{"id":1281,"date":"2013-06-22T05:37:31","date_gmt":"2013-06-22T05:37:31","guid":{"rendered":"https:\/\/www.ourstarblazers.com\/vault\/?p=1281"},"modified":"2024-01-15T10:35:37","modified_gmt":"2024-01-15T18:35:37","slug":"340","status":"publish","type":"post","link":"https:\/\/www.ourstarblazers.com\/vault\/340\/","title":{"rendered":"Playstation Interview<br>Character Designer Keisuke Masunaga"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-880 alt=\"0904icon\" src=\"https:\/\/www.ourstarblazers.com\/vault\/wp-content\/uploads\/0904icon.JPG\" width=\"216\" height=\"90\" \/><\/p>\n<p class=\"cosmo-teaser\">Keisuke Masunaga redefined the Leiji Matsumoto style for a new generation through various anime projects in the 1990s. This put him in an ideal position to bring the same magic to the <em>Yamato<\/em> Playstation games, as he describes in these highlights from a May, 2000 interview.<\/p>\n<div style=\"clear: both;\"><\/div>\n<p><!--more--><!--noteaser--><\/p>\n<p class=\"image-right\">\n\t<img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/apr09\/34001.jpg\" border=\"0\" \/>\n<\/p>\n<p>\n\tFor loyal fans of Leiji Matsumoto&#8217;s works, a true renaissance arrived in the year 1993 with the release of a three-episode home video series called <em>The Cockpit.<\/em> Based on stories from Matsumoto&#8217;s critically-acclaimed World War II <em>Battlefield<\/em> manga series, it brought the master&#8217;s work back to anime after an eight-year hiatus with a fresh new visual style.\n<\/p>\n<p>\n\tThis was largely due to character designer Toshihiro Kawamoto, justly famous for other anime productions such as <em>Gundam 0083, Golden Boy,<\/em> and <em>Cowboy Bebop.<\/em> Kawamoto is a deft chameleon of an artist, able to meld his style invisibly with others and find an enormously appealing fusion. With <em>The Cockpit,<\/em> he found ways of turning the peculiarities of the Matsumoto style into unique strengths. (<em>The Cockpit<\/em> was later imported to the US by Urban Vision and belongs in the collection of every serious anime fan. Kawamoto showed his skill again in 1998 with a series of Matsumoto-style artwork for several <em>Yamato<\/em> video sleeves.)\n<\/p>\n<p>\n\tWhat does this have to do with Keisuke Masunaga? He was the next artist to take up the same challenge. As the character designer for 1998&#8217;s <em>Queen Emeraldas<\/em> OAV series (later imported to the US by ADV Films), he took the baton from Kawamoto and pushed the Matsumoto style even farther, redefining it for a new generation. This put Masunaga in an ideal position to bring the same magic to the <em>Yamato<\/em> Playstation games, as he describes in these interview highlights from the first <em>Fixed Data<\/em> book. (Studio DNA Media Books, May 2000)\n<\/p>\n<p class=\"image-left\">\n\t<img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/apr09\/34002.jpg\" border=\"0\" \/>\n<\/p>\n<h3>The Greatest Opportunity Came With the Worst Timing<\/h3>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> How did you first get the <em>Yamato<\/em> job offer?\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> Mr. Maeta, the president of Studio Peacock, heard about the project from the game producer and took the trouble to introduce me. I got the audition because of that. Also, before that I worked on the <em>Queen Emeraldas<\/em> OAV, which was by Leiji Matsumoto. That wasn&#8217;t a connection, but some might call it a coincidence. However, the greatest opportunity came with the worst timing. The schedule was already &#8220;on fire.&#8221;\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> The original schedule was already past.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> The fires were burning their hottest by then. Normally, I draw several images for an audition, but it was no longer possible. I said, &#8220;give me an hour to draw,&#8221; and I started drawing on the spot.\n<\/p>\n<p class=\"image-right\">\n\t<img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/apr09\/34003.jpg\" border=\"0\" \/>\n<\/p>\n<p>\n\tAfterward, I heard that the original concept for the <em>Yamato<\/em> Playstation game was to design it in a sharp, contemporary anime style. I thought that would make it completely different from Leiji Matsumoto&#8217;s art, and different from the pictures I drew. But I hadn&#8217;t heard that at the time I did my tryout. Maybe that was for the best! (Laughs)\n<\/p>\n<p>\n\tI heard about that concept before the result of my audition came in and said, &#8220;ah, I drew the opposite of that.&#8221; So I thought my audition was going to be a failure.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> After you entered the scene the concept changed 180 degrees.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> It seems so. Afterwards, I met with the game producer and staff. I said, &#8220;I heard there was another concept, why did you go with the Matsumoto style?&#8221; I wanted to find out. They said they were about to turn it into a contemporary anime project, but when they saw my pictures they thought it might be more refreshing. That was their answer.\n<\/p>\n<p>\n\tI think they were worried about the project at the time and were probably ambiguous about the original idea. Therefore, I guess it was overturned. However, I think pushing the design style of Leiji Matsumoto forward in all aspects is the correct answer. If <em>Yamato<\/em> were changed into a modern anime like the change to a trendy hair color, maybe the old fans would&#8230;well, I&#8217;m a fan, too, so I might have thought it was crap. But if all you want is to bring in new people, you don&#8217;t worry about things like that.