at its thoughtful use of space. When I say that the staging is always very deliberate, I mean that the shot compositions are consistently curated to convey a subtle sense of balance (or imbalance, depending on the need) within the main narrative context of this season, which, as Kitagawa made very clear, is our ever-so-goofy trio of main characters and their growing chemistry.

“Balance” is indeed a central theme of this first episode, and a necessary one to prepare the ground for the adventures that Frieren’s party will be going through over the course of the next nine weeks.
Visually, it’s the clever use of compositions that equally distribute the density of the elements in the frame into neatly separated sections, that bakes this perception of balance directly into the geometry of the screen.

While also offering cues about the depth of the shot, this precisely three by three sectioning of the screen works almost too perfectly as a visual blueprint to frame Frieren, Fern and Stark as they leisurely find their own space within the party.
Each one of them almost always takes up exactly one third of the screen, uniformly distributing the tension across the frame, and making the cuts feel more comfortable and straightforward to follow, as the eyes of the viewers are imperceptibly drawn towards the center of the screen.
This framing also helps in conveying figurative distance between the characters, by creating invisible barriers that limit their individual scope of action.

“Alignment” is also a huge visual theme frequently featured in the show, and this episode is certainly no exception to it. Used as either an explicit connection between the past and the present, or a way of stitching together consecutive sequences, parallels always carry a lot of meaning in the visual language of Frieren.

A specific scene of this episode, where Stark and Fern have a brief chat to clear up the First Class Mage’s doubts on the Warrior’s attachment the the party, represents a remarkably well executed example of this theme. Combined with a striking tonal contrast of warm and cold tints intrinsically creating distance between the two of them, the use contrasting but very much parallel shots of the same object—the lantern—perfectly mirrors the narrative of them finding a renewed alignment, by at first placing the prop disproportionately to the right side of the frame, and later exactly at its center.

The other kind of parallels this show makes conspicuous use of, is the juxtaposition of Frieren’s flashbacks with the present. It might seem like an over-used and perhaps even low-effort expedient, but given how pivotal of a theme the passage of time is to the story, it really contributes in making the transitions feel much more memorable, and in a sense, more weighty too.

As the story shifts its focus toward the growth of the current party, it’s a nice touch to see Frieren proactively drawing the connections between their present journey and Himmel’s party’s, rather than those memories simply occurring to her by coincidence. Maybe she’s really starting to grow more empathetic toward others…

As a closing note, it would be impossible to talk about this premiere without mentioning the stunning bits of animation by Kouta Mori, as well as the amazingly soft character acting towards the end of the episode. Another key to aforementioned consistency are without any doubt the blissfully many corrections by the solo Animation Director, Takasemaru (a.k.a. Akiko Takase).

As Saito recently said, this ideally balanced mixture of action, tender & lyrical sequences, and genuine comedy that comes across as natural, is one of the major reasons behind Frieren‘s immense success.


To be honest, I didn’t expect to write this all in one go. Instead, I started writing this with the idea of drafting a cumulative post, one that would cover more than just a single episode like I usually do on this blog. However, as I kept fleshing out my condensed thoughts after re-watching the episode, I realized it might have been better to have this piece come out as a single, separate instance to celebrate Frieren‘s return.
I probably say this a lot over here, but very few things get me excited in the same capacity as Frieren, and I hope I was able to make at least a tiny bit of its greatness transpire through my words.
Hopefully, throughout the next few weeks, I’ll manage to find the time and words to once again write about the chronicles of my favorite silly elf. Until then…

Tomoya Kitagawa & Keiichiro Saito & Tomohiro Suzuki – Interview on Sousou no Frieren (Frieren: Beyond Journey’s End) Season 2

Original interview from MANTANWEB published on January 2nd 2026, original interviewer: 阿仁間満; genga corrections by Akiko Takase, from the official studio Madhouse Twitter account.


The second season of the anime adaptation of “Sousou no Frieren”, the manga series written by Kanehito Yamada and illustrated by Tsukasa Abe currently serialized on “Weekly Shōnen Sunday” (Shougakukan), is airing every Friday at 11 p.m. on NIPPON TV’s “Friday Anime Night” slot, starting January 16th 2026. The manga series boasts a total circulation of more than 32 million copies, and the first season of its anime adaptation aired on “Friday Anime Night” from September 2023 to March 2024, attracting widespread attention for its careful direction and visual beauty.
This second season features Season One’s episodes 2 & 8 and second cour’s chief Episode Director Kitagawa Tomoya-san as the Director, and Season One’s Director Saito Keiichiro-san supporting the production as Direction Cooperation.
How will the second season take shape under a new Director? We spoke with Kitagawa-san, Saito-san, and Series Composition & Scriptwriter Suzuki Tomohiro-san.


What does the “Direction Cooperation” do?

— What’s the division of roles between Kitagawa-san and Saito-san, and how did this team come together?

Saito: When Season One ended, discussions began about what to do for Season Two. I had already poured all of my energy into the first season, and when thinking about how to deliver “Frieren” to the world in an even stronger form, I realized I genuinely wanted to take a short break from on-site production, and assist the team by sharing my know-how and knowledge with them. That’s how I ended up participating under the Direction Cooperation credit. I supervised the script and storyboards, and worked as an advisor, suggesting corrections and revisions. I also took on practical tasks when it was necessary. For the second episode of Season Two, I was in charge of part of the storyboard, and in connection with that, I was also present during editing as well. At first, I intended to be involved in pre-production only, but ultimately I ended up lending a hand in post-production as well.

— What’s the reason Kitagawa-san was selected as the Director?

Saito: When working together in Season One, I felt like Kitagawa-san‘s thinking and technique were really solid and on point. There were things I really should have overseen myself, but I couldn’t keep up with everything and Kitagawa-san helped me a lot with them. When it came to asking someone for the Director role, there really was no other candidate except for him, so that’s the why I asked Kitagawa-san.

Kitagawa: When I was offered the Director role, I was genuinely very happy, but also felt the pressure of being in charge of such a popular series. I’ve put my best effort into this production, in order for it to live up to the viewers’ expectations.

— Have you two worked together on other projects before?

Kitagawa: I worked on the TV show “Sonny Boy” [2021] in the same roles of Storyboarder and Episode Director. At that time, I had Saito-san participating as a key animator in an episode I supervised, and we’ve been working closely together ever since.

— Are there many members of the staff who also worked on Season One?

Kitagawa: Yes. There are many, including main staff like the Art Director, Color Designer and Director of Photography, as well as many Episode Directors and animators, who have continued to participate, and it’s really reassuring. There are some new entries too.

Saito: Fukushi-san (the Animation Producer, Fukushi Yuuichiro-san) has continued managing things on-site, and the talented team from the first season is once again bringing the full extent of their strength to this second season.

— Since you’ve been building upon the know-how of Season One, are there even more things you could achieve in this new season, compared to the first one?

Saito: I believe there are. At times, overseeing the works for Season Two made me feel a little jealous (laughs). Aspects we couldn’t fully bring to life in Season One are now being executed to their full potential.

— How do you feel about the current state of the production?

Kitagawa: Everyone, from the Scriptwriter Suzuki-san, to the sound team, the voice actors, the animators and photography team, the background artists I can’t list each one of them, but we’re all highly motivated and working hard in order to make this into a great work. I believe it’s turning out to be a very entertaining show.

The charm of words

— Kitagawa-san, including Season One, what do you feel is the charm and appeal of “Sousou no Frieren”, and how are you trying to express it in anime?

Kitagawa: The original work is very solid and entertaining, and when adapting it, I’m constantly thinking about how to effectively translate that appeal into anime. The anime’s script contains quite a few original elements, so I also think about how to make them as entertaining. In “Sousou no Frieren”, there’s a slight gap between what the characters say and what they think; it’s a work that depicts the complexities of human emotions. When bringing it to animation, I direct with a focus on how to portray these aspects effectively onto the screen.

— Suzuki-san, how do you feel about the “charm of words” in “Sousou no Frieren”?

Suzuki: From the first time I read it, I felt it had a serene and soothing atmosphere, with careful and delicate use of language. The dialogues also have a pleasing sound when spoken aloud. In the first season, the Director’s spacious sense of rhythm carefully conveyed this tranquility, and I think it also emphasized the pleasantness of the words’ sound. The balance and pacing of the comedy scenes are also remarkable.

Kitagawa: Gags too are one of “Sousou no Frieren”‘s appeals. In Season Two as well, we continued to make them stand out properly, while also expanding on them a little. It has slice-of-life elements, it has comedy, and it has battles; it has everything people want to see, and it’s a work capable of depicting all of it. It feels so rewarding.

— Season One was met with a strong response from overseas as well.

Saito: I used to worry about whether its lyricism would resonate with viewers all around the world, but now, I’m really glad that people were able to really connect with the emotional qualities this work radiates. It also features flashy action sequences, so I think it was thanks to the series’ great balance as well.

Suzuki: It still doesn’t feel real, but I’m truly happy about that.

Kitagawa: As you mentioned, I felt that aspect too, so I wanted to make sure we kept that same balance in the second season as well.

It’s fundamentally an extension of Season One, but…

— When writing the script for Season Two, what kind of discussions did you have?

