Category Archives: Interviews

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.

Shuko Murase – Interview on Mobile Suit Gundam: Hathaway’s Flash [Gundam Info]

Original interview from Gundam Info published on June 25th 2021, titled: “Exclusive long interview!『Mobile Suit Gundam: Hathaway’s Flash』director Shuko Murase on the ‘broken’ Hathaway and the ‘indecipherable’ Gigi“, original interviewer: Ryota Fujitsu; genga from the official Mobile Suit Gundam: Hathaway’s Flash Twitter account.


— I believe that adapting the 3-volume novel written by Director Yoshiyuki Tomino into a movie trilogy calls for a lot of ingenuity and intuition. In the case of “Mobile Suit Gundam: Hathaway’s Flash” Part 1, the opening features the sound of a ticking clock, and the film ends with a scene where the clock left behind by the protagonist, Hathaway, is in Gigi’s hands, creating the impression that “the time that had stopped started to move again”. 

Actually, the sound of the ticking clock at the beginning was an idea of (Koji) Kasamatsu-san [the movie’s sound director]. To begin with, the clock that Hathaway buys was introduced as a prop to remind Gigi of him as the two eventually drift apart. After learning about this idea, Kasamatsu-san decided to add the ticking clock sound in the opening. When I asked him if that [“creating the impression that the time that had stopped started to move again” t.n.] was his intention with the addition, he confirmed it. Kasamatsu-san wondered if he might have gone a bit overboard with it, but since it was such a great idea, I decided to use it as it was.

— So the cohesive feel of the addition was the result of that kind of exchange. By the way, had you already read the novel, Director Murase?

I read it for the first time after taking on the role of director. Short after the novel was released, I started working on Mobile Suit Gundam F91 [March 1991, Murase worked on the movie as an animation director and key animator] so I was aware of its existence, but I did’t read it at the time.

— What were your thoughts after reading the novel from the director’s perspective? 

(Reading through the novel) I could clearly picture the scenes. It felt as if it was written like a storyboard. Though, of course, the characters’ emotions and thoughts were much more detailed. There were parts where I actually felt that Director Tomino himself had written it with the same mindset he had when writing TV series. For example, early on, characters with names are introduced, but then they never appear again. I think that was probably the result of trying out many different characters and keeping only the ones that seemed interesting or had potential. I intend to follow along with that result in the movies, without changing the story too much. I want to make it clear that characters like Mihessia and Hundley Yeoksam were deliberately shown on camera in the first part,  but their relevance doesn’t go much beyond that. 

— Talking about the movie, the Davao air raid sequence around the midpoint, spanning from midnight to dawn, was truly impressive in many ways. For instance, in terms of the mecha direction, I was impressed by how many shots featured interactions between mobile suits and humans.

For the consecutive battle scenes about halfway through the movie, I explained to the mecha animators that I didn’t want them to depict the mobile suits, but rather to portray the phenomenon of their presence. The mobile suits themselves weren’t the focus of the sequence; instead, the real focus was on the people in the foreground and the reactions happening around them. The presence of mobile suits, which are far bigger in size than humans, involves things like trees being eradicated and falling to the ground, strong wind passing through… That was the kind of phenomenon I wanted to depict. I feel like we were able to somehow bring that out on screen.

Did you place the emphasis there because you thought that you needed to go that far in order to make a mobile suit battle scene interesting?

No, it was because that’s how it’s written in the novel itself. The scene of the Gustav Karl landing on the rooftop of a building and then sliding off from there was also staged and arranged just as it was in the novel, and even the fireworks-like sparks flying around when mobile suits clash into one another and beam particles scattering around and damaging the surroundings are all portrayed exactly according to the novel. The previous works up until now hadn’t been able to bring all that to life, so I thought that if we adapted the novel faithfully, it would surely be interesting. After writing Hathaway’s Flash, Director Tomino went on to direct F91, and a similar scene was featured there as well. Coincidentally, I was the one responsible for the animation in that scene. I tried to achieve the same result in F91 but it didn’t work out, so I wanted to make sure to get it right this time. 

— Watching the movie, the way mobile suits like the Gustav Karl or the Messer were staged really gave them a “giant” feel, but personally, I thought the Penelope went beyond that and was portrayed almost like a “kaiju”.

That’s right. I wanted the Penelope to feel monstrous, something completely different from the other mobile suits. The way light flows and moves across the Minovsky Craft Unit of the machine was also influenced by the parts of kaiju that used to have a similar glowing effect when they moved. The novel also mentions the unique flying sound, but I thought it would be better if it left a lingering sensation after it flew away, as if it were moving by some mysterious force, so I opted for that chirping-like sound effect. For the Penelope, I intentionally created shots with poses that emphasized a bird-like image, such as the flight form, rather than the more conventional standing pose.

— On the topic of mobile suits’ advancement, the Gundam universe has a lot of setting constraints, what are your thoughts on that?

That is indeed a crucial point. The Gundam universe is so vast that even if you ask people who could be considered Gundam experts, each one of them would have a different individual tolerance for what is considered acceptable (laughs). That being said, if we don’t decide on some sort of foundation, those things will always be an inconclusive mess. Therefore, this time we decided to be very strict in regard to those aspects. For instance, the fact that communication isn’t possible under Minovsky particle dispersion is something we’ve strictly adhered to. The novel also includes a scene where Kenneth and Lane are unable to communicate, and we’ve made sure to follow that thoroughly. Fortunately, even with such strict adherence to the setting and constraints, there was no need to alter the story, so that was a relief.

— On the drama side, there’s a depiction of Hathaway, who, despite having to reunite with his comrades, finds himself unable to leave Gigi’s side. This development too follows the novel, but bringing it to the screen with a stronger emphasis really drives home the feeling that Hathaway is a character torn between “emotions” and “ideals”.

The sequence where Hathaway embraces Gigi while catching a glimpse of his comrade, Emerelda, is a bit chaotic in the novel. By condensing and rearranging it slightly, I believe the meaning of the scene comes across more clearly.

— In terms of adapting this work into a movie, how did you approach Hathaway’s characterization?

Why did Hathaway become Mafty? The novel does provide a reason, but I still find it somewhat unconvincing. Under the name of Mafty, Hathaway carries on Char’s ideal, but why would he embrace the ideology of an opponent he once fought against? The novel just skips over that part, doesn’t it? But I’m sure there must have been another layer to it. I believe that’s the key point of this work. That is the core of Hathaway’s character in the movie. 

— You mean, there must have been a turning point that led Hathaway to become Mafty.

Exactly. On the surface, we’re staying faithful to the novel, but I’m aiming to clarify the meaning and motivations behind Hathaway’s actions, presenting them as part of a coherent guiding principle for his character. As for what exactly happened, we’re going to concretely portray it in the future; the first movie doesn’t touch on it, and even at the recording sessions I didn’t offer any explanations. The only thing I explained was that Hathaway is a “broken person”, someone who “thinks of himself as integral but is, in reality, broken”.

