Category Archives: Interviews

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.

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.

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

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

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

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


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


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

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

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

Everyone laughs

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

Maeda: Well, that’s true (laughs)

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

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

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

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

Everyone laughs

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

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

— Like side stories?

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

[…]

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

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


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

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

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


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

Tsurumaki: (laughs)

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

Tsurumaki & Sugitani: (laugh)

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

[…] Next, it’s Komatsuda-san’s turn.

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

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

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

[…] Now, Sugitani-san.

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

— I think it’s really admirable and charming. 

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

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


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

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

I’m currently in the middle of my trip around Japan and I obviously couldn’t miss the chance to go watch the new Gundam —Studio Khara’s Gundam— movie, Mobile Suit Gundam GQuuuuuuX -Beginning-, as it got released in the theaters here just a few weeks ago. I wasn’t planning on posting anything on the blog during these first three months of 2025, but listening to the Creators Talk featuring Director Kazuya Tsurumaki, Chief Mechanical Animation Director SeJoon Kim and Producer Yuki Sugitani, that premiered on Studio Khara’s official YouTube channel the evening of the 26th (right as I left the theater after my first rewatch of the movie), I couldn’t contain my excitement and started live-translating on Twitter some of the more interesting exchanges they had. Unsurprisingly, most of the exchanges ended up being very interesting, so I decided to collect all of the fragments I translated into a longer blogpost, and share it on here as well. As a result, the goal of this post isn’t to cover the entirety of the interview (like I usually do), but only a few excerpts that I personally found particularly valuable and noteworthy.


Original interview from Studio Khara’s official YouTube channel, conducted by Mafia Kajita and released on January 26th 2025.


— I hear working on Gundam is too heavy a cross to bear for many, but what about you, did you accept promptly to direct this new project?

Tsurumaki: No. I also said this to Producer Sugitani at the time, but I wasn’t confident I liked Gundam enough to be able to direct it…

Sugitani: That’s true, and my answer was, “the fact that you’re worried about that to begin with means it’ll probably be okay, don’t you think?

Everyone laughs

Sugitani: Yeah, rather than being a “prompt” decision, it took some time to get an answer back, and I sort of had to beg the Director to take on the role.

Tsurumaki: I love it, I really love Gundam, but there are so many people in the world who love Gundam, and compared to them, I couldn’t say I had the confidence to direct it.

[…]

Kim: What about you Sugitani-san, did you accept right away when you got the offer from Sunrise?

Sugitani: I said, “alright, I’m gonna talk about it with the company tomorrow”.

Everyone laughs

Sugitani: I was having a meal with Sunrise’s Ogata-san, and he asked, “would you be interested in making a Gundam with Tsurumaki-san?“, and I was like, “are you for real?“.

Everyone laughs

Sugitani: “If you’re serious about this, I’m going to talk to the others at the company right away“, and, well, he said he was serious about it so the next day I came up to the others and said I had to talk.

[…]

Sugitani: Since I joined Khara, I basically got assigned to the “Tsurumaki Unit”, and since about Eva Q [ヱヴァンゲリヲン新劇場版:Q, Evangelion: 3.0 You Can (Not) Redo, 2012] I’ve always worked together with him like this, so I thought, “with Tsurumaki-san [directing it], he’ll definitely show me something new that I can’t even begin to imagine“.

[…] personally, [GQuuuuuuX] is a Gundam project I’ve always wanted to see realized.

Tsurumaki: Oh, is that so?

— Yeah, really!

Tsurumaki: Well, at first I believed Sunrise would reject my proposal, and if they did I would have been fine with that and called it a day.

Everyone laughs

Tsurumaki: To be honest, since it was a pretty heavy burden after all, there was a part of me that hoped Sunrise would reject my proposal and the project would end there, like, “I’m sorry it turned out like this Sugitani-kun” and move on. But then they unfortunately said it was all good so… 

— So, when you got their answer back, your reaction was something like, “what, really?!“?

Tsurumaki: It was more like, “are we really going to do this then…?”, and then I started to feel a bit scared, I thought the fans would think, “what the hell are you doing?

[…]

— During the production, were there any points in particular you absolutely didn’t want to negotiate on, and wanted to insist on no matter what?

Sugitani: We really like Gundam, but we really love Evangelion too, right? When I first talked [about this project] to Tsurumaki-san, I asked him to make something only us could. And, well, this is a co-production between Bandai Namco Filmworks and Studio Khara, so we’re creating it as a project made by “the company that made Evangelion” together with “the company that made Gundam”. After Eva Q, there was a time when within Studio Khara we worked on a very intimate project, Nihon Animator Mihonichi [日本アニメ(ーター)見本市, Japan Anima(tor)’s Exhibition, 2014], where the plan was to create many 5-minutes anime short according to everyone’s likings and visions, and in the context of that project, there was one work directed by Yamashita Ikuto-san, Guuzou Sen’iki [偶像戦域, Iconic Field], right? Yamashita-san was in charge of the direction and the original plan for that short, while for the animation direction, we asked Gundam Unicorn’s [機動戦士ガンダムUC, Mobile Suit Gundam UC, 2010] Director [Kazuhiro] Furuhashi. We also had Kim-san for the mechanical animation direction, and for the character animation direction, we asked [Iwao] Teraoka-san, who had too previously worked on Gundam Unicorn as an animation director as well. So, basically, that time, Yamashita-san created something very “Eva-like” working with the Gundam team, while on the other hand, at the same time, again for the Nihon Animator Mihonichi project, Tsurumaki-san worked on I can Friday by day!, and the character designer for that short was Take-san, the same as this time. So, for this project [GQuuuuuuX], it’s like the staff members of those two shorts came together and merged.

— It sort of feels like their fate was decided during that project. 

[…]

— What about you, Kim-san? Were there any aspects you wanted to insist on no matter what?

Kim: I really wanted to work together with Director Tsurumaki […]. My big brother is very into anime, and before I came to Japan, he said to me that if I wanted to study anime, I had to watch one show in particular: FLCL [フリクリ, 2000, Kazuya Tsurumaki is FLCL’s director TN].

Tsurumaki: (laughs)

— Oh, he really is a good brother.