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> When work starts, do you follow the orders of the other party?\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> Yes. I did a little cartoony drawing for the audition, so it wasn&#8217;t much. But since a game makes characters out of polygons, I had to shift it a bit. With Yuki, for example, I drew her on the slender side at first, but they said to add a little more meat to her.\n<\/p>\n<p>\n\tI wanted to see how to reproduce the physical presence of a human being in polygons. Now I know that there is no need to strictly match the polygons, but in the beginning I thought it was. The first thing I learned was that Mr. Matsumoto&#8217;s beautiful women are particularly slender, so it&#8217;s difficult to show their good points with a coarse polygon.\n<\/p>\n<p class=\"image-left\">\n\t<img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/apr09\/34004.jpg\" border=\"0\" \/>\n<\/p>\n<h3>Ambition! Leiji Matsumoto Style and the Long-Haired Sanada<\/h3>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> I&#8217;m a bit worried by this design for Sanada.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> Really? I haven&#8217;t abandoned my ambition. In Leiji Matsumoto&#8217;s <em>Battlefield<\/em> manga series, their were few characters with crew cuts or shaven heads. Even his short-haired characters had unruly hair. Mr. Matsumoto&#8217;s original design for Sanada had longer hair. At least, it wasn&#8217;t a crew cut. I held out for it, but the old anime image is strong, so it was rejected after we talked about it. It&#8217;s a dead issue now.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> The anime image is very strong.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> In the next story <em>[Farewell to Yamato]<\/em> he has a crew cut, but in the next one after that he has to bring up a child [Sasha], so maybe his hair grows out a bit. It would have a more gentle feeling. It&#8217;s hard to draw the crew cut for some reason.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Do any characters require deep concentration?\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> It would have to be Captain Okita. He demands to be drawn properly. There is the scene where the ship finally reaches Iscandar and he broadcasts his &#8220;thank you&#8221; to all the members of the crew. Other than that one scene, I personally drew every picture of Captain Okita that appears in the game.\n<\/p>\n<p class=\"image-middle\">\n\t<img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/apr09\/34005.JPG\" border=\"0\" \/>\n<\/p>\n<p class=\"image-right\">\n\t<img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/apr09\/34006.JPG\" border=\"0\" \/>\n<\/p>\n<p>\n\tAfter that, it would be Starsha. I&#8217;m not accustomed to drawing her, so it was difficult. I started on her right from the beginning.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Matsumoto actually drew her in the TV series.\n<\/p>\n<p>\n\tMasunaga. Certainly, even though it was just for a few scenes. He drew scenes of Starsha and Sasha himself because the staff at the time couldn&#8217;t draw a beautiful Matsumoto woman. That&#8217;s what I was told. His particular nuances can&#8217;t be copied easily.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> It takes a Matsumoto freak to draw Matsumoto characters.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> Yes. And the <em>Galaxy Express<\/em> movie had an impact, too. That was one of my favorites at the time. I was in the generation whom it hit directly.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> How old are you now? [in 2000]\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> I&#8217;m 34, soon to be 35. I was in the second or third grade when <em>Yamato<\/em> started. The Leiji Matsumoto boom was at its peak during my adolescence.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Were you devoted more to comics or animation then?\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> I particularly liked comics, especially Matsumoto&#8217;s manga. Some of them are a little hard to read now when I look back.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> <em>Yamato<\/em> and <em>Otoko Oidon [Oidon Man]<\/em> were the ones that really caught on.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> Yes, but I didn&#8217;t catch <em>Yamato<\/em>&#8216;s first broadcast from the beginning. The first episode I saw was #24 <em>[Desperate Struggle! God, Weep for the Gamilas!].<\/em> For some reason, I never turned the channel before then. <em>Yamato<\/em> had flown into the inner shell of Gamilas and left it in ruins. When <em>Yamato<\/em> flew back out into space, I thought it was a strange story. I remember thinking in my childish mind, &#8220;why would a heavy battleship float off the surface like that?&#8221;\n<\/p>\n<p>\n\tI tuned in the following week for the beautiful episode 25 and all my criticism vanished. Then I saw the final episode and forgot everything else from my past. I watched all the reruns after that and my whole life was derailed. I followed <em>Yamato<\/em> for a long time, and continued to see the other anime that came from Leiji Matsumoto. Then I got to work on them, so I&#8217;m not completely derailed anymore. (Laughs)\n<\/p>\n<p class=\"image-left\">\n\t<img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/apr09\/34007.JPG\" border=\"0\" \/>\n<\/p>\n<h3>The Ideal Animator is Kazuo Komatsubara<\/h3>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Did that influence your work?