— On the other hand, what about the heroine, Gigi?

Gigi’s a character with a dual natureーshe has an incredibly pure side and yet is also able to perfectly adapt to the adult world. But because there are hardly any people like that, the novel was my only reference, which made it extremely challenging. On the other hand, there was also the difficulty that if I portrayed her exactly as she was in the novel, she would come across as an unpleasant woman. Gigi is a character archetype that often appears in Tomino’s works, but if I portrayed her exactly as she is, I felt like it would make people wonder “why is everyone so drawn to this girl?”. So, I made sure not to have her come across just as an unpleasant woman. I believe she’s probably the kind of person who can get away with saying something unpleasant, not just because she’s beautiful, but because she has a certain charm to her too. In that regard, her design helped out a lot. 

— So Gigi was an even harder character than Hathaway.

That’s right. Director Tomino depicts these type of characters all the time, so it’s probably something he’s fond of. But for me, that’s not the case. However, I chose to portray her including all the sides of her character that I didn’t fully understand, and I believe that’s how the current balance was achieved. If I had made her into something I could fully understand, Gigi wouldn’t have been the person she is (laughs). Adding Ueda Reina-san’s acting to all that, I believe Gigi’s character came together with a great balance. 

— Personally, I found the orange accents in Gigi’s eyes very impactful. 

That was the work of (the character designer) Pablo Uchida-kun. It’s not something you’d typically think of, adding orange highlights like that. He said that it wouldn’t be really noticeable from a distance, but it definitely works well as an accent. It was very effective.

— In the movie, you used the scene where Kenneth rides a horse as a trigger to show the relationship between Quess and Hathaway as depicted in Char’s Counterattack. That scene was placed at the end of the Davao airstrike episode.

When I rewatched Char’s Counterattack in preparation for Hathaway’s Flash, I realized clearly that the moment when Quess rushes toward Char is the true starting point of Hathaway’s Flash. Perhaps one could say that a more concrete starting point would be when Hathaway killed a person on the battlefield, but that scene slightly differs between the movie and the novel versions [Mobile Suit Gundam: Char’s Counterattack — Beltorchika’s Children, 1988], and besides, I believe that was more of a “consequence” than a starting point. I believe that, after all, not being able to stop Quess there was the spark that started it all. For those who haven’t seen Char’s Counterattack, this scene might be confusing, but I felt it was a good addition, even just visually. 

— This is mainly related to the visual aspect, but when Hathaway is recalling his memory of Quess, his face becomes a silhouette and you can’t see his expression. Watching your past works, it seems like you, Director Murase, have a sort of fixation on dark visuals. Could you share the intention behind that?

Perhaps it’s because many of my works tackle that kind of themes. And using dark images is relatively easier. Also, I personally like staging scenes with silhouettes. 

— In this move too there are a few cuts where the ground crew is portrayed as silhouettes. 

There are indeed. When thinking about the balance between the backgrounds and the characters drawings, usually, you would make the characters brighter and keep the backgrounds from standing out too much, but personally I like to make the characters almost fade in and the backgrounds look cleaner. And by staging the scenes with silhouettes, it allows the imagination to expand, so to speak…

— Using dark backgrounds allows for a more effective use of light too, right?

By using light, you can create a sense of depth, or make the viewer feel the space. If you light up everything, the sense of scale disappears. If you depict giant things like mobile suits as silhouettes and light up just one part of them, it properly conveys their dimension. Even a flat surface gains a sense of distance when light is cast only on certain areas. I made sure to pay close attention to those aspects in my direction. But I also understand the animators’ dissatisfaction when the screen is so dark that you can’t see their drawings and line-arts. In order to draw a clean silhouette, you need to make sure the interior is properly defined as well. The inner lines are still absolutely necessary. So, at first glance, they might look like silhouettes, but if you look closely, you can just barely make out the lines inside—I believe that’s the best balance. In that regard, there wasn’t much room for me to provide precise and detailed guidance this time, but I believe it turned out pretty good in the end. 

— For the production of this movie, I’ve heard you created color keys [colored illustrations of important cuts from the storyboard to convey the director’s ideas to the various members of the staff] for some of the scenes. What was the purpose behind them?

In anime, even though there’s a general plan and vision, it’s common to create the materials separately—the backgrounds are handled by one team, and the animation by another—and in the end, it’s up to the photography team to pull everything together. As a result, each section can easily become frustrated if the final use of their work doesn’t align with what they envisioned during the process. I figured that if I gave a general sense of direction by providing exact instructions like “I want this scene to look like this, so put a shadow there”, I could solve this problem altogether. 

— Earlier, you mentioned that there wasn’t enough time for you to provide guidance for the final visuals. How do you typically give guidance when you have the chance? Do you write notes, or do you use something like (Adobe) Photoshop to actually compose the screen?

I used to use Photoshop, but while working on Genocidal Organ [虐殺器官 (Gyakusatsu Kikan), 2017] I switched to (Adobe) After Effects. I usually show how I want things like perspectives, incident light, and subtle lighting effects to be handled.

— Do you end up handling the photography [combining materials such as background art, cels, and CG elements into a single piece of footage, while also adding elements like camera work and lighting effects; also referred to as “compositing”] yourself?

The final compositing is completely different. By adjusting the separately crafted materials during the photography phase, the level of completion of the images changes a lot. Unfortunately, I couldn’t do that this time, but I did manage it in key moments, such as the teaser with Hathaway sitting on the beach, the sequence we were talking about earlier where he recalls Quess, and the final shots of Hathaway walking on the ship’s deck. In previous projects, I even joked about working on them just for the fun on the final compositing (laughs). So, it’s actually a very important process that I want to focus on, but since it’s the last step, we often find ourselves racing against the schedule.

— When did you first realize how enjoyable and fun the photography process is?

I guess it was after I became a director… When I was working on Witch Hunter ROBIN [2002], it was a TV production so I didn’t have much leeway to make major adjustments, but when I directed the final episode, I managed to do some compositing arrangements (compiling materials together). From that time on, whenever I direct episodes, I often handle the compositing arrangement work as well. There were also times when I handled it for all the cuts. 

— In this movie, there are many three-dimensional camera movements; did you find it difficult to convey certain ideas through traditional, hand-drawn 2D storyboards?

I did. We used video-storyboards (v-boards) this time, but v-boards themselves are 2D as well. I believe there are many scenes that might make viewers think they’re in 3D, but they’re actually 2D. Many things can be made to appear three-dimensional through camera work and the sliding of 2D materials. One good thing about v-boards in that I can convey the speed and timing of the camerawork myself, but tn the actual production process, we had no choice but to create paper storyboards at some point, and I thought there were various challenges in coordinating and connecting the two.