Kim: And when the songs by The Pillows started playing… wow… I thought, “so anime can be like this, huh”. Thanks to that, I love FLCL and I really love music too, and I’d say I have a pretty good music sense as well […]. So, yeah, Director Tsurumaki is a person I’ve always really looked up to, so my focus for this project is to support him; if there’s something he wants to do, I want to help him achieve it… to the point I’m ready to die together with him. […] So, rather than a personal focus of mine, I wanted to support the director, helping this project fit into his vision.

[…]

— Okay then, what about you Director Tsurumaki? What points you did you want to absolutely insist on no matter what?

Tsurumaki: Well… directing… planning a new Gundam project necessarily involves planning new Gunpla models as well —they’re synonyms. It’s not like I’m personally into building Gunpla all that much, but I do understand they’re a huge, important part of the franchise, so I wanted the new Gunpla models to be fascinating and attractive. I told Yamashita Ikuto-san that I didn’t want him to be overly influenced by the other Gundams’ designs, to the point the new design line-up wouldn’t feel “Yamashita-like” anymore; I wanted a Gunpla like nothing I’d ever seen before. 

— I’m sure everyone who drew fan-arts had a pretty hard time wrapping their heads around how to move and draw this thing [the GQuuuuuuuX] (laughs)

[…]

— Sugitani-san mentioned this earlier, but there’s this fan-service-like element where the world [of GQuuuuuuX] feels like it’s linked to Evangelion, right?

Sugitani: Well, that’s probably just because the director really likes that kind of atmosphere I think…

Tsurumaki: Yeah, exactly! (laughs). It practically feels like they share the same setting and world, but it’s actually absolutely nothing like that. It’s really just fan-service —or rather, since it’s a production by Studio Khara, I thought I could have had some fun with it. There are some aspects of Gundam that feel pretty stiff and strict, like the pre-determined, “official” setting for instance… but well, since Studio Khara is the one producing it, I thought it was fine if I played around with that a bit. 

[…]

— Kim-san, earlier you talked about the troubles you had working with the complex designs and materials created by Yamashita-san, but were there any points in particular you had specific difficulties with?

Kim: This time, we’re using an hybrid approach where both 3D and hand-drawn animation are mixed and blended together —there’s no clear separation between the two. Considering a few consecutive cuts for example, cut #1 and #2 might be 3D, cut #3 might be hand-drawn, and then cut #4 might be 3D again. So, we had to make sure it all felt as natural as possible. 3D animation is very efficient, but we were worried that if, when watching consecutive cuts, the distinction between the two techniques was too clear and noticeable, it would end up looking like a mess in the eyes of the viewers. I believe it’s still somewhat possible to vaguely distinguish between 3D and hand-drawn, but we wanted to make it so that the contrast between the two was as subtle as possibile. In order to achieve that, we had various discussions with the 3D team to make sure the shading looked like that of a drawing. This was, at first, one of the more critical aspects I was worried about and paid particular attention to. 

[…] 

Kim: This is something I think about all the time, but I really believe the emotions and love you feel while drawing are always reflected onto the paper, isn’t that so? And I believe that this time, the passion and love for this project from the many people of the various departments is really showing. 

— That’s truly fascinating. After all, working with this hybrid approach as you explained, there really is a meaning behind the choice of not going full-CG and instead including hand-drawn animation as well. There really is a meaning in using hand-drawn animation, right?

Sugitani: The director expressed this intention as well. Like, “this cut will look better in 3D, this one is more suited for hand-drawn”; he decided on when to use either of the techniques. Like with the poses, for example…

Tsurumaki: …and the shooting scenes as well; there’s this cut where the Police Zaku raises the machine gun and shots, and animation-wise, it’s a bit dishonest. If we used 3D, it couldn’t lie —it would have been a more stiff and truthful movement, but with hand-drawn animation, we could lie a bit, making it so that its shoulders would somehow enter inside its torso. I thought it would have looked cooler that way, so I asked for that cut to be hand-drawn. Like in this case, there are ideed cuts better suited for hand-drawn animation, and others where 3D might be more appropriate instead, and I hope I made the right choices.

— Animation-wise is a very interesting technique, choosing which of the two to use for every cut.

Sugitani: It has that [Yoshikazu] Yasuhiko-san feeling to it…

Tsurumaki: Yeah! Originally, in the first Gundam, Yasuhiko-san’s animation itself, especially looking at like the waist, the hands or the shoulders [of the mobile suits], has a pretty different form compared to the solidity and truthfulness of 3D. It’s something you just cannot replicate with 3D.


The interview concluded with the staff deeply thanking all of the fans for the huge success of the movie, explaining how all the support they’re receiving is the fuel that enables them to work harder. Please look forward to the release of the TV series, and enjoy the unique experience of the theater as many times as you need to catch all the details, even the smaller ones!


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

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Akiyuki Shinbo & Naoyuki Tatsuwa – Interview on Soredemo Machi wa Mawatteiru (And Yet the Town Moves)

Original interview from Akiyuki Shinbo x SHAFT Chronicle (2019).

Check out this interview with better editing and pictures on the SoreMachi fansite too, who I wholeheartedly thank for the opportunity!


— Ishiguro Masakazu-san’s manga And Yet the Town Moves [Soredemo Machi wa Mawatteiru, hereafter referred to as “SoreMachi”] is a slice-of-life story set in a traditional downtown shopping district. However, it also incorporates elements from science fiction and mystery, making it a work with a slightly mysterious feel to it – akin to Fujiko F. Fujio-san’s unique concept of “a little wonder”. 

Shinbo: You’re right, I indeed believe Ishiguro-san’s SoreMachi does have a taste of Fujiko Fujio-san’s charm to it. And it’s not just about the chapters with aliens, it’s about the fragrance of the whole work. It has a classic, traditional feel to it and I’m relieved that works like this still exist to this day. 

— Tatsuwa-san, I hear you were already a fan of the original manga. 

Tatsuwa: I’d been reading SoreMachi since the start of its serialization. I believe SoreMachi is a work such that if a hundred people read it, they’ll all end up with a different take on it, so at first I thought I would have been very difficult to adapt it into an anime. 