Suzuki: At the very beginning, (Animation Producer) Fukushi-san said he wanted to maintain a consistent core throughout the series. He wanted to compile it in such a way you’d feel the desire to watch it all over again the moment you finish it. Kitagawa-san remarked how he wanted to show the main trio’s harmony and maturity gradually growing stronger, as well as how the flashbacks featuring Himmel slightly differ from Season One’s, as Frieren recalls them in a more assertive and proactive way. We talked about how we wanted to focus on that aspect.

Kitagawa: Season One featured many scenes of Frieren reminiscing and reflecting on Himmel’s words, and consequentially learning more and more about humans. Season Two however, is more about her teaching to Fern and Stark what she learned from Himmel. In that sense, I think what I want to deliver is the story of how the trio matures as a party, and how, thanks to Frieren’s presence, both Fern and Stark are able to grow. As this becomes more and more core to Season Two’s narrative, even the party’s battling style changes, with Fern evolving little by little by observing Frieren. I tried to incorporate this aspect into the show.

— Are there also aspects you changed in Season Two?

Kitagawa: It’s fundamentally an extension of Season One, so we tried to keep the already strong aspects exactly the way they were. I believe there are many who are fond of the peculiar tempo and atmosphere, so I made sure to preserve that feeling while centering the story around the trio’s journey.

Saito: I personally would have been fine with Season Two being completely re-imagined in Kitagawa-san’s own style and sensibility, but since they’re carefully modeling it on Season One, I can’t help but feel a bit conflicted (laughs). Of course, I also feel genuinely happy that they’re using the first season as the model.

— Even so, do you feel that Kitagawa-san‘s personal touch still manages to come through?

Saito: I do feel his style in subtle ways, but even in the first season, there were various Episode Directors involved, and I think it’s through the contributions of many people that a single work can come together.
In Season Two, the shot compositions and small pauses, as well as the mise-en-scène are a bit different from my own style, and I think that’s where Kitagawa-san‘s style, or rather, his idiosyncrasies come through. At the beginning of the first episode of Season Two, Kitagawa-san added a scene that originally wasn’t present in the script, and I believe it really communicates what he’s trying to achieve with this second season.

Kitagawa: It really isn’t that big of a deal, but the new season is finally about to begin after nearly two years, and Frieren and the others are back; I was thinking about how I could build up that sense of excitement, the feeling that a new journey is about begin. With that in mind, I made a few small additions, including how the title shows up on the screen.

— Kitagawa-san, you worked on the first season as well, but when it came to the production of Season Two, did you do any analysis or specific study of Season One?

Kitagawa: To avoid Season One’s atmosphere coming apart, I tried my best to bring it over to Season Two. I worked on elements like the depiction of natural landscapes, the sense of rhythm and the staging of important dialogues with the first season’s approach in mind. I also put careful thought into the division of cuts and transitions, so that the important lines won’t just get glossed over.

— A big topic of Season One was also its battle scenes. How about Season Two?

Kitagawa: There will be just as many, perhaps even more. The manga’s rhythm is very entertaining, but when adapting them into moving pictures, you have to be thoughtful of how to stage them. In Season Two, the trio’s battles become the main focus, so we staged them emphasizing their coordination and teamwork.

Saito: In Season One, I did everything I could in terms of Episode Direction and Editing, but a large part of the action came from having Iwasawa Toru-san on board as the Action Director and allowing him to fully showcase his skills.

Kitagawa: For the second season, we’re relying on the skills of the staff in charge of each episode and its action direction.

Saito: We have many animators who also worked on Season One, so I hope you have high expectations for it.

The change and growth of the main trio

— What are the intrinsically challenging aspects of “Sousou no Frieren”?

Saito: The delivery of the dialogues has to be convincing in a way that comes across naturally when the lines are spoken. So, we paid close attention to that when directing.

Kitagawa: We added some anime original parts as well, so I worked on the storyboard while thinking about how to make them appealing and entertaining to fans of the original work. There are also aspects that deviate from the manga in the way they’re portrayed. For example, in Episode 25 of Season One [this episode was storyboarded and directed by Tomoya Kitagawa himself t.n.] I changed the way kid Flamme is portrayed, and was worried it wouldn’t be well received by fans. I was focusing on how to adapt that scene into anime in order to make Serie’s feelings come through more effectively.

Suzuki: The original creators asked us to treat each line of dialogue with care. At the same time, they were very open and encouraging when it came to fleshing things out, which I’m deeply grateful for. That hasn’t changed in Season Two.

Saito: I think we expanded on more elements in Season Two than we did in Season One.

— How did you “expand” on the original work’s content?

Saito: At the early stages, we discuss the core ideas; then, Suzuki-san builds on them, and through ongoing discussions we deepen them even further.

Suzuki: It gets clearer once ideas are laid out, so I try to actively put proposals forward.

Saito: When looking at the series as a whole, we talked about showing how the characters change, while also discussing the aspects of them that remain the same.

— Finally, could you share a message for the viewers who’re looking forward to Season Two?

Kitagawa: In the second half of the first season, Stark mostly stayed on the sidelines, but in Season Two, he’s gonna play a much more central role. Please look forward to the trio’s teamwork and bonds!

Saito: This time, I’m only assisting in Direction Cooperation, but starting with Kitagawa-san, the amazing staff managed to craft some truly wonderful visuals, so please, have high expectations for it!

Suzuki: Because there was a long gap before Season Two aired, both Kitagawa-san and Saito-san have been working while focusing on maintaining a strong continuity with Season One. In the second half of the first season, our trio takes a break from their journey, but in this new season, they set off for new adventures. Centered on the themes of “change” and “growth”, I hope it becomes a work that leaves viewers with a warm feeling of fulfillment at the end. Please, enjoy it to the fullest!

Yuusuke Yamamoto & Naoya Takahashi – Interview on Sono Bisque Doll wa Koi wo Suru (My Dress-Up Darling) Season 2

Original interview from Monthly Newtype (September 2025), original interviewer: Hisashi Maeda; genga from studio ClowerWorks’s official Twitter account.


Episode 14: Storyboards and Direction that bring the drawings to life

— I’ve been watching you two chat for a while, you seem to get along really well.

Yamamoto: Well, we’ve been working together on this project for a while now, so… (laughs)

Takahashi: And besides, we’ve known each other for way longer.

Yamamoto: We first met on “Wonder Egg Priority” [Winter 2021], and after that we’ve continued working together at CloverWorks, so we’d often chat like this. Also, we’re close in age which I think played a big role too.

Takahashi: You’re right. Now that a lot of younger people have joined the production team, there actually aren’t many people around our age. That’s part of it, the fact that we’re both in our early thirties and talk a lot probably plays a big role. We can talk comfortably with each other.

— Your roles in this production are Assistant Director and Main Animator. First, can you tell me what kind of work the Assistant Director does?

Yamamoto: It changes from production to production, but in this case, I’m helping out in as many episodes as possible. That, and starting from the script planning, I participated in basically all sorts of meetings together with Director (Keisuke) Shinohara, and helped brainstorming ideas when he needed support. I really wanted to be actively involved in the main story as well.

— I see. What about the Main Animator? You had the same credit on Season 1, so tell me about the differences you’ve been experiencing in this role between Season 1 and 2, if there are any.

Takahashi: In Season 1, as the Main Animator I was mainly in charge of the standout cuts, those that would make the entire series look more spectacular. In Season 2 though, it’s been more like “handling a lot of key animation within a single episode”, so that was a new challenge for me.

Yamamoto: In Season 1, Naoya-kun provided crucial support for many of the good scenes in each episode. For example, the love hotel scene in Episode 11, when Gojo-kun grabs Marin-chan’s hips, her phone goes flying and the lights go out…. And other similar sequences.

— That’s a very memorable scene from the episode you, Yamamoto-san, directed and drew the storyboard for, isn’t it?

Yamamoto: I believe that scene really shows Naoya-kun’s distinctive touch and sense, but that aside, there were cuts like the one of the bed springs bouncing up and down, where even if I drew the storyboard myself, I was sitting there thinking: “How the hell are the animators gonna handle this?” (laughs). I’m extremely grateful Naoya-kun took on them.

Takahashi: It’s because I understand your feeling of wanting to express those scenes in a certain way. Cases like that, even if the animation is tricky to figure out, just make you want to do it.

Yamamoto: There aren’t many animators out there with that mindset, you know (laughs).
Naoya-kun’s taste gradually built up on the screen during Season 1, and concentrating it into a powerful burst was something we were aiming for for Season 2.
That’s why we asked him to handle half the animation work for Episode 14 all by himself. Having a single person work on half the cuts for an episode takes a lot of time, and it’s just extremely difficult with the way anime production works nowadays.
But by doing it that way, you really can bring out such a rich flavor.

— And so that’s why for Episode 14 Takahashi-san handled all three, storyboard, episode direction and animation direction (together with Maring Song). What was the main focus when working on that episode then?

Yamamoto: From the get-go, keeping the number of key animators as low as possible was the goal for Episode 14. Naoya-kun was the perfect fit, and it was indeed a great success.
While his primary focus was the animation direction for the first part, he drew a ton of key frames too. And as a result, Naoya-kun’s distinctive taste really shined throughout the episode, exactly as we aimed for. I’m really happy with the result.