— Did you create the v-boards using some storyboarding software?

No, I used After Effects. I tried using specialized software too, but personally, I’m more familiar with After Effects so I prefer sticking with that.

— Looking back at Part 1, what do you think went especially well, Director Murase?

I’d say the overall balance. At first, I was concerned that it might drag on a bit. Even though I tried to cut and tighten it as much as possible, the first half still feels a little sluggish. However, when I look at the total picture, it didn’t feel that long, and with the battles scenes added in there was a good sense of pacing, so I was relieved. A big part of that is thanks to the sound team’s direction. Also, when it comes to “pauses” in the dialogues, I think the influence of Tomino-lines in the novel played a big role (laughs). Up until now, in dialogue scenes I would carefully structure the timing so that the characters make sure to listen to the others’ words before responding. But Tomino-san’s style is more like a rapid-fire back-and-forth (laughs). Keeping that in mind, I didn’t focus on my usual timing this time. There are very few pauses this way, but that might have helped making the dialogues feel more connected. Though, I’m sure it must have been somewhat uncomfortable for Director Tomino to have his own lines directed by someone else (laughs).

— The second part seems like it will have even more intense battle scenes compared to the first part…

When depicting battle scenes on a brighter screen, things that we could previously conceal in the darkness can no longer be hidden. The challenge lies in how to elevate those elements. As for Part 1, it may have ultimately been a technical blessing that the battles were set at night.

Takahiro Obata – Interview on Shoushimin Series

Original interview from Newtype (September 2024 issue), original interviewer: Haruyo Igeta; genga corrections by Keisuke Hiroe.


Since the music is used sparingly, the moment the main theme starts playing is very impactful

~ I put meticulous care into refining each and every sound ~

— What led you to become involved in this project, Obata-san?

I’ve always been familiar with the concept of ‘background music enhancing everyday scenes’, and I had previously worked together with director Kanbe on several projects in the same daily-life drama genre as this show. Because of that, I received an offer from producer Endo (Kazuki)-san. I am truly honored to have been able to work on the music for such a wonderful work. 

— What were your impressions upon reading the original work?

At first, I thought it was just your usual school-drama, but the story of Kobato-kun and Osanai-san helping each other out in their mutually beneficial relationship, aiming to become ordinary, filled with enigmatic cases and a sequence of unfortunate events was something entirely different… I was shocked! (Laughs). 
The interactions between those two are charming and entertaining, and I was so captivated by them making such deductions that would easily put an adult’s to shame, that I ended up finishing all the volumes in no time!

— When producing the music, what did you pay particular attention to?

I wanted to use Celtic-like folk instruments for the main theme, and also put some vocals in it. The director instructed me that even if the setting was the suburbs of Gifu, a calm and quiet scenery with a serene river and a bridge, he wanted a slightly sharper component within it. While Kobato-kun and Osanai-san, who at a first glance appear to be ordinary people, are represented via the inclusion of the folk-like elements, in order to better suit the vision behind this work, I went through a trial-and-error process to compose the music, incorporating things like irregular time signatures and omitting a beat from the usual meter. While still retaining the idea of a peaceful suburban imagery, I paid attention to keeping intact the mysterious and enigmatic tone of the story. Additionally, I directly visited the real locations where the anime is set, and used the atmosphere I experienced there as a reference for composing the music.

— What kind of instruments were used in the soundtrack? Did you consider using different ones for each character?

While focusing on the idea of Celtic music, to convey the feeling of the suburban scenery I used instruments like a tin whistle, an ocarina, a 12-string acoustic guitar and a fiddle [most often a violin used for folk and country music, as opposed to classical and jazz] and depicted an imagery suited for this work. Additionally, I’m really fond of the bass clarinet, so I featured it in various tracks. During the recordings, I consulted with the saxophonist Suzuki Kei-san, and had him play in various styles depending on the tune—from low to high tones, including clarinet-like, bassoon-like, and free jazz styles. Also, this time, I thought up and composed the main theme with different instruments and arrangements to fit each character. For Osanai-san, while I used lovely and sweet-sounding instruments in the arrangement, in order to depict her inherent duality which we catch some glimpses of, I used two cello melodies layered on top of one another, with one of them eventually shifting in range to give the idea of two different voices playing at once. As for Kobato-kun, I opted for a straightforward melody. Since there are deduction scenes involving sweets, I was conscious of not making it sound too serious or stern. There are also tracks centered around instruments like the marimba and vibraphone. Additionally, the biggest contributor, who magnificently performed the main theme, is the amazing vocalist EUREKA REPUBLIC-san! Somewhere in her clear and pristine voice, you can feel a hint of mystery. I believe we were able to craft a musical piece in perfect harmony with this work. 

— Which episode would you say left a strong impression on you, Obata-san?

A certain scene in episode 5. Originally, it wasn’t intended to use any music, but it felt a bit bleak so we decided to try and add a store’s background music-like track. I thought that adding a cheerful sound like the mandolin’s would have made Osanai-san cuteness stand out more, so I proposed the idea during the voice acting session. Discussing ideas like this with the whole team, we decided together what would have worked best for every episode. Director Kanbe told me that in this work, he didn’t want to use music very often, but for the scenes where he did, he wanted the tracks to play for nearly their full length. Especially in episode 1, since the music is used sparingly, the moment the main theme starts playing is very impactful, it was a new discovery for me as well!

— What were the enjoyable and interesting aspects of composing the music for this work?

Rather than picturing the show as a whole while writing the tracks, I’d say that thinking up each and every sound and composing one song at a time was a really nice experience, since it was a first time for me. Above all, the members of the stuff were all great people, heavily invested in the project, and I’m deeply thankful I was to work with them. 

— Lastly, a message for the readers.

I hope that while watching this amazing work, Shoushimin Series, you’ll direct some of your interest to the soundtrack as well. 


Part 1 – Interview with director Mamoru Kanbe
Part 2 – Interview with scriptwriter Toshiya Ohno

Toshiya Ohno – Interview on Shoushimin Series

Original interview from Newtype (September 2024 issue), original interviewer: Haruyo Igeta; genga corrections by Keisuke Hiroe.


We have the visuals, so we should trust their power

~ A suggestive work that leaves room for imagination ~

— What were your feelings when you first came in contact with the original work?

I felt that the dynamic between Kobato and Osanai was really interesting, and that the fact that, despite being clearly eccentric people, they’re still trying to become ordinary had some cuteness and a hint of sadness in it. A subtle sense of humor is also distinctive of this work.

— Knowing you had to set up the script, what aspects did you pay particular attention to when reading the novel?