\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> Yes. I was impacted in a big way when I watched the first episode of <em>Space Pirate Captain Harlock.<\/em> I wondered if the feeling of Leiji Matsumoto&#8217;s work could be reproduced in an anime, and I was really surprised to see it done for <em>Harlock.<\/em>\n<\/p>\n<p>\n\tI said, &#8220;The pictures look just like Matsumoto! Is this anime?&#8221; I was shocked to learn that the character design was by Kazuo Komatsubara, so after that I was inclined to like <em>his<\/em> work. I thought it was possible to do work like this, and also like <em>Yamato.<\/em> So I guess for me, Matsumoto and Komatsubara both had a great impact on my drawing.\n<\/p>\n<p>\n\t[Editor&#8217;s note: little known to American fans, Komatsubara (1943-2000) was nevertheless a legend in the Japanese animation community. A highly accomplished artist, his ability to adapt to practically any style endeared him equally to such disparate superstars as Go Nagai and Hayao Miyazaki. He played a pivotal role in redefining the Matsumoto style for anime, exactly as Toshihiro Kawamoto did in later years.]\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> The game version of <em>Eternal Story of Jura<\/em> felt very much like the work of Leiji Matsumoto&#8230;\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> I really wanted to do that story. The first time I read the manga, I thought, &#8220;make this into anime!&#8221; I thought that would be cool. Okita was confronted by the ghosts of his dead crew, and he apologized to them. He asked them to wait a bit longer for <em>Yamato<\/em> to get the Cosmo Cleaner D, then he would join them in hell. I wanted to make that as an OAV or something. Bandai Visual should do that.\n<\/p>\n<p class=\"image-middle\">\n\t<img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/apr09\/34008.JPG\" border=\"0\" \/>\n<\/p>\n<h3>What to Expect for <em>Yamato<\/em> in the Future<\/h3>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Please tell me what you want to do now.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> I want to try and make a <em>Yamato<\/em> anime that includes some original elements from the game. The first game felt like it was done in a hurry. I wasn&#8217;t able to grasp the whole of its content because I worked on it for such a short time. But with the <em>Farewell<\/em> game, I can at least participate from the beginning.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> That&#8217;s a dream come true for a Matsumoto freak.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> Yes, and I can give it my full attention as a <em>Yamato<\/em> freak.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Will you still have Yamamoto&#8217;s [Hardy&#8217;s] elbow pop out of the Cosmo Tiger cockpit when he gives his final salute?\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> That&#8217;s why he crashed! (Laughs) He didn&#8217;t give the <em>Yamato<\/em> salute, with his fist over his heart. There are things like that I was dissatisfied with, and I want to improve them. But it&#8217;s bad of me to interfere in too many ways.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Excuse me now, I&#8217;d like to render a proper salute.\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Masunaga:<\/em><\/span> Can I take a picture? Don&#8217;t be shy. I&#8217;ll draw an arrow on your clothes! (Big laughter)\n<\/p>\n<p>\n\t<span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Thank you very much.\n<\/p>\n<p>\n\t<em>(Interview conducted March 17, 2000)<\/em>\n<\/p>\n<\/p>\n<p>\n\t<a href='https:\/\/www.ourstarblazers.com\/vault\/338'>Return to Playstation main article<\/a>\n<\/p>\n<p>\n\t<a href='https:\/\/www.ourstarblazers.com\/vault\/341'>Continue to the Kazutaka Miyatake interview<\/a>\n<\/p>\n<p>\n\tFinal note: Keisuke Masunaga&#8217;s work on the <em>Yamato<\/em> Playstation games earned him other opportunities, such as a series of <em>Yamato<\/em> lithographs for Japanese retailer Anime World Star (all shown on this page) and the character design slot on the <em>Galaxy Railways<\/em> TV series.\n<\/p>\n<p class=\"image-middle\">\n\t<img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/apr09\/34009.JPG\" border=\"0\" \/><\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[18,119],"tags":[],"class_list":["post-1281","post","type-post","status-publish","format-standard","hentry","category-articles-1984-now","category-others-interviews-essays"],"_links":{"self":[{"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/posts\/1281","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/comments?post=1281"}],"version-history":[{"count":5,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/posts\/1281\/revisions"}],"predecessor-version":[{"id":36143,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/posts\/1281\/revisions\/36143"}],"wp:attachment":[{"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/media?parent=1281"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/categories?post=1281"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/tags?post=1281"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}