— Talking about Takahashi-san’s peculiar taste, what is it concretely?

Yamamoto: With key animation, animators mainly focus on movement and layout composition, but I always want to say: “No, Takahashi-kun’s drawings are really good!” (laughs). His key frames are really good drawings in and of themselves. That’s why for this episode we consulted with Chief Animation Director Yamazaki Jun-san and decided not to correct them much. Yamazaki-san too wanted to keep Naoya-kun’s drawing as they were.
But then of course, Naoya-kun is also great at drawing movement, so overall it has this well-grounded, interesting quality to it; that’s my impression of Episode 14.

Takahashi: Thank you so much (laughs).

Yamamoto: I really like how Naoya-kun’s Marin-chan is very cute and Gojo-kun is super cool. Thanks to this extra drawing quality, you can really feel a stronger sense of acting. Often, even if the drawings themselves are good, once you add movement the nuance ends up changing completely. But in this case, he really grasped the intentions behind the storyboard and the direction, so the whole thing came together as a unified and cohesive piece of film. That was undoubtedly thanks to Naoya-kun.

Takahashi: It does convey a strong sense of unity. But really, Nara-kun’s [Yamamoto’s nickname] storyboard and direction make it very easy and comfortable to work with. It’s easy to understand what he wants to do, or rather, I think he’s someone who’s really focused on “creating fun film”. It might be a very vague way to put it, but throughout the process, I was really looking forward to seeing how it would turn out once I added my own idea of a “good drawing” to it.

— This decisiveness on what Yamamoto-san wants to achieve, what specifically do you grasp it from for example?

Takahashi: Above all, I think it’s the variety of directorial ideas he has, all stemming from his wish to entertain the viewers. Nara-kun too was originally an animator, and from there he moved to episode direction. The thing is, directors that start off as animators inevitably tend to put the spotlight on the animation itself. They usually put a lot of weight on stuff like the quality of the animation, or how the good shots look, and how smooth the transition between cuts feel. And there’s nothing wrong with that either, but Nara-kun keeps changing and adapting his approach and style, always putting “entertaining the audience” first when drawing his storyboards. It’s of course important that viewers are moved by seeing beautiful, high-quality drawings, but he actually places more emphasis on something else.
In that sense, I feel like we were able to make Episode 14 because we share a similar way of thinking.

Yamamoto: I too like things that showcase good animation, or rather, “good acting”, but since I fundamentally enjoy fun things, I just naturally tend to lean in that direction. Sometimes, my storyboard lack that element of acting to the point where, as a director who came from animation, I can’t help but wonder if I’m really doing it right (laughs).

Takahashi: It’s rare, isn’t it? Directors that started their career as animators can often feel intimidated about using 3DCG or live-action reference. They end up worrying about things like: “Wouldn’t this be easier for the viewers to understand if done with regular hand-drawn drawings?” or “Isn’t the rhythm a bit off in this specific sequence?”.
But Nara-kun goes ahead without hesitation. He’s got incredible guts.

Yamamoto: Though, every now and then the Director or others will step in and say: “Alright, maybe that’s a bit too much” (laughs).
I think that’s a nice balance. But for Episode 14, the core intent was to let the quality of Naoya-kun’s drawings go all-out. Talking about very precise and detailed cuts, the cooking scene had me like: “No way, that’s absolutely incredible! He managed to make it this good?!”, I was moved.
Of course, it was all stuff I had drawn myself in the storyboard, but Naoya-kun went totally wild too (laughs).

Takahashi: I worked really hard (laughs).

Yamamoto: He’s working in a realm that’s way beyond what I could possibly pull off myself. The cooking scene made me think things like: “Wow, it looks delicious” and “He’s cooking with so much care”, it’s truly amazing.

Takahashi: I’m really glad to hear that.

Yamamoto: That’s what I thought while watching the line-art, before the coloring step. And once it got colored, it was even more amazing. This really is the joy of making anime.

Takahashi: There were many situations where drawing movement would have been very challenging, so I relied on still drawings to create the appropriate sense of pacing. In those cases, if the drawings aren’t well made, it just cannot work, so I gave my best in that aspect as well.

Yamamoto: When it came to those scenes, I relied on Naoya-kun’s power as an Animation Director. I had faith the capabilities of Studio CloverWorks as well, but since I knew I could work with him, I drew very demanding storyboards specifically tailored around Naoya-kun.

— In other word, it’s an episode born from the deep mutual trust between the two of you.

Takahashi: It was definitely hard of course, but working together was very comfortable.

Yamamoto: Your help was essential. It was so much fun.


More in this series:

Keisuke Shinohara – Interview on Sono Bisque Doll wa Koi wo Suru (My Dress-Up Darling) Season 2

Original interview from Monthly Newtype (September 2025), original interviewer: Hisashi Maeda; genga from studio ClowerWorks’s official Twitter account.


A Season 2 I would find “fun” myself

— Many of the people who worked on Season 1 are participating in Season 2 as well.

It’s something I’m truly grateful for. Since they already know the work’s atmosphere, I don’t need to explain much, and it makes it easier to request episodes that lean more into the series’ specific taste. Anime production is a very fluid environment and it’s hard for staff members to stick with a particular project, but this time they relatively did. Since everyone’s highly motivated and talented, if we prioritize creating high-quality and fun works, there’s hardly any reason to leave, is there? The communication is very lively, so I believe those who fit well together feel at home here.

— That’s all thanks to your charisma and power to attract people, Director Shinohara!

No, I don’t think that’s the case… But I’d be very happy if I could be even just one factor in keeping people around. The animators participating in this project are all extremely skillful, but talented animators usually tend to choose production environments with other talented people, or with brilliant episode and series directors. Objectively speaking, I don’t have the kind of directing talent that can draw people in like that. What I wish to achieve is to offer these very talented people a comfortable and free environment to work in, and capture the charm of the original work on the screen.
Regarding Episode 13, I believe we managed to create something fun. However, it wasn’t exactly a relaxed process for everyone. On top of requiring a lot of precision and carefulness, it was a tremendous amount of work. That episode was made possible by imposing excessive demands on the staff for a TV series. The accuracy even in the in-between animation and the photography was really outstanding, and I’m truly impressed we could reach that level of quality with almost no need for retakes.

— That’s very nice to hear. I was surprised that Episode 13 started off with an episode of the in-universe show.

Following the original manga’s flow, I initially meant to start with the encounter with (Himeno) Amane, but that way it didn’t feel like “KiseKoi was back”. I really like the story in Amane’s episodes, but I felt it would have been too emotional as an opener. Changing the order a bit and starting with the TsuCom (“We’re the Tsukiyono♡Company”) episode, this second season could open with Marin and Wakana’s costume-making endeavors, and I felt that was more like KiseKoi.
Also, I’m really glad I was able to ask Ikarashi Kai-kun to handle the designs and key-animation for the TsuCom part.

— He really went all out with it.

For TsuCom, I wanted visuals that would both convey its cuteness and have a strong initial impact. Ikarashi-kun handled both aspect really well, and apparently he’s a fan of the series too, so he was the perfect fit.
Fans who follow the staff might view him as someone with a distinctive style, but he’s a rare talent who not only accurately grasps the director’s intent, but also creates richer visuals beyond expectations. We’re friends, but I’m also a big fan of his.

— I’d also like to hear about your storyboard work for the TsuCom part.

TsuCom was rather condensed in the original work, so we added more content during the storyboard stage. However, I worked only the very first rough draft, then I had Assistant Director (Yuusuke) Yamamoto-kun cleaning it up and adding ideas. He balanced out the parts that felt overdone in my original draft, making it easier for the audience to follow. Without Yamamoto-kun’s help, I don’t think Gojo-kun would’ve found it “so fun”.

— The tempo for the dynamite gag was perfect, it really made me laugh.

I’m really glad you liked it. While staying true to the elements in the original work, we wanted to overwhelm the audience with visuals fully packed of information. I believe we somewhat succeeded. Something like, “It was fun, but what the heck was that…?”.

Speaking of inside-shows, “The Student Council President is the No.1 Host” must have been pretty challenging.

In-universe series like that are always a lot of work.

— I thought so. In terms of settei, it must be like creating an entirely different anime.

PrezHost took up about half an episode worth of screen-time, right…? When it comes to in-universe shows like that, the most difficult part is making a complete change in style. “Flower Princess Blaze!!” was playful and easy to make in Season 1, but then the number of series grew, and we couldn’t just re-use the same assets every time, so we sort of ran out of ideas. There are more coming up later in this season, so I hope you look forward to them.

— Even in the direction for the actual story, I really the strobe effect on Marin for example. It made me realize how rich an anime this is.

That’s the scene on the stairs in Episode 13, right? Thank you very much.
I wanted to make Season 2 feel “even richer”. In a TV series, I believe including expressions that aren’t necessarily realistic lets the creators enjoy the process more, and makes it more entertaining for viewers too. It’s not like Season 1 was strictly realistic either, but this time, I wanted to go for a more expressive approach.
Even at the script stage for Episode 13, leaving aside the karaoke scene, it felt kind of like a repetition of Season 1. I thought it might have been more enjoyable if we added a little extra creativity in how it was presented. Also, Yamamoto-kun was really overflowing with ideas and he came up with things I would have never thought of myself, which was really a huge help.
For Episode 15, we focused on more down-to-earth approach, and (Tomoki) Yoshikawa-san handled the drama-oriented direction, which I think made the series feel tighter and more polished. It’s a little reminiscent of the more tender episodes from Season 1.