While I was reading it, I thought about how to portray the dialogue scenes and how to translate onto the screen the world as it was described in the text.

— The director said you are “really good at capturing the essence of the original works” [Part 1 of the interview with Director Mamoru Kanbe].

I’ve been doing this for a long time, so I suppose developed a certain knack for it. When it comes to a novel, the key is not just how well you grasp the main points, but how you shape them. As for the series composition, it’s also a matter of length and time, often the director asks what the of story is about in brief. Keeping that in mind, I start by outlining the essential elements that have to be included in each episode. 

— What are those essential elements in Shoushimin Series?

The peculiar character dynamics, the setting and the atmosphere. I carefully ladled these elements out while imagining the scenery and flow of time in Gifu, the city where the story takes place. Also, there are fine and subtle expressions unique to the novel, so I carefully considered how to translate them into visuals as well.

— What instructions did you receive from the director?

Since it’s the third time I’ve worked with Kanbe-san, I knew that he, as the director, wouldn’t use narrators and monologues, and he would avoid conventional flashback scenes. This means that he values leaving room for imagination and not over-explaining things, and even if it made writing the script more challenging, I tried to abide to that approach. Not only the director’s, but considering everyone’s opinions, every week we met and discussed how to come up with thoughtful and appropriate depictions within the given limitations.

— When writing the script, how did you interpret Kobato’s, Osanai’s and Kengo’s characters?

Kobato-kun is the one I relate to the most. I too, due to the nature of my job, have a tendency to overthink things and end up placing excessive importance on my delusions, so I was able to understand how Kobato-kun’s thoughts don’t always line up with reality and how he gets overconfident when solving a mystery. As for Osanai-san, I don’t get her at all… that’s what I kept thinking while writing the script. Since the story is being told from Kobato-kun’s perspective, I believe that I too, from my position, could write it without fully understanding her and relying on my imagination. Regarding Kengo, I thought that I had a classmate like him in middle school as well. He’s an incredibly good person, and even if his personality is the opposite of Kobato’s, they’re a really charming duo. I wrote the script thinking that they might admire each other in some way.

— When delivering the mystery parts in the script, was there anything you paid particular attention to?

The moments when the main characters are stuck in the thoughts or when they feel like something’s off had to be portrayed properly. But at the same time, I gave careful thought to how to make those moments feel effortless and unobtrusive.

— Was there anything you gained, or any new things you discovered, from being involved in this project?

The fact that, even without extensive narration and even without over-explaining things, a story can still be functional and solid. Nowadays, anime and TV dramas tend to be overly talkative and overly descriptive, whereas this work goes completely against that direction, and both I and Kanbe-san are pleased that’s the case. We have the visuals, so we should trust their power. That’s the awareness you generally should have. But watching the works that are actually airing, the style of Shoushimin Series may feel surprisingly fresh.

— Touching on the highlights from episode 5 onwards, please, leave a message for the readers.

This work is a mystery, but that’s not just about the cases. The story is full of other mysteries as well: what it means to be ordinary, what’s going on in Kobato’s and Osanai’s minds, what they think about each other, whether and how their relationship is going to change… so I hope you can enjoy it by finding a mystery you like and making your own guesses about it. Also, it’s a mild work set in a very quiet town, but there are some unexpected developments coming up in the future and the relationship between Kobato-kun and Osanai-san is going to evolve, so I really hope you will look forward to that.


Part 1 – Interview with director Mamoru Kanbe
Part 3 – Interview with composer Takahiro Obata

Mamoru Kanbe – Interview on Shoushimin Series

Original interview from Newtype (September 2024 issue), original interviewer: Haruyo Igeta; genga corrections by Keisuke Hiroe.


I hope it becomes something different from the usual

~ Incorporating new techniques to make this work’s world move ~

— Please, tell us the details on how you became involved in this project. 

I received the offer directly from animation producer (Masakazu) Watanabe-san. Since the original work is a novel, adapting it into a visual medium is difficult, so my first reaction was: “What do I do now?”, I was perplexed (laughs). 

— When you first read the novels, what were your impressions and your thoughts from the director’s perspective?

There were two points I felt I had to pay particular attention to when adapting it into an anime. First of all, the mystery approach that is crucial to this work. I thought I had to carefully depict the various elements typical of the mystery genre, such as the tricks and alibis. Second, the evolution of the relationship between (Jougoro) Kobato-kun and (Yuki) Osanai-san. I felt that that was the true charm of the story, so I had to portray it properly.

— Did you empathize with the characters or feel connected to them? 

Upon reading the original work, my honest first impression was: “I really don’t understand these two”. It was while working on the storyboards that I gradually began to grasp what it was all about, and I felt my understanding of them deepened. I’m sure that (Toshiya) Ohno-san figured out a lot of things while writing the script, but in my case, I start to see things only in later stages. There are things you can only understand by actually getting your hands dirty. 

— What kind of discussions did you have with Ohno-san

We didn’t have very detailed or thorough discussions. We’ve already worked on several projects together, and this is our second mystery work. Ohno-san is good at grasping the concept quickly, so I trusted him and left it to him. 

— Did you receive any specific request from Honobu Yonezawa-sensei?

When he said that “the novel and the anime are separate things” it left an impression on me. Also, we spent just one day scouting the locations together. In that occasion, I suggested making Kobato’s house into a traditional sweets shop, and he promptly approved of it. 

— What kind of conversations did you have with character designer (Atsushi) Saito-san?

I think I just told him not to feel bound by the designs on the cover illustrations. Ultimately, I asked him to draw the designs based on the impressions he personally had. 

— And what about art director (Akira) Ito-san?

Ito-san was busy and couldn’t participate in the location scouting, so I hand him over some pictures. It was an enormous amount, but he carefully inspected them and in the end, he became far more knowledgeable than us. Personally, I asked him to make the sky bluer than usual. 

— In regards to the recording sessions, what kind of directions did you give to the cast?

Above all, I focused on asking them to speak in a whispery tone. I asked (Shuichiro) Umeda-san [Kobato’s voice actor] and (Hina) Yomiya-san [Osanai’s voice actor] to speak softly, almost as if they were in a quiet library. I wanted their acting to feel as realistic as possible. To the other voice actors, I asked to adapt to the atmosphere between the two [Umeda and Yomiya] and express themselves naturally. 

— What did you discuss with sound director (Katsunori) Shimizu-san?

I’ve known Shimizu-san for a long time and I’m very familiar with him, so rather than the voice recordings, we talked more extensively about how to use the soundtrack. I wanted minimize the background music as much as possible… since it’s a dialogue-heavy work, I thought that the visuals would hold up well enough with just the dialogue alone. 

— So, what kind of instructions did you give to composer (Takahiro) Obata-san?