Shinbo: For this project we intentionally used old-fashioned camera angles. Anime nowadays don’t use shots with characters reflecting onto objects or fish-eye angles anymore, but they’re all techniques that were frequently used in tokusatsu and the like back then. When I first became a director, I used to use them pretty often but at some point I thought “maybe it’s enough” and stopped. That’s the approach I adopted for SoreMachi. Also making the wall glass-paneled and shooting through it was one of the techniques.

— Some floors and desks were also made of glass, weren’t they? The shots where you could see the characters through the transparent glass were really unique and striking. 

Tatsuwa: You’re finally unveiling the directing techniques you kept secret until now.

Shinbo: Yeah. With fish-eyes and reflections I wanted to convey a sense of mystery and strangeness. In the original, both chapters about everyday life and chapters with aliens in them unfold seamlessly in the same world. So, even in chapters where nothing out of the ordinary happens, I wanted to maintain the atmosphere where it wouldn’t feel strange if something weird suddenly occurred. If the bright and refreshing slice-of-life atmosphere and the one where mysterious things might happen were depicted in different ways, it wouldn’t feel as one cohesive world. One of the two sides would feel forced and out of place. However, I think that showing things through their reflections on other objects conveys that slightly mysterious vibe. In the original work, the sci-fi elements feel like are just on the edge, barely maintaining an everyday-life mood, right? In order to balance both, I realized it was necessary to consistently establish that kind of atmosphere.

— Oh, is that so. The scenes at the Maid Café Seaside or in the classrooms, set in the evening or with slightly dim lighting, also gave off a mysterious atmosphere. 

Tatsuwa: I personally have a gloomy image of classrooms, so I tend to make them look darker. When I was a student, in the morning I used to get to school earlier than anyone else to study by myself, and I’d get really annoyed when the lights were turned on, so I guess that’s why I have a dark image of classrooms. I used to stay in the classroom with the lights off even after everyone else had already left. Also, I watch a lot of horror movies so maybe that’s also why I end up making things gloomier. Though, I do wonder if it’s a problem since the characters’ faces end up in the dark…

— In the first episode there was a scene where you suddenly hear something pass above the school and a shadow falls across the classroom, right? I remember wondering what that was.

Shinbo: Using just the sound, I wanted to leave a feeling of mystery surrounding what had just passed by. It could have been an helicopter, as well as a UFO. I wanted to try making a classroom scene using just sound and light for a while. I did something like that in another work already, but that time I was only in charge of the storyboard and ultimately it didn’t work at all. So that was a revenge aspect to it too. I’m glad it gave off a slightly mysterious vibe. 

— The camera angles too switched perspectives in many ways, right? I feel like there were a lot of shots from below…

Shinbo: In the original, Hotori’s “slightly bottom-heavy” appearance is emphasized, so I wanted to highlight that as well. Especially in the scene where Hotori is wearing jeans, I could really sense Ishiguro-san’s attention to detail in the way he drew it. Though, there aren’t many scenes where she wears jeans, are they. If her legs are more exposed it gives off an ordinary image, so if she’s not wearing jeans it’s hard do convey that impression. When creating a work, I like to incorporate some fetishistic-like aspects in a way.

So in this work, you’ve intentionally emphasized the fluffiness of Hotori’s thighs, right?

Shinbo: I hope that aspect comes through. In my previous work, Natsu no Arashi! [2009] it was the belly button instead.

Tatsuwa: …is that so?! I’ve never heard that one before (laughs).

Shinbo: I didn’t want to show it too blatantly, I meant to just subtly hint at it. But it appears it didn’t work well.

Tatsuwa: You should have brought that up when discussing the direction too… (with tears).

— (Laughs). Tatsuwa-san, you were in charge of the storyboards for episodes 1 and 2, did you consult with Director Shinbo about it?

Shinbo: We talked about reducing the number of cuts.

Tatsuwa: Up until now I used to pile up cuts to quickly show the characters’ faces from many angles, but this time I drew the storyboards keeping in mind a limit of 360 cuts [the average number of cuts in anime is around 300]. However, being too conscious of that limit I ended up submitting storyboards that felt awkward and lacking in flow… The Director did many additions and I learned a lot from it. But in the end, the number of cuts ended up being higher than usual (laughs).

Shinbo: But episodes 3 and 4 have a pretty low cut count, no?

Tatsuwa: Episode 3’s isn’t that low at all. It’s got at least about 380 cuts…

Shinbo: At first it had like 280 or so, right?

Tatsuwa: And then you added yours… 

Shinbo: I added 100 cuts?!

Tatsuwa: …you added 100 cuts (laughs).

Shinbo: Oh (laughs). 

— What kind of parts did you feel like adding cuts to, Director Shinbo?

Shinbo: Where I thought the initial cuts were too few to bring the scene across. However, the reality is that other anime are made with fewer cuts, and from the perspective of viewers who are used to that, it might come across as excessive direction. The number of cuts in Shaft’s works has suddenly risen. The other day, I found the storyboard for the first episode of Tsukuyomi [Tsukuyomi: MOON PHASE, 2006] that I drew myself, and by briefly looking at it I noticed there were only 308 cuts. I was really surprised. 

— What is the average number of cuts now?

Shinbo: It’s about 400 I’d say.

Tatsuwa: I wonder since when it started to increase.

Shinbo: Back when we did Negima!? [Negima!? Magister Negi Magi, 2006] there was one episode we made with over 500 cuts, with the intention of it being a one-time thing.

— By using many cuts are you able to achieve a more refined and sophisticated presentation?

Shinbo: Using a lot of cuts can also help compensate in directing, when the key animation alone isn’t quite able to convey everything. One time in the past, I wanted to create an action scene with nothing but static drawings, but I wasn’t able to put it into practice. When I asked the production team “It’s fine even if they’re all just still shots, so let me make 300 cuts for the action scene”, they told me that would be a problem in itself. By packing that many cuts into such short sequences, I think you can still convey a lot just through the visuals, even without much movement. It’s the same with live-action, even if the actors don’t actually act in the action scenes, by stringing together many short cuts it can appear as if there is movement. Also, it’s slow.