— So, fundamentally, you’re still following the flow of Season 1, but are there any aspects you intentionally changed?

It connects to what I was saying earlier, but most importantly, I wanted to make it more fun. On top of that, I took on various personal challenges. For Episode 13, I tried to approach the storyboard with a particular style of acting that you don’t often see in TV series. Rather than aiming for a more realistic feel, I wanted to build the characters’ acting around the idea that people sometimes move in unexpectedly funny ways. But I didn’t want to simply over-exaggerate it, nor to use stylized or caricatured movements. The animators had to devote themselves entirely to drawing the character acting, so I think it was really challenging.
Then, the tempo. There’s always a gap between the pacing you carefully worked out on paper and how it actually appears on screen, so I’ve been trying various approaches to better match the ideal sense of pacing.
Visually, the art direction and color palette has also changed from Season 1. For the background art, I asked for a solid amount of detail, but made sure not to overdo it. I’ve been asking to simplify and remove elements from the drawings, so that the characters won’t disappear into the background. Thinking about this while drawing takes a lot of consideration, so it’s truly a demanding task for the background artists.

— Lastly, what do you, Director Shinohara, think are the highlights of this Season 2 to look forward to?

Of course the story is one of them, but we’re also aiming to create an anime that’s fun and enjoyable just to watch. As of right now (when the interview was conducted) the PrezHost part in Episode 16 hasn’t aired yet, so I feel a little anxious. By the time this interview will be out, the very popular cultural festival arc from the manga will already be underway, so I hope viewers will keep their expectations high for the story’s exciting moments as well.
I believe it’s a fun anime all the way to the end, so I’d be very happy if you could look forward to it until then.

Shoushimin Series #16 – Direction Notes

“Consistency” certainly isn’t the most fitting word to describe my production on this blog. That’s especially true for this series of posts aimed at breaking down the direction and visual presentation of some of the shows I watch on a weekly basis. Starting with the fact that (as alluded to in my previous post) I finally decided to change its name to “Direction Notes”, just a little over a year since I started writing these pieces, and just a little under a year since I began calling them “Episode Notes”.
But this sort of rebranding happens all the time, doesn’t it? What’s far more important is that it’s been roughly 9 months since I published my last write-up about Shoushimin Series, specifically, about episodes #3 and #4. Believe me when I say that I still have all the notes, timestamps and screen-caps I took of (almost) every remaining episodes of the first cour, but for one reason or another, I ultimately never got around to putting them together into actual posts.

Fortunately, the episode that came out last Saturday, 6 weeks since the second cour started airing back in April, felt so strong and cathartic that I believe it’s the perfect opportunity to get back on track with this series, momentarily glossing over the episodes I skipped (in the hope I’ll manage to address them sometime in the future), and spending a few words directly on Episode #16, “Midsummer Night” —the climax of The Autumn-Exclusive Kuri Kinton Case Arc.


Episode 16 – 真夏の夜: Midsummer Night

Storyboard: Nobuyuki Takeuchi | Episode Direction: Shoshi Ishikawa

Before I start, I’d like to point out that, as usual, I won’t be covering or analyzing the content and themes at play in the episode; there’s who already has very skillfully written at length about those aspects, far more insightfully than I ever could.
Instead, what I’ll be doing is focusing primarily on the directorial aspects of the episode, the mise-en-scène and visual arrangement that brilliantly framed Honobu Yonezawa‘s story and brought to our screens all the intensity permeating through its climax.

Frame 1

The first impression I got from the very first scene of the episode was how dark everything looked, or rather, how stark the contrast between the background and the lit-up elements felt. To put it yet another way, the emphasis on lighting is something the episode outlines and insists on from the very first shot we’re presented with.

Light, especially its color, and even more-so its source, is indeed the main visual theme throughout the entire runtime of the episode, playing a central role in more than just one way.
What this suggests, on a broader outlook on the approach this episode takes on the mandatory taste of visual storytelling ever-present in this show, is a strong focus on crafting the perfect ambience to keep the viewer engaged, almost luring us in, allowing its subtleties to be conveyed in a more passive and engulfing way.

After the brief introduction featuring a conversation as important as it is short between Kobato and Kengo, we’re welcomed by an alarming yet somewhat comfortingly beautiful red palette. This serves as the stage for a highly anticipated reunion: the one of Kobato and Osanai —the fox and the wolf— and what better setting than the warm light of a raging fire, set by the unidentified serial arsonist on the loose? Yet, despite the unnerving tone of situation and the imminent threat of some fuel tanks potentially catching on fire and exploding (the framing of which doesn’t fail to subtly embed a sense of powerlessness and tease another visual theme that’ll play a major role later in the episode), the sequence is filled with an inexplicable feeling of delight and lightheartedness, if anything, remarking once and for all that there’s absolutely nothing ordinary about our main duo and their relationship.

Much like a moth lured in by lightbulbs, with all his vehemence Urino reaches Kobato and Osanai following the light from the fire, and after a very brief and inconclusive confrontation, our inexperienced make-believe detective runs after the fleeting Osanai one could say, majestically falling for her trap.

The location changes to an eerie public park, lit-up only by the dim light of a streetlamp enveloping everything in a poignant and ominous green tint.
As Frames 5 to 7 suggest, that of confinement is the main visual theme of this next sequence; Urino, having been successfully lured into the wolf’s den, is as far as he can possibly be from a position of control, despite him supposedly being the one who cornered the culprit.

This idea of Urino being the one who’s actually trapped is rendered very explicitly, with the foreground layer literally depicting a stretch of imposing fences, trapping him from many different angles. At the same time, the same concept is also conveyed in a more intrinsic way, via a very telling use of spacing within the frame, paired with a focal shift effect at the end, leaving him little to no room to breathe.

If it wasn’t already clear enough, another deliberate choice that establishes Osanai‘s presence as the one in control of the situation, is the very physical detail that she, until the end of their confrontation, is always positioned above Urino, the latter forced to constantly raise his gaze in order to meet hers, who’s always looking downwards. Furthermore, Osanai is the only one that gets to move around freely in this environment, while Urino stands still in the same spot almost all the time —after all, it’s her den, not his.

In another unconcealed symbolism, the direction cleverly indulges in a particular framing of the lamp, shot from below much like Osanai during the entire sequence, where increasingly many bugs are lured in by the lightbulb. The cold and dim light emanated from the lamp serves as an obvious metaphor for our small (in size, but certainly not in ego) girl and her pale warmth towards the School Newspaper Club President, while the moths represent of course Urino, and his mis-directed deductions.
As clouds partially obscure the moon, lost but confident in the middle of the night, he ends up clinging to an artificial and contrived source of light, unable to see —let alone reach— the far away truth his own ambitions set out to unveil.

Frame 10

Even in the confidence of his flashbacks, the framing leaves no room for doubts in conveying Urino‘s flawed approach. His impulsive and overzealous personality isn’t exactly fit for the role he appointed himself to play, as neither back then nor now his figure is able to break out of the very narrow perspective, outlined by the window’s frame, that he confined himself into by failing to even consider taking a broader look at the situation before drawing the conclusions.

I haven’t mentioned it yet, but an unnerving feeling of tension unsurprisingly lingers throughout the whole sequence, which lasts for about 3/4 of the entire 23 minutes runtime of the episode. Contributing in making this sensation feel even more palpable, is a subtle matter of rhythm. While Urino and Osanai are having their conversation, the former’s lines are often visually cut in half; in other words, the camera erratically changes position or angle while he still isn’t done talking. It’s jarring, deliberately so, since it’s something that rarely happens under normal circumstances. Here though, it’s a very tastefully employed trick to make his assertions feel questionable and hesitant before he’s even given the chance to fully articulate them.

Speaking of dialogues, I cannot fail to mention the incredible performance by Hina Youmiya, Osanai‘s voice actress, reaffirming hers as one of the best castings in recent times. Her whispery tone seems to come directly from the character’s lips, precisely controlling the many emotions she’s feeling during the sequence, whether it’s fervid excitement, utter disappointment, or both.

In the final phase of the episode, when Osanai reveals the last and definitive piece of the puzzle to the poor Urino, the camera trembles like it never did before; his self-confidence shatters and the lingering feeling of uneasiness coalesces in a cathartic sense of impotence. The visual verticality of the scene is once again crucial to its presentation, as Urino raises his gaze even higher, and finally gets a proper, humiliating glance at the moon, which too is looking down at him, now clear of any obstacle.

Defeated, the ill-fated prey runs away, while Osanai is juxtaposed with the very same streetlamp from before —this time, with no bugs flying around its light anymore.
Emerging from the depth of the wolf’s den, there’s Kobato, who naturally finds himself at home there, and has been patiently waiting for this sophisticated hunt to reach its end.