At first, I thought it would have been a nice idea to make a couple of songs with lyrics and have them playing during the deduction scenes. After discussing this, Obata-san made a demo and it turned out to be so good that we ultimately decided to go with just that one song. He also incorporated elements of folk music and suggested using a 12-string guitar. 

— You were in charge of the storyboard for episode 1. What were the key points you focused on, and what did you want to convey to the staff members who worked on the storyboards afterwards?

I had already decided to use the main theme song, so I made sure to draw the storyboard in a way the track would fit the climax well. Also, during dialogues, I made frequent use of a presentation technique where the location suddenly changes. For example, when in the mystery-solving scene Kobato reenacts the culprit’s movements. To prevent the dialogue-heavy drama from becoming tedious, I incorporated this technique as a unique element of this work’s presentation. 

— Was there any idea from the other staff members that stood out to you?

Many ideas came up when writing out the script. From the order of the scenes to the ways of omitting or replacing the lines from the original work, I found myself thinking “I see” every time we had a meeting. I’ve acquired many great ideas from the people who were in charge of writing the script. 

— What new things did you discover or gain from engaging in this project?

There are many things. The fact that using CinemaScope, which was a first for me, is surprisingly easy and convenient is one of them. I also think it kind of matches the atmosphere of this show. I experimented a bit this time, like with the technique to change the location in the middle of a dialogue, and I believe it turned out to be quite effective. I wanted this work to become something that differed from the usual imagery. I hope the viewers will notice in what ways it’s different.  

— Lastly, a message for the readers. 

From episode 5 onwards, this show becomes even more akin to a mystery. Especially between episodes 8 and 10, there’s a shift in the approach as the plot takes significant turns, so I hope you look forward to it. I also hope you’ll keep an eye on how the relationship between Kobato and Osanai evolves. 


Part 2 – Interview with scriptwriter Toshiya Ohno
Part 3 – Interview with composer Takahiro Obata

Tatsuya Ishihara – Interview on Hibike! Euphonium Season 3 – “Final Movement”

Original interview from Febri, published in two parts, Part 1 on July 4th 2022 and Part 2 on July 6th 2024 titled: “「The Final Movement」that carefully depicted Kumiko’s story『Hibike! Euphonium 3』Director Tatsuya Ishihara Interview”, original interviewer: Daisuke Okamoto; genga from Hibike! Euphonium Season 1.


Part ①

The third season of the youth orchestra anime series “Hibike! Euphonium” (hereafter, just “Eupho”) has reached its final episode. This season focused on the struggles of Kitauji High School Concert Band club president Omae Kumiko, pursuing the long cherished dream of winning the gold prize at the nationals. Mixing in the many characters’ own stories, the series’ final movement ties up Kumiko’s three years of high school. Now that the show has finished airing, Febri had the pleasure to welcome in series director Tatsuya Ishihara, to speak at length, in two parts, about the thoughts and feelings he poured into the final movement. This first part covers the structure, direction and animation of all the 13 episodes.


~ Kumiko has “lost the battle but won the war”. ~

— At the time of this interview, the final episode hasn’t aired yet. What are your feelings at this point?

Actually, I’m still assiduously working on it and to be honest it’s taking quite long (laughs). Anyways, over the past 10 years of production, I’ve been going back and forth between the real world and Eupho’s world, so in a sense I have a feeling that the latter is about to end and disappear, which makes me feel both really moved and deeply desolate. 

— I’d like to look back at all of the 13 episodes of season 3 and talk about them. As for the overall structure, the first half depicts Kumiko’s struggles as the club president, and the second half delves into Kumiko’s inner mind. 

Focusing the second half on Kumiko’s story was an idea of scriptwriter (Jukki) Hanada-san. The overall flow in the anime has been adjusted a bit, such as moving the episode on (Tsukinaga) Motomu’s family problems, which in the original work happens a little later, in the first half. After all, it’s the “Final Movement”, so I too felt the same way about wanting to properly focus on Kumiko’s story at the end.

— In this season, the presence of the new character Mayu Kuroe has also become a topic of discussion. What kind of person did you think Mayu was? 

Even if she’s Kumiko’s rival, their personalities are not completely opposite, so for Kumiko, she’s like a mirror image of herself. In an analogy to a role-playing video game, I think Kumiko has steadily leveled up and, by working hard has acquired a lot of good equipment. And when it was finally time for the last boss battle, who appeared was a boss with the exact same equipment as hers, but also slightly stronger (laughs). That’s the impression I got from Mayu’s character. 

— Mayu was also the one who determined Kumiko’s future and career path.

That’s right. In the original work, Kumiko isn’t able to win over Mayu until the very end, but in the anime, we altered the final development of the original work so that their relationship evolves in such a way they ultimately respect and acknowledge each other.

— You mean the result of the final audition in episode 12, right?

Yes. To the fans who have read the original work, it might have been quite a surprise. However, for Kumiko, although she lost the battle called audition, in return she gained the powerful weapon known as Mayu, so to me she “lost the battle but won the war”. Since the moment she became the club president, rather than Kumiko growing as a player herself, I believe her leadership of the club was the aspect that grew stronger, so we made the ending even easier to understand. 

— When portraying this kind of relationship between Kumiko and Mayu, was there anything you particularly focused on?

To Tomatsu Haruka-san, who played Mayu, I asked to act “giving off a gentle motherly feel”. There indeed is the aspect of her being Kumiko’s rival, and she does have a bit of a dark side to her too, but fundamentally she’s a caring and kind girl. I wanted the viewers to like Mayu, and I tried not to make her appear as an unpleasant girl. 

~ I want to believe that Kumiko and Reina are still connected even after graduating. ~

— On the other had, how do you feel about the relationship between Kumiko and Reina that was portrayed throughout the series, director Ishihara?

I think the viewers should interpret it as they wish, but I personally believe they are complementary to each other. They’re two people with family backgrounds, talents, personalities and tastes that are completely different, so even if their connection through music were to be severed, I don’t think it will matter that much. Moreover, Kumiko became the Concert Band club advisor, so she and Reina still share the fact that they both have jobs related to music. I imagine their relationship is still ongoing even now, and I want to believe so.

— I see. This “future path” aspect was also an important theme of this season.

It’s something every high school student worries about. I personally decided early to get into the anime industry, so I don’t remember worrying about my future that much. Therefore, I can’t quite sympathize with Kumiko’s worries on this… I’m sorry (laughs). 

— That being said, I believe there are many people who are able to sympathize with Kumiko. 

I think you’re right. But even someone with so little sense of self-direction like Kumiko was able to grow into a proper adult, so I’m sure it’ll be fine. I’m sure Hazuki too was able to become a wonderful preschool teacher, so you’ll find your own path eventually.   

— Well then, by episode 12, one part of Kumiko’s story has come to a conclusion. What scene was the most impactful to you so far?