— I see. A major appeal of Shaft’s works is the use of short cuts to create visually persistent footage, but the scene in episode one of SoreMachi where Hotori does the ‘maid greeting’ at the dry cleaners was also striking in terms of its cut composition. Hotori’s close-up, then a high-angle shot, then a low-angle shot, then a shot from directly below… it keeps changing rapidly.

Tatsuwa: That part was one where the director made his additions to. That scene is an highlight of the episode, isn’t it. 

Shinbo: I tried to avoid letting it flow too smoothly. If it had felt too familiar, it might have made the viewer think “Yeah, there probably was a scene like that…” and it could have slipped by unnoticed. Instead, by cramming an absurd amount of cuts into the scene, I made sure it left a lasting impression on the viewer.

— The shots come in at various different tempos too. I felt like slow cuts were used quite often in SoreMachi, was incorporating slow-motion also a key point in creating the flow of the scenes?

Shinbo: That’s right. Slow and quick cuts create a sense of rhythm. When drawing key frames you have to be conscious of the rhythm as well, right? Animators too consciously incorporate that into the structure of their scenes.

Tatsuwa: You’re right. Figuring that out is the fun part. Things like, “I want this pose to stick with the viewer, so I’ll make it slow-motion”.

Shinbo: Yeah, also like when you want the viewer to focus on the character’s expression so you make it slow-motion. 

— I see. In the ‘maid greeting’ scene, there was also a cut of a glass floating in the air in slow-motion. That glass wasn’t there in the original work, was it?

Shinbo: I wanted something, like an object or sound, to create a sense of impact. I had it written in the script too to avoid forgetting about it. 

Tatsuwa: At first it was supposed to be a sugar pot, but it seemed there were non in the café… (laughs). So, I initially drew a milk pot instead but that too felt unnatural so it ultimately became a glass. 

Shinbo: When thinking about a café, for some reason I always think of a glass of water with ice. 

— I find it very impactful that even the more ordinary and everyday scenes in SoreMachi are shown through interesting moments and cameo angles. For example, in the scene where Hotori and Tattsun are talking at the café table, there’s strangely a lot of movement in their upper bodies. Slice of life works don’t have obvious action scenes, so I guess a lot of creativity is needed to figure out the flow and presentation of the movements. 

Tatsuwa: That’s right. For the second episode, I made a conscious effort to ensure that, within the everyday scenes, nothing felt too static. I wanted to make sure that none of the scenes appeared static. Episode 2 is one of my favorites because it’s the first one where the people from the shopping district appears and also features a separate story centered around them. This episode was the first one we made for the event, and I wanted to showcase the atmosphere of the shopping district since all those characters make their first appearance. (Shigeru) Chiba-san [the voice actor for police officer Shunsaku Matsuda] really helped a lot. 

— Chiba-san’s appearance was incredibly impactful. It was a stellar cast, wasn’t it?

Shinbo: It was Ishiguro-san who wanted Chiba-san as the voice actor, and his recommendation went through. It’s amazing, isn’t it?

Tatsuwa: In the dialogue scene with Chiba-san, I really like the line by (Chiaki) Omigawa-san [the voice actress for Hotori] “my mom’s going to yell at me!” too. So much so that I want to set it as my ringtone and carry it around with me (laughs). In episode two, (Katsuhiko) Takayama-san [the scriptwriter] added in the script Tattsun’s line “can you write the kanji for ‘coffee shop’?” and  I felt like it would be a waste if it just passed by without emphasis, so I included a shot of Hotori’s memo where she wrote the kanji wrong.

— It’s such a subtle detail that expanded on the original work, it was really interesting. There are some scenes here and there where a few lines were added. For example, in the scene where Hotori says the line from AKIRA, “Let’s go, Tetsuo![“いくぞテツオ”, AKIRA 00:06:49], in the anime she also adds “It’s too wild. You couldn’t handle it[“ピーキーすぎてお前には無理だよ”, AKIRA 00:03:26] (laughs). 

Tatsuwa: That’s right. But as a line to say in that scene, it’s definitely wrong (laughs).

Shinbo: That too was an addition by scriptwriter Takayama-san, the AKIRA reference I mean.

— I’d also like to touch on the opening. Yasuomi Umetsu-san, who has a charismatic popularity among anime fans, was in charge of the storyboard, direction and animation direction, how did it come about that he was asked to take on these roles?

Shinbo: We’ve asked Umetsu-san to take part in other works as well whenever possible, but particularly this time we knew Ishiguro-san was a fan of his so we absolutely wanted him to work on it. It just so happened that Umezu-san’s schedule worked out, so we were finally able to get the opportunity. It was a fateful event given Ishiguro-san’s admiration, so I’m glad it worked out.

— What requests did you have for Umetsu-san for the opening visuals, Shinbo-san?

Shinbo: I asked for musical-style elements and for the subtitles to be integrated with the visuals. However, the text differs between the broadcast version and the home video version, with the home video version being the proper one. There are quite a few changes compared to the broadcast version. 

— In the opening, you can quite see the panties, right?

Shinbo: Yeah, with the light coming in… that’s the kind of mysterious light you often see these days. Many anime are using it. The home video version is the one where you can see them. Also, Kon-senpai’s dance was also changed. It’s good in the broadcast version too, though. 

— Everyone’s dance and poses are cute and fun, and the drawings are really gorgeous. You can really feel Umetsu-san’s touch. What were your thoughts when you saw the opening for the first time?

Shinbo: I thought, “Aah, it’s amazing…”. 

Tatsuwa: Same here…!!!

Shinbo: But Umetsu-san doesn’t like it when someone says “It’s definitely made by Umetsu-san”. Because he tailors his work to fit the project. He said that he made it so that the fans would love it. As for us, we really like the unique touch of Umetsu-san that comes through from that, so I’m glad it turned out that way.

— That’s right. As for the ending, Tatsuwa-san was in charge of it, right?

Tatsuwa: Since the song and group is titled “Maids”, I wanted it to give it a band-like vibe. But making Kon appear in a maid dress before the episode she’s introduced might have been a mistake…… In the original work, the bass in Kon’s room is different from the one she plays at the school festival. In the ending, she plays the one in her room. It’s a budget version of a StingRay bass, which is a detail Ishiguro-sensei insisted on, since “she’s just a high-schooler, there’s no way she could afford the real thing”. However, for the ending, since it’s supposed to be a live music event, I decided to have her play an actual StingRay. Kon is a character I really like. 