In all honesty, as soon as this second cour of Shoushimin Series started airing I was already sure I would end up writing at least one blogpost about it. It’s been quite a while now, so whether or not this short piece meets the quality standards of my previous posts on the show, I leave up to you to decide. Nonetheless, I hope I was able to provide some interesting insights on this shows’ ever so resourceful direction, that you may (or may not) have missed while watching through the episode.
I had a lot of fun putting this write-up together today, but I don’t plan on making a return to a regular publishing schedule any time soon. That being said, if the opportunity arises again for another sporadic post like this one, I might find myself back at the keyboard sooner than expected…

Your Forma #1-4 – Direction Notes

It’s been quite some time since I last wrote at length about anime on this blog, my last post being the one on Cardcaptor Sakura from last November —a staggering 5 months ago— and to be honest, calling that post “writing at length” seems a bit like cheating, considering all it was is ultimately just a refined and remastered version of a bunch of jumbled Twitter threads. This brings us back even further to August 2024, when I published the last, to date, episode of the Episode Notes series (seriously, I should consider doing some radical rebranding here), talking about Shoushimin‘s direction.

But with the current Spring Season having shaped up pretty nicely by now, my writing power seems to be back in shape as well, as one show in particular has been piquing my interest ever since before it even started airing. No, I’m not talking about the second cour of Shoushimin —which by the way, contrary to no one’s expectations it’s been just as incredible as the first one— nor am I talking about the second season of another anime that’s been featured on this blog before, Kusuriya no Hitorigoto.
The show that I’m currently finding myself to be attracted to the most this season is a seemingly unknown and overlooked (here in the West, at least) project by Geno Studio, Your Forma.


Directed by Takaharu Ozaki (who’s been recently interviewed about this very series), Your Forma is an anime adaptation of a currently releasing Sci-Fi Drama light novel, but you’re not here for formalities, so let me get straight to the point: why do I find this show interesting?
Answering this question requires at least a little flashback, so bear with me for a little more.

As you may or may not know, I’ve been in Japan for three months starting last January, so I left just in time to see the blooming of the cherry blossoms, and more importantly an insane amount of marketing and advertising all around Tokyo for the shows that were going to air this season, like, you guessed it, Your Forma.
The first time I saw the PV was, I believe, in Shinjuku, and despite having never heard of it before, I got immediately hooked by its visuals and style, to me very reminiscent of the imagery from Ghost in the Shell.

Flash-forward to today, four episodes have come out and while it’s by no means a “sakuga show” nor something as directionally idiosyncratic as Shoushimin might be, the visual identity it managed to build up since its premiere is nothing short of impressive.

Starting with the holographic user interface the character view directly through their eyes, it’s clear that much work went into its design, both statically and dynamically as the many windows and pop-ups feature personalized animations and styles for each character. Enhanced by a spot-on sound design, that places the digital assistant’s voice uncomfortably too far back in the head, the way these interfaces are portrayed feels realistically invasive and obnoxious, with the POV cuts strengthening our compassion and bond with the characters right off the bat. As it’ll become more relevant later on, emphasizing the human aspect of this story, rather than the Sci-Fi one, is indeed a deliberate choice by Director Ozaki, as he himself has stated multiple times in the interview mentioned earlier.

Before shifting the focus over to that however, I want to at least mention the Brain Diving sequence.
Akin to the transformation scene of a magical girl, it’s shown every time our female lead electronic investigator Echika Hieda performs the so-called “Brain Dive”, a procedure that, through the use of special cable, lets her connect and dive into the brain of the victims, in order to find clues about the crimes she and her robotic partner Harold are in charge of investigating.

The imagery showcased throughout this sequence (again, accompanied by a perfectly matching sound design) evokes dissonant and eerie feelings —slightly stepping into body horror territory, with that weirdly uncomfortable depiction of three Echikas engraved into the surface of a brain— and the mixing of different techniques, palettes, and compositing filters really drives the point home that brain diving isn’t exactly for everyone, and more importantly, contributes greatly in defining the visual language of the show as a whole.

Another seemingly small but actually very significant detail, that plays a big role in shaping up the visual identity of an anime, is definitely its typography. Take Eva‘s title cards for example, no matter what context you see that font it in, it’s become iconic to a point you’ll always instinctively be reminded of the series. Nowadays, it’s not that uncommon for TV anime to have stylized and dedicated title cards, but it isn’t exactly common either, at least not in the same fashion as in Your Forma.

When the first episode’s title card popped up on the screen, it left me completely stunned; the fonts, colors, layout, compositing, background animations and sound effects are all perfectly designed and perfectly executed, working in seamless sync with one another to make the handful of seconds that the title card is shown on the screen absolutely memorable. It’s like a declaration of intent, concise yet comprehensive, condensing all of the show’s visual identity in a brief, fleeting image. For a moment, I thought I clicked on the wrong episode and somehow ended up watching something from the 2000s era.

Deep down, as soon as I saw that title card, I knew this show would be the catalyst that would get me back into writing after so many months of break.


I have to admit that one of the reasons this show has me so hooked lies in its writing; more than one perhaps, as I’m very interested, academically and professionally so, in the topics of AI and its interpersonal and ethical impact on society. Focusing on the writing is not what this blog is inherently for, but nonetheless I’d like to briefly talk about it for this show.

As Director Takaharu Ozaki explained, while it’s still undeniably science fiction, the world of Your Forma feels very familiar and contemporary. I strongly agree with this sentiment, since the “fiction” aspect of Your Forma‘s science lies mostly in its shape rather than its technology. This is to say, with the continuous release of better and better (on the surface, at least) large language models, an AI assistant capable of manipulating language in a way it seriously gives off the impression of thinking like a real human being has already become a reality in our very world.
Your Forma is clearly not the first show to tackle these thematics, far from it, but “gives off the impression” are the keywords here. Since the very first episode, I’ve found Your Forma‘s take on the “will AI ever become human?” dilemma to be very grounded and nuanced, especially in comparison with the general superficiality this topic is usually treated with in Sci-Fi-like settings. If anything, the characters’ stances on (in-universe) AI developments feel very informed, repeatedly remarking how Amicus (the AI-powered humanoid assistants like Harold) are just “making it look like they’re thinking” but deep down really aren’t, or how “it’s not that easy to replicate a human” since “things that resemble humans don’t necessarily become similar to them on a fundamental level”.

This kind of concepts being at the very core of the drama Your Forma aims to depict, makes its narrative feel grounded and relevant, because it finally tackles the same issues we’re dealing with with today’s AI models, in a way that doesn’t neglect their currently well-known and researched technical limitations. It builds its foundations on top of a more informed outlook on today’s technology, resulting in an even more engaging discussion on an already hot topic. This gives further, non-trivial relevance to the characters’ dialogues and internal struggles in relation to the societal issue they’re facing, making the human drama side of the story stand out significantly more.

And it’s exactly this focus on the human aspect that narratively shined the brightest throughout the first four episodes. Again, it’s not surprising at all, given the Director’s own words on it:

What I really wanted to portray through this work is ultimately the “connection between people”.

This focus on the characters is not just related to the writing though, as the direction cleverly indulges on shots that aim specifically at conveying the thoughts and emotions the characters are feeling before they even get the chance to state them themselves.
This attention to the layouts is especially clear in the first episode, when Echika is shown to be conflicted about her own perception of her partner Harold, after learning another Amicus of the same model as his was found guilty of assaulting a human. The very spacious yet asphyxiating layouts, isolating the investigator from the people around her, yet completely surrounding her with elements smacked onto the foreground, give a very clear outlook on her reflective and introverted personality, voluntarily trapping herself in the maze of her own intricate thoughts.

Another clever use of framing and space can be found again in episode 1, when Echika‘s taking part in an augmented-reality meeting with the International AI Ethics Committee. As expected, the discussion forces her to face her doubts again, and the clear difference between the narrow and confined layouts when the other participants’s holograms are “visible” to the camera, and the wide-open shots of her sitting alone in the physically empty meeting room, precisely convey what’s going on in Echika‘s mind without the need for any additional word.
The positioning of the camera is also pretty functional; while the committee members are actively discussing the matters, the camera stays low and neutral, shooting them directly from the front. But as the focus moves on Echika‘s thoughts, the camera is suddenly watching from above, making the already dense atmosphere inside the dimly lit room feel even more oppressive and suffocating.

Purposeful layouts aren’t the only approach to visual storytelling though, and a very clever (yet straightforward) scene in episode 4 makes instead use of the character’s movement to spice up the nuance of Echika‘s actions.

The repetition of misunderstandings and reunification between the core cast, Echika and Harold, is an established theme of the show. Closing the first arc of the story, there’s a scene where the investigator decides to forgive her assistant after a fundamental mismatch in approach they had early on, and in the act of doing so, she physically steps out of the darkness engulfing her, to reach out to the light shining all around her partner.
This contrast of lights and shadows is a very rudimental visual tool, as effective as it is straightforward, and combined with Echika‘s act of stepping out of the shadow of her own volition, it strengthens the idea that she’s actively making an effort to understand Harold‘s mind, and willingly work on her relationship with him.

The palpable sense of rhythm throughout the sequence, slowing down with the final pan-up, makes the viewer not only more invested in the scene per se, but also aware of the positive tension between the two characters, resulting in a satisfying and well-earned conclusion to this first chapter of their relationship.