The last scene of episode 12 was really impactful. That’s the climax of Kumiko’s drama, and I wanted to portray it with more care than usual. Also, personally, I really like the scene (in episode 7) where Kumiko and Hazuki attend the university information session, and then have a talk at a cafe drinking melon soda or something. Between the many serious scenes and episodes in this whole season, at least that moment felt a little more relaxed. Of course, Kumiko and the others were worrying about their post-graduation paths and there was some seriousness about it too, but I feel like by going outside of school and meeting with her seniors, she was able to set aside her role as the “club president” and felt like the old Kumiko. It’s also rare for her to go out with just Hazuki, so I really like that. 

— In regards to the visuals, since Kumiko and the others are now third-year, they are all drawn to look more grown up. Was that done on purpose?

In terms of character design, since it was renewed in the movie “Hibike! Euphonium ~ Chikai no Finale ~[劇場版 響け!ユーフォニアム~誓いのフィナーレ~ (Sound! Euphonium: The Movie – Our Promise: A Brand New Day), 2019], there haven’t been many changes. I haven’t asked the animators to make them look “more adult” either, but indeed when you look at their expressions and mannerisms, it feels like they’ve grown up a bit. I think that’s probably because their words, behavior and manners have become more mature. Especially the three managers have had more responsibilities, and also Hazuki and Midori (Sapphire) have had more interactions with their juniors. They often say “the environment changes people”, and I think that was the case here. 

— Thank you. In the second part, I’m going to ask about the final episode in more detail.

Thank you.


Part ②

The second part delves deeper into the final episode, also touching on the secrets behind the storyboards director Ishihara has drawn himself. 


~ Listening to “Disco Kid”, the storyboard kept flowing. ~

— The final episode was one of the best, well worthy of being the culmination of the series. Having held back with the musical performances up until now, in this episode you showed it all in the best possible fashion.

To put it bluntly, the cost of animating a musical performance scene is on another level entirely, so it’s not that easy to include one, especially in a TV series. You might argue we already did it in episode 5 of season 2, but that one used materials from the first season and the movie, so it wasn’t all animated from scratch. In that respect, this episode’s musical performance scene was all made up of newly animated cuts. Rather than having the performances distributed between the Sunrise Festival and the regional qualifications, it was decided from the scriptwriting stage to have just a bigger one in the final episode. 

— It was clear from the early stages that “Hitotose no Uta” would have been performed, but the final episode was the first time it was played in its entirety.

I thought it would be difficult to empathize with a song if you’re listened to it for the first time, so I had the first movement play in episode 2, in the scene where Kumiko and Reina listen to the song sharing earphones, and then included in the eye-catches of each episode a short performance from every instrumental department, in order to make the song as familiar to the ear as possible.

“Hitotose no Uta” is divided in four sections: spring, summer, autumn and winter, and it was staged in such a way that for each season, the memories of Kumiko and the others would flash back.

In the original work too, in this scene Kumiko is described to be remembering various things, and visually I felt that it would have been tedious to just show a musical performance for 6 minute straight. So, I had already decided from relatively early stages to portray it like that. 

— Director Ishihara, you drew the storyboard for the last episode. Did you have a hard time choosing which scenes from the past to reuse? 

I don’t remember having that hard of a time with it. I chose the scenes that I think are impactful and memorable not just for me but for the viewers as well. Also, like including sad and painful ones in the “Autumn” part, I chose scenes that matched the flow and mood of the song. 

— Did you have any difficulties with the storyboard for the last episode?

The main problem were the length and number of cuts. In the “Hitotose no Uta” musical performance scene, of course I couldn’t leave out the scene where Kumiko and Reina play “Ai wo Mitsuketa Basho[“The Place Where We Found Love”] on Mt. Daikichi, and I also wanted “Disco Kid” to play in the epilogue, so I started drawing from there. Then, I went on trying to figure out what to prioritize in the time that I had left, but it was a rather unconventional approach, so you might say I had some troubles with that. 

— What’s the reason you wanted to play “Disco Kid” in the epilogue?

Sometime when I still hadn’t visualized the last scene of the final episode, I happened to listen to “Disco Kid”, and in that instant the image of the epilogue popped into my head. From that point on, the storyboard started to flow into my mind all the once, and I felt that that was the song I had to use. 

— That song was also played at the beginning of episode 1, right?

That’s right, but the order was actually reversed. After having decided to play the song in the epilogue, we decided to use it in the prologue of the first episode as well. The prologue and the epilogue link together different moments in the timeline, so it was a natural choice.  

— “Disco Kid” is a famous wind instrument piece, but that was the first time it was featured in the Eupho series.

That’s true. It was suggested by the producers, but I couldn’t quite find the right opportunity to use it. It’s not like I was saving it for the last chapter, but I think I was ultimately able to use it in the best way possible. In the scene of the epilogue where Kumiko walks, I made some minor adjustments like matching the rhythm of “Disco Kid” to her steps, so it’s very pleasant to watch. I like this epilogue so much I end up watching it over and over again. 

~ I wanted to make the world of Eupho a continuation of reality. ~

— That aside, what other aspects of the epilogue did you focus on?

I already said this in the first part, but since it’s a work I’d been working on for ten years, I felt a strong sense of desolation, as if one of my own worlds had disappeared. Therefore, I thought that it would have been nice if I could create some sort of continuity between the work and reality, even a small one, so the epilogues brings us to the Uji of the present day.

— What do you mean?

Kumiko’s third year of high school is set in 2017, but the epilogue of the anime depicts present day (2024) Uji. By doing so, I hoped it would make it feel like Kumiko and the others are living in this same world we live in. This work already featured a truthful depiction of Uji, but we scouted each location again and reflected the changes in the scenery of the epilogue. Kumiko’s favorite bench has been renewed, the JR railways have been double-tacked, the factory chimney visible from the Uji Bridge is now just one, the torii gates at Uji Shrine have been replaced with metal ones… many minor things have changed. And also Tuba-kun is extremely worn out (laughs). I don’t know how much of it was noticed, but a lot of thought was put into it. 

— Sounds like there are many things to discover rewatching the episode. One more thing, what was the difficulty related to the number of cuts you mentioned earlier?

The final episode has 500 cuts, and even excluding the so-called bank (reused scenes), it easily exceeds 300. I don’t think it’s a particularly high number compared to current anime standards, but it’s still a lot more than what it used to be, so it’s a source of troubles nonetheless. This isn’t just limited to the final episode, but I feel like drawing the storyboards was always a battle between the length and the number of cuts. 

— Once again, thank you so much for your hard work over the past 10 years. What kind of work has Eupho been for you, director Ishihara? 