— Tattsun’s energetic movements as she plays the violin felt really peculiar and eccentric. 

Tatsuwa: Thank you very much. I was unsure whether Tattsun’s movements should match the melody or be more lively. But since Hotori and Tattsun’s instruments are like an air violin and an air accordion, I figured that movement would work just fine. On the other hand, Kon’s finger movements match the song precisely. 

— Those finger movements are extremely precise. So they really matched the song after all…!!

Tastuwa: Hotori and Tattsun’s movements too are pretty airy (laughs).

Shinbo: I think the ending was really well done too. As a character-focused ending, I think it’s the best. Together with the opening, it’s very straightforward and I like it. As for the song, the energy of the ending feels like it could have perfectly worked as the opening as well, and just a while back, the opening track’s style would have been more fitting as an ending theme, wouldn’t it?

Tatsuwa: You’re right. I really like Maids’ song, it’s such a memorable piece, one that sticks with you, isn’t it? Apparently, the rhythm tends to be more memorable when the lyrics follow a “5-7-5” pattern.

— The songs used in Shaft’s works often have a tune that just makes you want to hum along. This ending in particular was composed by the Pearl Brothers [パール兄弟, a Japanese rock band formed in 1983] right?

Tatsuwa: Every time, the director is very particular about selecting the song. This time, since Ishiguro-sensei apparently already really liked Metrofarce [メトロファルス, a Japanese band formed in 2004], the music producers had the song composed by Metrofarce’s Bakabon Suzuki-san and the lyrics written by Saeki Kenzo-san, who has connections with the Pearl Brothers. The music that Ishiguro-san loves ended up fitting perfectly.

— So Ishiguro-san had a few requests as well. I’m changing the topic a bit, but I was really surprised to learn that the voice of the chief maid, Uki, was a male voice actor…!

Tatsu wa: It was the director’s decision. Apparently, from the beginning, both the director and Ishiguro-san intended to have a male voice actor for the role.

Shinbo: I think having a man play the role of an old lady follows the flow of Granny Mischief [Ijiwaru Baasan, 1970]. I believe my generation has a strong impression of Aoshima Yukio playing in Granny Mischief. If elderly characters become too realistic, they can sometimes come across as painful to watch when something happens to them. It would be fine it’s a cool and stylish old lady character, but if not, I think it’s better to take a slightly different approach. Also, both Hotori’s and Tattsun’s voice actors are pretty young, so I believe it’s good for the balance as well. (Takahiro) Sakurai-san [the voice actor for Uki] was really great, don’t you think? I thought “Woah, he’s really something”. It’s also amazing that he was able to pull off playing an elderly character in such a different direction.

— That’s right. I heard that Hotori’s voice actress, Omigawa-san too was selected by Director Shinbo and Ishiguro-san, was she close to the image you had of the character?

Shinbo: She felt extremely annoying (laughs). As for Ishiguro-san, he said she was more in line with the “cute” part of the “annoyingly cute” concept. Her voice pitch changes and the moments before them really aligned with Ishiguro-san’s image of the character. 

Tatsuwa: I think Hotori’s voice was great too. I believe there was no other choice. 

—  The slightly unstable and unique quality of her voice when she does the pitch changes is really charming. Well then, to wrap up, I’d like to ask something about the upcoming second half of the show.

Tatsuwa: Half of episode 8 will be original content. We had Ishiguro-sensei write the scenario for it. Episode 9 is scheduled to air two days after the release of that chapter in Young King OURs [the magazine where SoreMachi was serialized]

— That’s amazing! Having the original work and the anime adaptation release the same chapter at the same time was something that Director Shinbo’s had been talking about wanting to do for a while, right?

Shinbo: Yes, that’s right. I read the manga and made it in one day (laughs).

Tatsuwa: You finally made it huh (laughs). Right now, we’re putting our all into the final episode. I can’t reveal too much, but the final episode isSoreMachi”…!

Shinbo: I’d like people to see the opening from the home video version on the BD or DVD, since it’s different from the broadcast version.

Tatsuwa: I’d be happy if people buy it in anticipation for the second season… (laughs).

Takahiro Omori – Interview on Natsume Yuujinchou Shichi (Natsume’s Book of Friends Season 7)

Original interview from Cocotame, published in two parts, Part 1 and Part 2, on October 21st 2024, original title: “TV Anime「Natsume Yuujinchou」Season 7 Starts Airing ― Chief Director Omori reflects on the 6,000 days spent together”, original interviewer: Hidekuni Shida; genga from Natsume Yuujinchou Shichi Episode 2, from Studio Shuka’s official Twitter account.


Part ①

Natsume Yuujinchou” is a manga series by Midorikawa Yuki, first published in 2003 and still beloved to this day. The anime adaptation began airing its first season in 2008, and since then, a total of 80 episodes (including special OVAs) and a feature film have been produced.
What kind of feelings has Chief Director Takahiro Omori poured into this work, having been involved as both the director and chief director of the anime series? He shares the appeal of the seventh season, which started airing on October 7 (2024), and his passion for creating this work.


~ Looking back at the origin of the beloved 16-year-long series ~

The TV anime Natsume Yuujinchou Shichi (Season 7) starts airing on October 7, 2024. Counting from the first season (which started airing on July 8, 2008), it has become a long-running series that has lasted a remarkable 16 years. Chief Director Omori, what do you think is the reason Natsume Yuujinchou has been loved all this time?

The anime Natsume Yuujinchou has a very easy-to-follow structure, as each story is fundamentally concluded within one episode. Furthermore, as you continue watching you begin to notice a larger, overarching story, and even with all the episodes released so far, there are still some mysteries left unresolved. I believe those elements are part of the reason why many people have been able to enjoy it for such a long time.

However, while it’s indeed a long-running series, there’s been a gap of around 7 years since the last broadcast [Natsume Yuujinchou Roku, the 6th season, began airing on April 12, 2017, and ended on June 21 of the same year], so out of the 16 years, it feels like half of that time has been spent on hiatus.