Another highlight of the fourth episode was certainly the very voluminous and warm character acting. Even if it’s not consistent throughout the 23-minute runtime, I found these cuts by animator Takaya Sunagawa to be a really nice finishing touch, the cherry on top of an already very convincing and engaging sequence.
The last cut of the episode too, again animated by Sunagawa (whose involvement in the project isn’t all that surprising given the presence of his close friend Shunji Akasaka as the sub-character designer) takes on a more abstract note, reinforcing once again the unanimous direction Echika and Harold‘s relationship is going to take from this moment onwards.

Talking about engaging character acting, nothing beats an ending sequence featuring the characters singing along with the singer, and Your Forma‘s ending does exactly that. A choice that, if it wasn’t clear enough already, seems to further reaffirm the human aspect of the story as central, giving its characters a familiar human dimension even outside of the narrative itself.

It’s this attention to details that can make an overall average production like Your Forma stand out between many others, and if it also happens to be backed up by a strong and firm vision like Ozaki‘s, the stage is set to create something truly valuable and well worth spending a few words about.


In a season filled with so many high-profile titles like this spring, I certainly didn’t expect a relatively under-the-radar production to be the one I’d end up rambling about on here, let alone it being the main focus of my first post in months. That being said, I’m glad I managed to find the time to write this piece all in one go, and I’m also really glad I was able to address all the points I planned on tackling, even though my writing skills have gotten pretty rusty to say the least.
I’m not sure whether I’ll come back to this show in the future, or when the next Episode Notes post will come out, but nevertheless, I hope this somewhat organized stream of consciousness was able to pique your interest even just a tiny bit, and as always, I’m really grateful for your time. Until next time…

Takaharu Ozaki – Interview on Your Forma [Part 1]

Original interview from the official Your Forma website; genga from the official Studio Geno Twitter account. All the images used in this post are directly sourced from the official Your Forma Twitter account.


I really wanted to portray the “connection between people”

— First of all, Director Ozaki, please tell us what you believe the appeal of Your Forma is.

Your Forma has the look of a regular SF, but actually, I believe it’s a very contemporary work. For example, the virtual world depicted in the story is like having the functions of a smartphone embedded directly in your brain, and AIs like Harold, assisting humans in their daily lives, already exists in our society, albeit not in the form of humanoid robots.
It creates an easily recognizable and familiar worldview by cleverly incorporating topics of interest of today’s society, and I believe that’s one of the appealing aspects of this work.
Then, the ubiquitous human drama that unfolds within this SF-like setting is the real essence of the story, and I think it’s its greatest appeal.

— Adapting such story in a single-cour anime, what are the important points you primarily focused on?

It connects back to what I was just saying, but what I really wanted to portray through this work is ultimately the “connection between people”. Therefore, rather than the SF aspects, what I valued most was placing emphasis on the human drama.
This story features “Amicus”, robots in the shape of humans, but the way I approached it was by treating every character as a real human being. We humans have a tendency to treat others, whether they are robots or dolls, objects or even nature itself, as if they “have a heart”, don’t we? That sense of familiarity you feel when chatting with an AI, for example. If that “heart” we feel was actually real, then what exactly would it be connecting us to one another? I want to explore this direction as one possibility.

— Did you receive any specific request from the author of the original novel, Kikuishi-sensei?

Kikuishi-sensei often came to observe the dubbing sessions, and willingly collaborated with us during production, which I’m really grateful for. It was all basically left up to us, and we didn’t receive any significant requests. Though, since the original is a novel and has no visuals, we asked many times for advices about the SF-esque items and elements. For example, in the novel, the 3D images that serve as user interfaces are called “holograms”, and the screens visible to ordinary humans are called “holo browsers”; at first, I confused them to be the same thing. But thanks to an advice by Kikuishi-sensei, I was able to understand the difference.

Additionally, the story takes places in many different countries, and I thought that the customs and habits of each were meticulously taken into account. I’m sure that Kikuishi-sensei did a lot of thorough research when writing the original novel. Cultural differences between countries were a rather tricky and complex aspect. For example, in Russia, people wear their wedding rings on the right hand, a custom that’s different from Japan, so it’s easy to get wrong if you don’t pay enough attention. It would have been great if we, the anime production team, could have gone to each location to do further research, but due to the instability of the global situation in these past few years, for this project we ended up gathering information through the internet and other sources.

— Please tell us about the appeal of the protagonist duo, Echika and Harold.

Echika, a cold, machine-like human, and Harold, a robot who’s friendly with everyone. At a first glance, the two seem like polar opposites, but in reality, they share a common ground: their complete inability to convey their true feelings and inner thoughts to others. Throughout this drama, they misunderstand each other repeatedly, and only come to understand each other’s true emotions at the end. I think this clumsiness is part of their charm and what makes them so endearing. 

— What are your thoughts on Kana Hanazawa-san and Kenshou Ono-san, Echika and Harold’s voice actors’ performances?

I always had the impression that Ono-san speaks in a gentle and friendly tone, so I felt he was a perfect fit right from the start. On the contrary, at first I couldn’t picture Hanazawa-san playing an introverted and clumsy role like Echika. However, when I actually heard her perform the role, she conveyed the emotional intensity so brilliantly that I was genuinely impressed; exactly what you’d expect from someone of her caliber. Her performance holding back her voice while still letting the emotion spill through, is really wonderful, and even the casual conversations between Echika and Harold are incredibly engaging. I hope viewers too will pay attention to the natural flow of their conversations, like when Harold, with a hint of mischief, teases Ethica with a question and she responds to him in kind.

— Lastly, a message to the viewers looking forward to episode 1!

This is a drama that simply portrays the connection between people, so I hope you won’t find it too difficult to watch, and that you’ll grow fond of Echika and Harold as you enjoy following their story. I hope you’ll stay by our side and watch the story unfold until the final episode. I look forward to your support!

Yuki Sugitani – Interview on Mobile Suit Gundam GQuuuuuuX

Original interview from Monthly Newtype (May 2025), original text by Hisashi Maeda and Makoto Ishii; cover image: official character design sheets from the “Mobile Suit Gundam GQuuuuuuX: -Beginning- MATERIALS” pamphlet by Yumi Ikeda.


My number one goal is to create an interesting and enjoyable work

What Director Tsurumaki wanted to do

Mobile Suit Gundam GQuuuuuuX is the first TV series directed by Director (Kazuya) Tsurumaki, so what was your approach in gathering the staff?

First of all, both the Director and I had already decided to ask Ikuto Yamashita-san for the mechanical design. As for the character design, when I asked the Director if he had anyone in mind, he immediately answered “I want Take-san. We went with the first choices without any trouble.
Previous to this work, there was this project called “Nihon Animator Mihonichi” [日本アニメ(ーター)見本市, Japan Anima(tor)’s Exhibition, 2014], where many different creators made a short animated movie each. In that project’s context, Director Tsurumaki made the short titled “I can Friday by day!”

— It was re-released on YouTube just the other day, right?

Exactly. Take-san did the character design for that work too, and it’s a short I personally really like as well. The concept behind the “Nihon Animator Mihonichi” project was to have the creators make their animated shorts as freely as possible, exactly the way they liked and envisioned. So, once again, I had the confirmation that Director Tsurumaki really likes Take-san’s designs (laughs). 
For the rest of the staff, I basically picked the people who I knew could truly understand and realize what the Director wanted to do. As a result, a lot of them naturally turned out to be people who had already worked with him in previous occasions.

— What’s your personal understanding of Director Tsurumaki’s vision and intentions for this work?

Well… at the stage when he told me about Take-san, I figured the characters would take on a pop direction. Defining the scenery and backgrounds is largely up to the art director’s discretion, so I asked Hiroshi Kato-san, who always deeply understands Director Tsurumaki’s taste and intent. Rather than making something entirely new and unique, I believed this project should go for the “usual Tsurumaki imagery”. Last time I asked the Director to “create something exactly the way he wanted” the result was “I can Friday by day!”, after all.
Even if it’s Gundam —so it slightly leaned into the “real” direction— I interpreted the director’s intent as going for that very pop and stylish kind of imagery.

— Sugitani-san, you temporarily worked under Sunrise [now Bandai Namco Filmworks] and were involved in the production of “Mobile Suit Gundam Unicorn”. Did you intend to carry the “Gundam-ness” you felt back then over to this project?

Being involved in the production of a proper, legitimate Universal Century Gundam work like Unicorn, was really a great experience for me —it was like a dream coming true. Now, I want to make sure readers understand this clearly; my desire to “work on a Gundam series” was entirely fulfilled that time. So, for this new project, my original aspiration was to have Director Tsurumaki create something beyond my expectations, like anything I’ve seen before, that wouldn’t be bound to the same outline and framework of the past Gundam entries. While of course being approved by Sunrise, I wanted to create something with a totally new and fresh approach that only Director Tsurumaki could come up with, something that could be only made at Studio Khara.
To put it bluntly, I believe that if another company were to make a Gundam series trying to incorporate elements from Evangelion in it, the chances of it being received poorly would be very high. On the other hand, I thought it might actually work if it were the very studio that created Eva attempting to put its unique elements into Gundam, in a way only they were capable of.
In that sense, when we were planning the project, I remember telling Director Tsurumaki that “I wanted to create something that could be only made at Studio Khara”.