Before I started working on Eupho, I knew nothing about wind instruments and concert bands, so I was basically studying everyday. In that sense, it’s a work I struggled with a lot, but depicting a real human drama set in a real, existing place was something I wanted to do, so I’m glad it allowed me to have this wonderful experience. Thanks to it, I’ve come to like wind instrument music, and I think that from now on I’ll keep listening to it as a hobby, outside of anime production.  

— Aren’t you going to play yourself?

I’ve tried before, but I was discouraged that I couldn’t get any sound out of the instrument mouthpiece (laughs). For the time being, I’ll just enjoy listening to it. 

— Well then, lastly, a message to the fans. 

Thank you very much for your support throughout this many years. Eupho as a work encapsulates a society that interweaves characters in many different positions, like seniors and juniors, and teachers. Therefore, I believe depending on your age and position, the way you feel about it will change. I’d be happy if you came back to it from time to time. I hope you’ll keep supporting us for many years to come! 

Shuko Murase – Interview on Mobile Suit Gundam: Hathaway’s Flash [Febri]

Original interview from Febri, published in two parts, Part 1 on June 18th 2021 and Part 2 on June 21ts 2021, original interviewer: Itsuki Mori; genga by Shuko Murase.


Part ①

The director of “Mobile Suit Gundam: Hathaway’s Flash”, who also worked on the anime movie adaptation of “Genocidal Organ[虐殺器官 “Gyakusatsu Kikan”, 2017] and participated in “Mobile Suit Gundam Wing[1995] and “Mobile Suit Gundam UC[2010], is Shuko Murase. What was his approach in adapting Yoshiyuki Tomino’s novel into a movie? This interview will be presented in two parts. 


~ Tomino-san told me not to ask him anything about the contents. ~

— Please, tell me the details of how you were appointed as the director.

It was a request from Sunrise animation producer Naohiro Ogata. 

“Mobile Suit Gundam: Hathaway’s Flash” (hereafter, “Hathaway’s Flash”), is a novel written by Yoshiyuki Tomino. What were your impressions when you heard this novel was going to be adapted into a movie?

Tomino-san wrote the Hathaway’s Flash novel without the intent of it being adapted into a movie by Sunrise. Then, times changed, and I think Sunrise spontaneously took the initiative to turn it into a movie. 

— What was the concept behind this movie adaptation?

First, I went to greet Tomino-san since I was appointed as the director of the movie adaptation. At that time, he told me not to ask him anything about the contents (laughs), and from that moment on, I haven’t really asked him a single thing. However, when I met with him, he showed me two movies, saying “I want it to be like these”. They were live-action movies produced in Asia; the first one had two male and only one female leads, just like Hathaway’s Flash. At first, I earnestly tried to adjust the movie around that same nuance and style, but the setting and genre were so different it really didn’t fit well. So, I discussed with screenwriter (Yasuyuki) Muto-san and together we decided to change it back and make it align better with the contents of the novel. 

~ The characters are reinterpreted in a Gundam-like style. ~

— This time, in addition to the design work by Pablo Uchida, color keys depicting important scenes from the storyboard were created. It’s a methodology that was never used in Gundam works before.

Regarding the color keys, I think Sunrise just didn’t actively make them. Even if we were to put together the ideas each section envisioned separately, the overall spatial lightning wouldn’t be unified, so we needed a single consolidated vision. Moreover, this time we had a genius designer by the name of Uchida-kun working with us, so we couldn’t not make use of his visual sense. However, there were still some difficulties in implementing this method on set, so I realized from now on we need to put in place a proper structure to accommodate for it. 

Uchida-san, Naoyuki Onda-san and Shigeki Kuhara-san were involved in the character design, and like Kenneth for example, the characters were substantially redesigned. 

As for the characters, there’s a certain design style that’s typical of Gundam works, isn’t there? Haruhiko Mikimoto-san too, who designed the characters for the novel, had changed the taste between the novel and the game, so to some extent we reinterpreted the characters in a Gundam-like style. Hathaway’s about the same, whereas Kenneth was redesigned to fit the new visuals, and for Gigi, she’s in her teens in the novel but I found it difficult to portray her like that, so I raised her age a bit. I had Uchida-kun drawing the actual redesigns, I told him “you can bring out your own colors”. Including Onda-san’s animation design, I believe we’ve created well-balanced and realistic characters. 

~ The base for the mechs is in CG, and only the necessary parts are hand-drawn. ~

— The mechs are made using CG, right?

We decided to use GC because of some physics-related issues. I’m an animator too, so I understood that, compared to the Unicorn Gundam, it would have been impossible to freely move around the Ξ (Xi) Gundam and the Penelope, both of which have over than double the amount of lines. Thus we decide to use CG as the base. We then proceeded by touching up solely where strictly necessary, and only hand-drawing over the parts we really wanted to. Towards the end of the production, there were also storyboards that were developed using CG, so in that sense it was a new way of making anime. 

— It must have taken time to figure out how to make the CG models move.

Some of the designs for the CG models were delayed until almost the very last minute, so I regret that there wasn’t enough time to thoroughly finish the animations. 

— That being said, the production was handled by Studio 1, the same one that worked on “Mobile Suit Gundam UC” and “Mobile Suit Gundam NT”, including first rate mechanical designers and animators by the likes of Hajime Katoki-san, Seiichi Nakatani-san and Nobuhiko Genma-san.

That’s right. But on the contrary, because so many people were involved, it took quite some time to adjust the boundaries of what ‘shouldn’t be done when it comes to the Gundam’ [Murase is likely talking about the Gundams’ design, which apparently raised some discussions among the staff]. There was a proposal to change the design from the novel, but Katoki-san put forward the idea to create a design that combined the one from the novel and the one from the games, so we decided to proceed in that direction.

— The three main cast members performed the recordings together, and I’ve heard they were given a thorough explanation of the story beforehand.

Until now, I had never done such things as explaining the story before the recordings. When working on adaptations, I usually just make slight adjustments to the image [of the character] the voice actors have already envisioned themselves. However, in the case of Hathaway’s Flash, its prequel “Mobile Suit Gundam: Char’s Counterattack” has different, parallel storylines between the movie and the novel versions, so when making this movie adaptation we had to make several choices and rearrangements. Therefore, I told Kensho Ono-san how I imagined Hathaway’s character to be in the movie. Initially, we were supposed to talk for just about 5 to 10 minutes, but before we knew it we had been talking for about an hour and a half (laughs). Gigi is also a character that’s hard to grasp, so I explained to Ueda Reina-san the direction I wanted for her character to take in the movie, and I did the same with Suwabe Junichi-san, who plays the role of Kenneth. I explained to each one of them the plan of action of their characters by going backwards, starting from future developments. 