I’d like you to look back at 16 years ago. Do you remember when the proposal to adapt Natsume Yuujinchou into an anime first came to you, Chief Director Omori?

Yes. Originally, Studio Shuka’s (“Brain Base” at the time) producer Yumi Sato expressed a strong desire to adapt the original work, so she reached out to the former producers at ANX [Aniplex], who immediately contacted Hakusensha. On that occasion, other companies that were already interested in the work, such as ADK [ADK Emotions Inc.], reportedly made a production proposal to the committee. She then reached out to me, since we had previously worked together on other projects, and that’s how I became involved in the anime adaptation.

At that time, though, I honestly thought that portraying the atmosphere and tone created by the original work would have been a very difficult task. Additionally, the manga had only just begun serialization at the time, and the author, Yuki Midorikawa-sensei, was still in the process of developing the story, so we were able to make adjustments to the roles of the characters and the timing of their appearances under her guidance.

There were some meticulous changes to the original work, then.

Initially, in the original work, the protagonist Natsume Takashi had a somewhat detached and mysterious air, but we slightly adjusted his character to make him a little more relatableーan ordinary boy who, due to the single fact that he can see ayakashi, ends up distanced from the people around him.

In the manga Takashi has silver hair, but giving him silver hair in the anime would have inevitably made him stand out visually, so we opted for a light brown hair color. Furthermore, to make the everyday drama easier to follow, we adjusted the story so that Takashi’s friends not only include Nishimura (Satoru) and Kitamoto (Atsushi), but also Sasada (Jun), the only main female friend, who we decided would no longer transfer out [In the original work, Sasada transfers schools, but in the anime, she appears as one of Takashi’s classmates].

I imagine you had quite a few detailed exchanges with Midorikawa Yuki-sensei, what were your impressions from those conversations?

First of all, she struck me as a very kind and thoughtful person. The first time I met her was at the initial greeting with the art direction department, the characters and yokai designers, and all of the main staff. On that occasion, I asked her various question about the work, and I remember being struck by how sincerely she answered each one. She was so enthusiastic in answering our questions that I heard she came down with a fever [the term used here is 知恵熱 (chie-netsu), literally “wisdom fever”, which colloquially means “a fever that comes from using one’s head too much” t.n.] the day after meeting with us (laughs).

Not only did I get the impression of her kindness from our face-to-face meeting, but I also felt that the good qualities of her personality shined through in Natsume Yuujinchou, the work itself. What I especially realized after starting the anime production and working on the storyboards for each episode was that Yuki Midorikawa-sensei has a strong desire to “entertain the readers”.

She often adds little playful touches throughout the work, incorporates unexpected and interesting twists into the story structure, and includes elements designed to entertain the readers. I feel that she’s very in tune with her readers.

It is said that the model for Natsume Yuujinchou’s setting is Hitoyoshi-shi in the Kumamoto prefecture. I’ve heard that you went location scouting in Hitoyoshi too, Chief Director Omori. 

Since my debut as a director, I’ve never missed a single location scouting. The purposes of location scouting is not only to see the actual locations where the work will be set, but also to walk the site together with the staff, including the art director, and have discussions to develop a shared understanding of the vision behind the work. 

Of course, there are times like with Durarara!! [“デュラララ!!”, 2010, another TV anime series directed by Omori] where the landscape and spatial relationships are portrayed exactly as they are in real life, but that’s not the case for Natsume Yuujinchou, where we’re just using the overall atmosphere of Hitoyoshi in Kumamoto.

I wonder what kind of town Hitoyoshi-shi is. How are the townscape and scenery of Hitoyoshi reflected into the anime?

One thing that I clearly remember is the kindness of the people who live there. Especially, when you cross paths with middle-school or high-school students, they always greet you. When I asked Midorikawa-sensei about it, she explained that Hitoyoshi, due to its geographical location in a basin, has historically been a region wary of invasions from surrounding forces.

That’s why the courtesy of greeting someone they’ve never met before as a way of confirming what kind of person the other is has become a local tradition. I thought, “I see, so those greetings also hold that meaning”, but still, it’s always nice to be greeted with a smile by middle and high school students, isn’t it? (laughs). Also, perhaps for the same reason of being cautious of their surroundings, the fences around the houses are quite low.

The fences are low?

Exactly. The fences around the houses in Tokyo are approximately 170cm to 180cm tall [about 5’7” to 5’11”], and you can’t quite look inside even if you stretch, whereas the fences in Hitoyoshi are about chest-height, allowing you to see the surroundings over them. Rather than making them taller to prevent intrusions, the low fences, like the greetings, allow for assessing the surroundings for self-defense, and that custom has been deeply rooted to this day. These are some of the elements we’ve carefully preserved in the art direction of Natsume Yuujinchou.

~ Portraying the world of Natsume Yuujinchou in a captivating way through visuals and sounds ~

When creating the anime, what aspects of the original did you focus on the most?

In every chapter of the manga, Takashi’s monologues are used in a very impactful way. That particular way of using them was one of those aspects. Takashi’s monologues have two layers to them: one is used to express the emotions of the other characters, while the other is a separate, more subtle monologue that occasionally emerges to convey his own personal feelings.

However, when trying to combine the two types of monologues into a single prose, the meaning becomes disconnected. So, we arranged the monologues and structured the dialogue (script) by choosing which of the two types to use.

The one type we don’t convey through the actual dialogue, we depict with the drawings. One type is conveyed thought the words, and the other through the character’s expressionsーa quality unique and inherent to the visuals.

Additionally, we have to decide whether the monologue should be delivered in a more narrative style or a more emotional tone. For that, we arbitrarily choose one of the two when writing the script, then I consult with Natsume Takashi’s voice actor, Kamiya Hiroshi-san at the recordings whether a more narrational and firm tone or something in-between works best, and thoroughly adjust the balance as we record. 

Chief Director Omori, you not only worked as the director for the Natsume Yuujinchou series, but also took on the role of sound director. The free and unrestricted acting of the members of the cast is as well one of Natsume Yuujinchou’s most charming aspects. In the conversation scenes with the mid-rank yokai, the so-called “Dog’s Circle”, there are often fun exchanges, including puns and ad-libs, which create very pleasant and enjoyable dialogues.