— Going back to the previous topic, what about the other members of the main staff, aside from Yamashita-san, Take-san and Kato-san?

In the initial phases, the first person I contacted was Hajime Ueda-san. Director Tsurumaki told me that before starting the new project, he wanted to have a talk with Ueda-san. I didn’t know about it, but it seems that the two of them had already discussed a project with a girl as the protagonist in the past. That was the first meeting with Ueda-san; then, during the second or third meeting, the Director already proposed his idea of a story set in a world where Zeon had won the One Year War, and the direction for the project was decided. After that, we invited Yoji Enokido-san to join as the scriptwriter. 

— I’m starting to see how it came together now.

That was how the story came about, so now I guess it’s the visuals’ turn. With Yamashita-san as the main mechanical designer, I thought the mechanical animation designer and chief mechanical animation director couldn’t be anyone other than Sejoon Kim-san. For him too, “Nihon Animator Mihonichi” was the occasion where we first met. There, he did the mechanical animation direction for Yamashita-san’s short “Iconic Field”, then he worked again as the mecha animation director for “Shin Evangelion Movie:||” [シン・エヴァンゲリオン劇場版:||, EVANGELION:3.0+1.01 THRICE UPON A TIME, 2021], and besides, he’s been heavily involved in Gundam before. GQuuuuuuX’s mecha designer is Yamashita-san, and it’s a Gundam series, so there was no one more fitting than Kim-san. To be honest, I was really hoping for him to accept, or I would have been in big troubles (laughs).

— And what about the animation character design?

For the characters, it might have been audacious, but we held a competition aiming to find someone who would cover both the roles of animation character designer and chief animation director at once. Out of the people who took part in the competition, the Director selected Yumi Ikeda-san and Shie Kobori-san. These two were hired as douga staff at Studio Khara, and are what you’d call homegrown members of the studio. As someone who has worked with them since the days of production management, I was truly happy to be able to ask them to join this project. Actually, Director Tsurumaki has been looking over their drawings since their very first days as douga animators.

— What do you mean by that?

When douga staff are hired at Studio Khara, Director Tsurumaki is the one to first review their portfolios at the document screening stage, and he’s also responsible for the hiring exam. He oversaw the exams to promote douga staff to key animators as well. And even aside from all that, he’s basically responsible for the guidance and supervision of young animators at Studio Khara. Having gone through that process, these two were originally members who Director Tsurumaki had recognized for their talent —what you might call the “Tsurumaki children” (other members of GQuuuuuuX’s staff who joined the studio around the same time include Gen Asano, now working as the mechanical animation director, and episode director Touko Yatabe).
It feels like the seeds Director Tsurumaki has been steadily and carefully sowing have finally started to sprout.

— There’s a real sense of continuity with the studio’s history.

Also, the CG for every episode is directed by Khara’s in-house member Takashi Suzuki-san, and the color design is made by Wish, who we always work together with. T2 studio is in charge of the compositing, and I believe the experience and know-how accumulated during Eva’s production are being put to excellent use.

— As the producer, what are your personal goals with this project, Sugitani-san?

I’ll be repeating the same things from earlier, but what I wanted the most was to see what would happen if the staff who worked on Eva made a Gundam series. Fortunately, I’ve been involved as a production manager and producer in both franchises, so seamlessly merging together the good elements I found in each of them was also one of my goals. This aspect was emphasized as the tagline for the work, wasn’t it?
I hope this will also be an opportunity for those of the younger generation who don’t know “Mobile Suit Gundam” yet, to experience the franchise for the first time. But ultimately, my number one goal is to create an interesting and enjoyable work. I’m a huge, huge Gundam fan myself. That’s why I’d be incredibly happy if we managed to create a Gundam series that the viewers would find “interesting” too. And if it becomes an opportunity for more people to approach Eva as well, I’d be even more grateful. After all, both Gundam and Eva are extremely important works to me.

Yoji Enokido – Interview on Mobile Suit Gundam GQuuuuuuX

Original interview from Monthly Newtype (May 2025), original text by Hisashi Maeda and Makoto Ishii; cover image: official character design sheets from the “Mobile Suit Gundam GQuuuuuuX: -Beginning- MATERIALS” pamphlet by Yumi Ikeda.


There are going to be some quite high tension developments, like a roller coaster

The characters are all going to take it to the limit

— How did you approach Machu, Nyaan and Shuji’s characters when writing the script?

Machu is sort of a textbook protagonist, so it went relatively smoothly with her. In the first episode, she’s introduced as a regular girl living her simple, daily life, and then, all of a sudden, she sneaks inside of a Mobile Suit. It might seem like she’s a bit reckless and eccentric… but in my interpretation, the most unique trait of Machu’s personality is that she doesn’t have prejudices.

— She doesn’t have prejudices?

Side 6 is basically a normal, everyday world, somewhat resembling present day Japan. But there’s an area inside the colony where immigrants —both legal and illegal— and refugees live, people who are relatively discriminated against within the colony. Even in a society with such a dark side, Machu doesn’t hold any prejudice towards the refugees and the illegal immigrants there. Whether that’s because she fundamentally lacks the concept of prejudice, or because she simply doesn’t want to acknowledge it, even I am not totally sure.
If a normal girl were to come in contact with a smuggler of illegal Installer Keys like Nyaan, she’d probably report her to the police immediately. But not Machu, she’d just go ask for the “compensation for her broken smartphone” or something. This is to say, Machu basically considers Nyaan to be her equal. In this sense, inside that Side 6, she’s certainly a peculiar girl.

— I see.

It’s exactly because Machu sees Nyaan as her equal that the moment she notices the bruise on Nyaan’s face left by the military police, she feels so angry inside. She’s thinking, “Why is the police beating up a girl about the same age as me!?”. And then, she gets even angrier at Nyaan’s attitude of it being only natural that they’re being violent against someone like her. Machu’s inner anger reached its limit when the military police Mobile Suits started to arbitrarily destroy the buildings in the refugee settlements, with the excuse that “they’re illegal anyways”. It’s at that point that she decides to sneak in the Mobile Suit —it was a manifestation of all the anger she was bottling up deep inside herself.
Actually, it’s very similar to the anger Amuro felt in the first episode of “Mobile Suit Gundam” [機動戦士ガンダム, 1979], when he saw Fraw Bow’s family getting bombed. That’s why I believe I was able to get Machu to step into the Mobile Suit in the proper, traditional way of a Gundam protagonist.

— So, she might not be hot-tempered, but in terms of sense of justice…

She has one. Perhaps, that sensation is something very closely linked to the abilities of Newtypes.

— What about Nyaan’s character?

Contrary to Machu, Nyaan was very difficult for me to handle. I couldn’t quite grasp the balance Director Tsurumaki wished for. It felt like a déjà vu… it was the same with “FLCL”’s [フリクリ, 2000] Mamimi. No matter how many times I asked the Director to explain that character to me, I couldn’t fully understand her. In the same way, I would make Nyaan feel somewhat like a refugee, then more like a smuggler… but each time, I’d get told there was “something not quite right” about her. In the end, we settled for a “shy illegal smuggler fearful of strangers”. Although, of course, there is a fully correct interpretation of her character still inside the Director’s mind. 

— What about Shuji? I think he’s a pretty mysterious character…

As a scriptwriter, Shuji was a rather troublesome character. The Director told me he’s “a character who doesn’t talk much”… Well, thinking of it, characters who don’t speak much are always the Newtype-y ones (laughs)

— Writing the dialogues is a big part of the scriptwriter’s job, after all.

Right. Gundam as a series doesn’t have many characters with signature lines or catchphrases, but I thought it would be better for Shuji to have one; that’s when I came up with his “…that’s what the Gundam is saying” line. Basically, I interpreted the Director’s order that “he doesn’t talk much” as “he doesn’t express his own thoughts much”. So, using the “that’s what the Gundam is saying” line, it’s not Shuji who’s talking, but the Gundam. And Shuji comes across as a character who doesn’t speak all that much.
And then of course, I also hoped that the line would stick with the viewers and catch on (laughs)

— Ahaha. You can tell some of the lines are pretty intentional. Like the smugglers’ “Hello, are you in a hurry?”.

Yes, yes. Reusing that passphrase from Mobile Suit Gundam’s Miharu was my idea —it was like a declaration of intent that “I’ll reference the First Gundam whenever I get the chance to”. I feel like references to the First have been made in so many works to the point of exhaustion, but that’s precisely why I’ll be intentionally making the most fanatic-level, exotic references I can (laughs). 

— Talking about lines, the poetic ones that don’t make perfect logical sense, like [Machu’s] “I don’t really get it, but I sort of get it!”, feel really good.

Director Tsurumaki hates explaining things through dialogues, you know. To him, “It’s okay even if it’s not clear”; he’s inclined to think of dialogues with the premise that “that’s how real life conversations work to begin with”

— But a script is something written rather logically, isn’t it? It must be hard…

It really is! (Wry smile). I can’t quite write like that unless I become a Newtype myself. Oh, but in that case, that would make me an Artificial Newtype (laughs)

— (Laughs). Well then, lastly, please tell us what to expect from the future developments of the story.

It’s going to be like a roller coaster, with some quite high tension developments, so keep your expectations high. Machu, Nyaan, Challia Bull, Shuji, Xavier… They’re all going to take it to the limit, so brace yourself for what lies ahead!