~ The contents can be enjoyed even by someone who’s watching Gundam for the first time. ~

— Having overcome such complex adjustments, you were able to complete the first episode of Hathaway’s Flash. What are your thought now that it’s finished?

Including the CG part and the hand-drawn part, there were delays in digitalizing the drawings, and there were many difficulties and problems on set. The compositing and editing processes have transitioned to digital, so I think it would all flow more smoothly if the environment could be unified a little more. As for the story, the first episode is nothing but the beginning of it all, so it’s still unknown how the relationships between the characters and the story will develop. Also, the most difficult part of adapting a novel into a movie is that I was constantly thinking about how the people who haven’t read the novel will perceive it. I wondered how to make it enjoyable also to the people who have never watched Gundam, or more importantly Char’s Counterattack, before. The original request was for the content to “appeal to both Gundam fans and those who have never experienced Gundam before”, so we aimed to appeal to both audiences. 

So, to make it enjoyable to those who have never watched any Gundam work before. 

Therefore, I structured Hathaway’s Flash in way that those who first met Hathaway Noa in this movie would still be able to follow the story. Now I’m really interested to see how people like that will perceive this work. 


Part ②

Mobile Suit Gundam: Hathaway’s Flash” has finally been released [the movie was first released in Japanese theaters on June 11th 2021]. Differing from the previous iterations, this new Gundam is characterized by a more true-to-life look. In this second part of the interview with director Shuko Murase, we delve into the use of lighting and 3D for the visuals, as well as the support for Dolby Atmos for the audio and music. 


~ Adapting the carefully detailed depictions that only novels can provide. ~

— What really impressed me upon watching the movie was the true-to-life and realistic use of light. The direction really emphasizes the ‘darkness’. 

Rather than consciously deploying it for Gundam, many of the works I’ve been involved in before make use of dark scene compositions, so it’s more of a continuation of that. However, this time I thought it might have been bad to emphasize it too much, but following the opinion of mechanical designer (Nobuhiko) Genma-san, we made it darker. I was worried it was a bit too dark, but when I checked it out at the theater, contrary to what I thought I didn’t find it that hard to see, so I was relieved. This may have in part been due to the fact that it was produced to Dolby Cinema™ standards. 

— And it also looked clearer in some scenes. 

The darker parts are a bit brighter, or rather the range is wider. But I think we could still have improved the accuracy a bit.

— The three-dimensional visual direction of the battle scenes is a benefit of using 3DCG? 

Although CG was used, the actual visible elements in the footage were made with analog methods. I believe the parts that look three-dimensional largely look so due to the camerawork that we tried to keep as dynamic as possible, as opposed to fixed and static angles. This doesn’t mean the camera is just rotating around in CG though. We did of course make use of CG models in the process, and we used 3D guides for the background, so I believe there is definitely some synergy in terms of the sense of speed and the perception of depth. 

— The characters are also staged in a very subtle and careful way. Perhaps this is also part of the typical pace of “adapting a novel into a movie” you talked about earlier. 

For me, it’s easier this way. I had in mind the very different pace at which TV shows are produced; the speed at with Tomino-san usually creates animation is so fast that it just flies by.

— It really is quick.

Instead, we adapted the carefully detailed depictions that only novels can provide.

~ This version of Gigi was created by Ueda-san’s performance. ~

— The very expressive Gigi Andalucia performance by Ueda Reina-san was also one of a kind.

Gigi is a girl that’s quite hard to understand even when reading the novel. Anyways, I really didn’t want to depict her as an unpleasant one. I wanted her to be that kind of girl that says unpleasant things but since she’s cute you end up forgiving her (laughs). So, if her design too wasn’t incredibly beautiful, it wouldn’t have worked. I’m really glad Pablo Uchida-kun was the one working on that. He’s also designed many costumes for her, and I believe that’s something beyond the scope of what a usual animator could create with just their own sense and intuition.

— I see. 

Still, if I’m being honest, there were parts [of Gigi’s character] that I didn’t figure out until I heard Ueda-san’s voice. Actually, the type of voice I had in mind for Gigi was completely different to begin with. 

— Is that so?

I thought her voice would sound slightly more cool, but during the auditions, Ueda-san’s acting was different from everyone else’s, and something inside me clicked. That’s when the image for Gigi’s character came into view. Her [= Ueda’s] sense of rhythm when acting created a version of Gigi that’s in some ways different from the novel’s.

~ The visuals are retro, but the sound was made in quite a modern way. ~

— With the introduction of Dolby Atmos audio, the sound department has also been renewed this time. The sound director is (Koji) Kasamatsu-san, right?

Kasamatsu-san was in charge of the sound effects for “∀ Gundam” and also had connection with this movie’s producer (Naohiro) Ogata, so he was appointed as the sound director.

— Including the sound of the beams, several changes were made this time.

I discussed with Kasamatsu-san on how there wasn’t really a necessity to remake every single sound effect. There already is a sound that’s typical of Gundam, and swapping it out for something completely different would be wrong. As a result, he was able to create new sounds while still respecting the identity of the past Gundam series, which I’m truly grateful for.

— How was it decided to implement the support for Dolby Atmos audio?

It was decided during production, and Kasamatsu-san too definitely wanted to do it if possible. Up until now I’ve been making things with support for standards like 5.1 surround, so I too am particular about the spatiality of sounds, the sense of ambience and things like that. Kasamatsu-san handled that aspect perfectly this time. In theaters that support Dolby Atmos audio, the sound can also come directly from above, so after watching the premiere, I had a talk with Watanabe Shinichiro-san, who helped with the storyboard, about how we’d like to use this effect again when directing for future productions. 

— The soundtrack is composed by Sawano Hiroyuki-san. Was there anything you particularly asked for in regard to the soundtrack? 

Sawano-san’s melodies are quite impactful, aren’t they? However, for this work my request was to slightly hold back in that regard. I consulted with Kasamatsu-san about how and where in the story to use the soundtrack that was submitted. There were actually more tracks with vocals other than the two that were used in the final product, but considering the overall balance, we asked for some adjustments such as removing the vocals. 

— What are your impressions of Sawano-san’s soundtrack?

Watching through the movie, it’s noticeable how some common phrases are cleverly used throughout multiple tracks, and I think the overall balance is really good. 

— I heard that Sawano-san himself wanted to create a soundtrack in line with the current trends.

That’s right. The things we did for the visuals of Hathaway’s Flash are retro, or rather, analog, but the sound, including sound effects and the soundtrack, was made in quite a modern way.

— Having now completed Episode 1, do you have a clear direction for Episodes 2 and 3?

I believe there still are some improvements in terms of production organization that we must address. Apparently, producer Ogata-san has also something to say, and it seems that Tomino-san got to know about it too. 

— I see.

I’ve heard several different reactions (laughs)… but I think the overall structure as it stands now will be fine.