I mostly leave the recording of the Dog’s Circle scenes up to the cast. At first, I used to reject their ideas because I didn’t understand the puns they made (laughs). Nowadays, Matsuyama Takashi-san, the one-eyed mid-rank yokai’s voice actor, basically acts as the leader on set, he preps the manuscript (the ad-lib lines) for the Dog’s Circle scenes, coordinating with the cast outside the studio before the recordings. This kind of fun and collaborative recording sessions are one of the unique charms of working on Natsume Yuujinchou.

~ The development and growth of the protagonist Natsume Takashi and the yokai NyankoSensei ~

The protagonist, Natsume Takashi, is a boy who, unlike ordinary people, has the ability to see ayakashi and hear their voices. Having depicted him since Season 1, do you feel his character has shown any development or growth?

In both Season 1 and 7, he’s got his friends by his side and not much has changed around him. However, what has changed is how much he has opened his heart to those friends.

In the beginning, he probably acted more reserved, with a guarded manner that subtly signaled that he couldn’t fully trust others. Over time, he gradually got used to his friends, and now, even when minor issues come up, he can brush them off with a joke. I feel he’s developed a certain warmth or ease that wasn’t there before. 

His feelings towards the ayakashi have seen some developments too; as of now (Season 7), I believe that his ayakashi and human friends have both become fairly closer to Takashi’s heart. He still retains a sense of caution and tension when interacting with the exorcist clans, but he’s gradually become more emotionally open. 

Especially with Matoba (Seiji, the young head of the Matoba exorcist clan), Takashi’s starting to show a calmer, more thoughtful side as he works to understand him, which I believe is a sign that reflects his growth. I think this seventh season is series that shows the unexpected sides of all the characters, so it’s not just about Takashi’s growth. I hope the viewers will enjoy how the way the other characters are perceived evolves as well.

Takashi has spent a lot of time together with his yokai partner Nyanko-Sensei as well, and their relationship feels like a bond of fate. Nyanko-Sensei’s true identity is the high-rank yokai Madara, and he acts as Takashi’s partner on the condition that once the boy dies, he will inherit the Yuujinchou (the Book of Friends), but Nyanko-Sensei has changed and grown too. 

I think Nyanko-Sensei has changed a lot as well. Probably, it’s the presence of Takashi that has softened him. Actually, in Season 7, after a long time he declares once again his goal to inherit the Yuujinchou upon Takashi’s death, however, their relationship has evolved to the point where it feels natural, as if he has forgotten about that initial promise. It almost feels like his objective has become nothing more than a jest. In a certain sense, it’s a positive relationship. 

What kind of difficulties and appeal does depicting the characters’ growth present for you, Chief Director Omori?

I originally started working in the field of visual production exactly because I wanted to depict the movements of people’s hearts, the changes in their expressions, and the shifts in their demeanor. Not just in Natsume Yuujinchou, I really enjoy portraying the growth and evolution of the characters in every work. I believe that carefully portraying the movements of people’s hearts is the true charm of this work. 


Part ②

In this second part of the interview, director and chief director,Takahiro Omori shares his thoughts on the anime production process, particularly in the context of digital technology’s rise over the past 16 years, focusing on what has and has not changed in the production of Natsume Yuujinchou


~ The unforgettable episodes from the past 16 years ~

It’s been 16 years since you started working on the Natsume Yuujinchou anime series. Are there any episodes in particular that left a lasting impression on you, Chief Director Omori?

Last year, during the “Revacomme!! × TV Anime Natsume Yuujinchou Anime Adaptation 15th Anniversary” event [December 2, 2023] fan-voted popular episodes were selected.

Among the episodes that were ranked highly in the fan vote, there were some where the protagonist, Natsume Takashi, and Nyanko-Sensei weren’t the main focus [the top-ranked episode in the fan poll was Episode 10 of Season 5, titled “Toko and Shigeru,” and the third-ranked episode was Episode 4 of Season 3, “Young Days”]. I thought that the fans attending the event chose the episodes they were particularly passionate about, but as the director, I was still surprised.

I understand that the fans who attended the event must have had a strong passion for the series, so, albeit surprising, those results make sense. There are many fans who prefer secondary characters over Takashi and Nyanko-Sensei, which, if anything, proves that the series is beloved in every facet.

I feel this every time there’s an event, but Natsume Yuujinchou fans are really devoted and trustworthy—every time I revealed something and asked them to keep it to themselves, they’ve never broken their promise and kept everything under wraps. I’m really grateful that highly literate and strongly passionate fans gather for these events.

Furthermore, their deep understanding of the work is impressive. From the creator perspective, it’s something I’m truly grateful for, because even when the direction and presentation are subtle or between the lines, I always get the feeling that my intention is clearly understood.

Throughout the series, there have been a few anime original episodes, right?

Initially, the original manga had just started serialization, so there weren’t enough chapters to adapt into the anime, therefore we decided to add a few original episodes. What I’m most grateful for is that the original author Midoikawa Yuki-sensei herself wanted the anime to include original episodes. “I’d like you to play around and have fun with these characters”, “I’m excited to see what you will do!”, she kept supporting us as a fan of the anime version. 

Hearing “I’m exited” from the original author must be the the highest form of praise an anime creator could possibly receive. 

You’re exactly right. Midorikawa-sensei has always been a tremendous supporter of the Natsume Yuujinchou anime, to the point she set up her social media account and kindly reposts all the content related to the anime.

When creating the original episodes, I wonder what kind of exchanges you had with Midorikawa-sensei.

I’ve written the scenario for the Natsume Yuujinchou Drama CD as well, and generally, during these occasions, I always have very detailed discussions with Midorikawa-sensei while writing the screenplay. I propose a basic idea and concept for the episode, and Midorikawa-sensei accepts it. Then, we discuss aspects like what would this character say in this situation?“ or “perhaps this phrasing would work better?”. Through these exchanges, I always receive valuable input and ideas.