Kazuya Tsurumaki – Interview on Mobile Suit Gundam GQuuuuuuX

Original interview from Monthly Newtype (May 2025), original text by Hisashi Maeda and Makoto Ishii; cover image: official character design sheets from the “Mobile Suit Gundam GQuuuuuuX: -Beginning- MATERIALS” pamphlet by Yumi Ikeda.


I thought that by depicting the feelings I’ve experienced under the Cold War, I could convey a unique atmosphere unlike that of any other Gundam before

A “Cold War” feeling in the Universal Century

— When talking about this work, you’ve often mentioned the genres of “Alternative” or “Fictional War Stories”, what do you think the appeal of these genres is?

Rather than the militaristic component, I’d say the interesting and thrilling part is the SF one. The first half of the theatrical pre-release version, “Beginning”, is an alternative version of the One Year War, so I mentioned the words “Alternative War Stories” before, but in terms of composition, I think it’s more like a “Historical What If”, a genre close to SF, about a world set in the aftermath of a rewritten history. An alternative history work I like is “Red Sun Black Cross[レッドサン ブラッククロス, a board game and novel by Daisuke Sato]

— The one by Sato Daisuke?

Yes, that one. Do you remember how it starts? As a whole, it’s an alternative history version of the Second World War, but it starts off depicting the beginning of the Fourth World War set in 1990. Right off the bat, it threw us into a world we knew nothing about —a world where, forget World War II, even World War III was already over. I keep coming back to its prologue, and it still excites me even to this day.
I feel that this sense of excitement, at least for me personally, is the kind of thrill distinctive to SF. 

— Talking about Sato Daisuke’s works, there’s “Nobunaga-den”, in which he ponders how Japan could have won the Second World War, and arrives at the conclusion that “Oda Nobunaga shouldn’t have died at the Honno-ji Temple”.
In a sense, I felt that this idea was similar to GQuuuuuuX.

I just told you how, to me, GQuuuuuuX is a “Historical What If Science Fiction”, but originally, the idea of a story set in a world where “Zeon won the war” was more akin to the alternative history genre. I believe there are two main approaches to alternative history works; the first one is to make a historical change in the initial setting or premise of the story, and then develop what happens next like a simulation. The second one, is develop the events that lead up to the historical change, thinking in what way history would need to be altered to make that change possible in the future.
In GQuuuuuuX’s case, it’s clearly the latter, and there’s this point often discussed among Gundam fans that “The Federation wasn’t able to defeat Zeon just thanks to the efforts of Amuro and the single Gundam unit alone”… Though, it’s mostly the military fanatics that bring this up… (laughs)

— Like bringing up the difference between a “tactical victory” and a “strategic victory”.

That’s why, to lead up to GQuuuuuuX’s future, there are some more military-oriented, realistic changes to the OYW, like for example “Zeon’s colony drop being successful and the Federation suddenly losing their headquarters in Jaburo”. But then I thought: “This is Gundam, after all” (laughs) “and since it’s Gundam, the existence of the Gundam itself has to be the trigger for the turning point in history”. That’s when I came up with the idea of “What if the pilot of the Gundam was Char instead?”.
That’s the exact opposite of how (Hideaki) Anno, who wrote the script for the One Year War part, conceptualized it. I believe he wrote that script starting from his desire to write a version of the war in which Char pilots the Gundam and achieves great things. Though, ultimately, they’re still both like an alternative history work.

— The place where the protagonists, Machu and the others live, Izuma Colony, is an interesting setting. Starting from the name itself, it has a Japanese flavor to it, and overall it somewhat resembles modern day Japan. 

There are two reasons why I decided on such a setting. The first one is that I wanted to use Japanese language. At the time of “Top wo Nerae 2!” [Gunbuster 2: Diebuster (トップをねらえ2!DIEBUSTER), 2004, it was prohibited to show (Japanese) characters and writings, and in terms of direction, it was a nightmare to work around it (wry smile). I thought that using written characters would have made it so much easier to express many different things.
The other reason is, if you watch any Universal Century episode up until now, it’s clear that English is the official language. However, there are a few colonies, like Moon Moon or the Texas Colony for example, rooted in a special and distinctive culture of their own. So, I thought it would be fine if there was a colony whose customs were heavily influenced by Japanese ones. Side 6 from the first “Mobile Suit Gundam” was originally designed as a caricature of Japan. I thought it would be okay if there was a colony with many residents of Japanese origin. 

— And what about the time setting?

To tell the truth, I wanted Machu and the others to be born after the end of the war; I thought they would give off a stronger impression of being a “new generation” that way. But in the end, things happened and we decided on UC 0085 as the time setting.

— I find that “I wanted Machu and the others to be born after the end of the war” really interesting. What are your thoughts and feelings on dealing with a post-war scenario?

Rather than a post-war, I’d say it’s a Cold War. When I was a kid, we were right in the mist of the Cold War; the US and the USSR never fought each other directly, but it felt like the next war could break out at any moment. There were novels or movies about the USSR army suddenly landing on our territory and turning Japan into a battlefield, and back then, it didn’t feel all that unrealistic.
When we decided on UC 0085 as the time setting for GQuuuuuuX, a certain member of the staff pointed out that “You’re doing Gundam but you’re not writing about war?”. All the previous Gundam up until now have portrayed a war of some sort, be it a full-scale war between different powers, or a factional struggle within the military, almost like a civil war. So I thought that writing about a “Cold War” would have worked as well. I thought that by depicting the feelings I’ve experienced under the Cold War, I could convey a unique atmosphere unlike that of any other Gundam before. 

— It’s true that, despite not being directly at war, there’s palpable tension between the two factions, and the atmosphere in the colony turns really tense just by the arrival of a battleship like the Sodon. It really gives the impression of a Cold War. Those under 40 today only became aware of the world after the Cold War was already over, so they don’t know what that atmosphere felt like.

That’s right. I think (Yoshiyuki) Tomino-san’s generation is the last to have known the experience of war throughout their childhood. My generation, of course, didn’t experience actual war, but we do understand the feelings of the Cold War. Naturally, conveying those sensations to the current, young generation is very difficult, but in today’s reality as well war has broken out in Ukraine, and conflicts and civil wars continue unabated in the Middle East. It’s not outside the realm of possibility for the current situation to escalate in a world-wide conflict. I believe that, to some extent, the prospect of a “future war” between nations has unfortunately become a reality among the young people of today.
That’s something that hasn’t been felt for about 30 years since the collapse of the Soviet Union, isn’t it?

— Indeed, I understand the feeling that the thread of terrorism has taken us back to the terror of the Cold War.
I think a world where a space colony, while certainly not depriving the characters of their freedom, still somewhat feels like a claustrophobic place that’s tying them down, is reminiscent of your previous works… 

Well, that’s the influence of what I felt like when I was young. I grew up in the middle of the rice fields in Niigata, and even though the horizon stretched out in all directions, it still somehow felt “narrow”. Of course, if I walked all the way past the mountain, I’d eventually reach Tokyo, but that wasn’t actually feasible, was it? I felt like I was trapped inside my small, familiar garden, and I wondered, “Am I going to spend my whole life in this place?”. I depicted that fear in “FLCL” [フリクリ, 2000], as well as in this work.
It’s not like Machu thinks that “A space colony is too narrow, I hate it”, but she feels like “The world has to be much more vast, more free…”. She could, in principle, go to other nearby colonies, but in reality, she doesn’t. She lacks the freedom to say “whenever I want to go, I can do it in an instant!”; that’s especially true for children. I’m depicting the same things I myself felt in the past.

— So, that’s really a theme you want to focus on in the works you direct?

It’s rather because I want young people to watch my works. When I ponder what kind of feelings the youth of today would actually feel, I think it has to be something similar to the sense of confinement, or the fear and the anxiety about the future I too felt back then. 

— Machu being bothered that the gravity inside a space colony isn’t real is too an extension of those feelings?

That in particular incorporates another slightly different thematic. Is the Red Gundam that Shuji pilots the real one? Are Newtypes and their abilities real to begin with? Is the alternative world of GQuuuuuuX itself real at all?
This idea of whether something is “real or not” is present in many ways within the story, and I believe it might be another element especially interesting for the young viewers.

— What do you mean by that?

For example, thoughts like “I wanna become a mangaka” or “I wanna become a musician” always come together with doubts like “Is this talent actually real?” or “It works in class or at cultural festivals, but would it really work as a profession for the future?”, “Is it a real, genuine talent comparable to that of famous mangaka or artists that everyone knows, or does it only work among friends?”. In this sense, I feel like it’s a very valuable theme.

— From what you said today, I feel like what you’re trying to do is depicting a sensibility close to that of the 80s and 90s, in which anxieties about the world and adolescence are mixed together, in a new, modern way. 

You’re right. Even if I were to research the feelings of today’s youth, I doubt I’d be able to properly portray them on screen… (laughs)

— From this perspective, I’m really looking forward to see how the three main characters, Machu, Nyaan and Shuji will be portrayed. Talking about young characters, there’s also the poor Xavier…

Xavier’s a character I like. I hope I was able to portray him in an interesting way. Please, look forward to it.