~ We are able to achieve this because the staff remained unchanged ~

I believe the fact that during these 16 years of Natsume Yuujinchou the staff hasn’t practically changed at all is another distinctive trait of the series. What are your feelings in this regard? 

Having worked together for such a long time, there’s a clear advantage in that the staff shares the same vision and goals for the series. Without the need for words, we all share the common understanding of where the line between acceptable expression and something that would detract from the original work’s world-view is. I think this shared insight is a strength of the team. 

On top of that, everyone in the team has a well-established grasp of each character, so it’s also a key strength that many different ideas can come forward. I believe the individual ideas each person brings add a unique touch and accent to the project. 

So, with the production team’s long-term involvement in the project, they’ve come to know the series deeply and thoroughly, making it possible to create an even better work.

We’ve been doing this for seven seasons, so the staff at Studio Shuka has become stronger and more reliable, to the point we can now focus the production around in-house team members. As we’ve worked together on the series over time, we naturally developed these qualities and strengths. 

~ What the veteran staff working on Season 7 hold dear ~

Omori-san, you’re the chief director of Season 7, while Ito Hideki-san, who directed the movie Natsume Yuujinchou: Ishi Okoshi to Ayashiki Raihousha [“夏目友人帳石起こしと怪しき来訪者”,“Natsume’s Book of Friends: The Waking Rock and the Strange Visitor”, 2021], is the new director. 

Ito-san is a person with a very soft touch, capable of creating really tender visuals. I took a step back and observed from a distance, so while Director Ito, who fully immersed himself in the work, might have had some difficulties, I believe that this time, all of his qualities and gentle touches have really come through.

As for the other main staff, it’s still the usual lineup. Composer (Makoto) Yoshimori-san has been creating heartfelt and touching pieces since Season 1, what do you think is his and his music’s main appeal?

Up until now, Yoshimori-san has crafted around 120 musical tracks for Natsume Yuujinchou. I’ve been asking him to compose the music for other works even before this series. The first time we worked closely together on a main project was for the anime Gakuen Alice [“学園アリス”, “Alice Academy”, 2004] but before that, we were just drinking buddies.

Yoshimori-san’s understanding of the original works is incredibly profound, isn’t it? Of course, for each season, I create a music request sheet outlining the overall concept and my vision, and then I ask Yoshimori-san to compose new pieces accordingly, but he always says that the titles of the tracks and the approximate desired length are all he needs to come up with the score. I believe he’s capable of doing that because he thoroughly reads the original work in advance.

Sometimes, he gets so carried away that the resulting music can’t be used in the anime (laughs). However, I truly appreciate that he never loses his spirit of adventure and continues to experiment with music for the series. Recently, he said “I’m fine with however you use the music I’ve composed in the visuals, I’ll leave it all to you”.

Art Director Shibutani Yukihiro-san too has been part of the staff since the first season.

When this series began, the whole anime industry was transitioning from the analogue production environment to the digital one, and, at the time, the resolution of the visuals hadn’t been precisely set yet [the full transition to digital terrestrial broadcasting was completed in July 2011]

As the digitalization advanced, Shibutani-san continued to prefer the texture of real paper. Even as the staff transitioned to digital animation tools, Shibutani-san has consistently worked with watercolors to create his artworks. The final clean-up is done digitally, but he places great importance on the watercolor touches.

From Season 6 onwards, the Art Director (Mao) Miyake-san has joined the team and while successfully expanding the artistic scope of the series, she still maintained the original aesthetic. While I’m getting a lot of inspiration from the two of them, we continue to create new artworks by referring to past works, often asking questions like “what did the sunset look like in that episode?” or “what was the special setting in that moment?”.

You mentioned how the anime production environment has changed during the past 16 years, but did that transition have any impact on Natsume Yuujinchou?

It’s not like it was a sudden change or anything. The things that we originally used to draw on paper, we brought over to the digital supports, maintaining the same touch and style, which I personally prefer as well. So, whether it’s digital or paper, I don’t think the quality of the work has changed.

However, one thing that became particularly noticeable during the production of Season 7 is that, with the increase in digital douga [in-between animation], the thinness of the lines started to change. Back when we were drawing with paper and pencil, there were limitations inherent to that medium; no matter how thin we tried to make the lines, at some point they just couldn’t get any thinner.

But with digital animation, you can make them so thin they’re barely even noticeable. There are some instances in the douga where the lines are thinner than necessary. The characters in Natsume Yuujinchou have simple designs, so I think it’s better to make the strokes a bit thicker to emphasize the variation in the line-art. I value the expressive power lines have, and if they become too thin, no matter how carefully made the douga is, it becomes difficult to approve and utilize. 

So the gentle yet delicate tone of the anime Natsume Yuujinchou is expressed through the variation in the lines.

Another thing that changed with the shift to digital is the number of color options available for selection, which has expanded enormously. I believe it was also very important to figure out how to maintain a color palette that still captured the essence of Natsume Yuujinchou

~ Season 7 and the future of the Natsume Yuujinchou anime ~

Season 7 is finally about to air. What would you like people to pay attention to in this series, Chief Director Omori?

To be honest, I believe the sixth season ended in a way that left some mysteries unresolved, or rather, with a bit of an unsatisfying conclusion. We made it that way because we thought we could start working on Season 7 right after the end of Season 6, but unfortunately it took way longer than we planned, and I feel incredibly sorry for all the fans. That’s why, this time, I’m sincerely glad we were able to complete everything without troubles.

Your involvement with the series has become quite long. I believe Natsume Yuujinchou will continue after this season, but do you have any goals for the future?

It’s the work I’ve been involved with for the longest time in my career, and we were able to continue Natsume Yuujinchou alongside the manga up until now. Talking about the future, when the original work eventually comes to its conclusion, I hope to give the to anime as well a proper ending that satisfies the fans.

—— Over the 16 years of its history, I believe the number of fans watching Natsume Yuujinchou has increased, and I’m sure they’re all looking forward to the future developments.

By taking part in the events, I realized that among the fans there are some who watch it along with their families. Since it’s not a work made with the influence of current trends, I’m glad it has become something people still enjoy after all this time. It’s an easy-to-watch series regardless of which episode you start with, and I would be happy if people continue to enjoy it in the future.