{"id":25240,"date":"2018-06-14T20:08:44","date_gmt":"2018-06-15T03:08:44","guid":{"rendered":"https:\/\/www.ourstarblazers.com\/vault\/?p=25240"},"modified":"2018-11-14T14:54:19","modified_gmt":"2018-11-14T22:54:19","slug":"319a","status":"publish","type":"post","link":"https:\/\/www.ourstarblazers.com\/vault\/319a\/","title":{"rendered":"Animation Producer Interview, May 2018"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-880 alt=\"1806icon\" src=\"https:\/\/www.ourstarblazers.com\/vault\/wp-content\/uploads\/1806icon.JPG\" width=\"216\" height=\"90\" \/><\/p>\n<p class=\"cosmo-teaser\">From <em>Akiba Souken<\/em>: Animation Producer Hiroki Komatsu discusses what it\u2019s like to work in the trenches on <em>Yamato 2202<\/em>, the unique pressures of going beyond expectations at every step, and working for members of the original <em>Yamato<\/em> generation.<\/p>\n<div style=\"clear: both;\"><\/div>\n<p><!--more--><!--noteaser--><\/p>\n<h2><em>Yamato 2202<\/em> Chapter 5 <em>Purgatory Chapter<\/em> opens soon!<br \/>\nOn-site interview with Animation Producer Hiroki Komatsu<\/h2>\n<p>Interview by Ryozo Fuwa, published by <a href='https:\/\/akiba-souken.com\/article\/34357\/'>Akiba Souken<\/a> on May 23, 2018.<\/p>\n<p><span class=\"image-right\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/jun18\/319a03.JPG\" border=\"0\" \/><\/span><\/p>\n<p>The audience was stunned by the masterpiece of the Telezart liberation operation four months ago in Chapter 4, <em>Destiny Chapter<\/em>. Now, Chapter 5 <em>Purgatory Chapter<\/em> opens in theaters on Friday, May 25. As Chapter 5 surges toward the climax of the story, Akiba Souken carries out an interview with Animation Producer Hiroki Komatsu.<\/p>\n<p>This is a bit different than the behind-the-scenes talks we\u2019ve had with Director Nobuyoshi Habara and Writer Harutoshi Fukui. Please pay attention to \u201ca real voice from the production site.\u201d<\/p>\n<h3>What is an &#8220;Animation Producer?\u201d<\/h3>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Your job title on <em>Yamato 2202<\/em> is Animation Producer. What kind of work is it?<\/p>\n<p><span class=\"textBlue\"><em>Komatsu:<\/em><\/span> Putting it briefly, my role is to manage the production site. I find human resources, such as designers and animators, and assign tasks to them over a certain time frame depending on what they\u2019re in charge of. I do jobs like deciding the schedule as I coordinate with the production committee and the creators.<\/p>\n<p><span class=\"image-left\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/jun18\/319a04.JPG\" border=\"0\" \/><\/span><\/p>\n<p>Of course, Mr. Habara is steering the overall work. Mr. Fukui handles the story line, and Assistant Director Makoto Kobayashi oversees mecha and art in the center. Mr. Habara has the attitude of incorporating many ideas from the staff to make a good thing, so it\u2019s a site where many ideas and suggestions fly around. It\u2019s not a customary thing to listen to everyone\u2019s opinions, but he\u2019s a great person who doesn\u2019t give up on that. It\u2019s my job to keep this flowing as smoothly as possible.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> What is your impression of participating in <em>Yamato 2202<\/em>?<\/p>\n<p><span class=\"textBlue\"><em>Komatsu:<\/em><\/span> I wasn\u2019t there from the start of <em>2202<\/em>, I began participating at the middle. It\u2019s a big title, so I was anxious about whether or not I was up to it. However, it was interesting when I actually saw the work for the first time! Also, being on a big title means you hear the voice of the fans directly. I feel it is rewarding and challenging. When I see reactions on the net, it\u2019s clear that there are many enthusiastic fans, and the content of their reaction is also strong. The feeling is that it\u2019s \u201cbecoming a topic.\u201d Of course, conversely there are also a lot of situations where I feel pressure.<\/p>\n<p>I joined the anime production company Xebec seven years ago, and I\u2019ve been in on the production side since then rather than drawing or directing. This is my first time being in charge as a producer. Compared to the other works I\u2019ve experienced so far, the work process for <em>2202<\/em> is very complicated. It\u2019s my first experience with such a high percentage of 3DCG. I have to place orders for the art and prepare material for 3D\u2026there is a procedure unique to <em>2202<\/em>. It was hard to grasp that at first.<\/p>\n<p><span class=\"image-right\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/jun18\/319a05.JPG\" border=\"0\" \/><\/span><\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> When looking back at Chapter 4 <em>Destiny Chapter<\/em>, there is a lot of deep emotion. What do you think about it?<\/p>\n<p><span class=\"textBlue\"><em>Komatsu:<\/em><\/span> Honestly, my impression was that we finally got there. As for the content of the work, you\u2019re really groping around at the beginning as the staff works and communicates, and there are definitely difficulties to smooth out. It\u2019s a continuous struggle until you get past that and put it on track. The first two chapters were a hard slog until they were put on track. With Chapter 3, there were a lot of painful phases in the schedule, and I wanted to get it on track sooner. (Laughs) Conversely, we settled back into Chapter 4 and were able to make it well within the limits.<\/p>\n<p>In particular, since a lot of 3DCG is used in <em>2202<\/em>, modeling itself took a long time at the beginning. But there is the fact that as the work progresses you get more experience, and since we could make use of the models we\u2019d built up to then, the flow smoothed out. When you build up stock of 3D motion and explosions and other expressions, it seems like the number of options increases.<\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/jun18\/319a01.JPG\" border=\"0\" \/><\/p>\n<p>We\u2019ve repeatedly done experiments in each chapter. For the shot of <em>Yamato<\/em> launching in Chapter 2, we repeated a lot of trial and error in the process of piling up the splashing waves in 3D, and for the shot of firing the main guns in Chapter 4, we invented a new way of easily blending drawing and 3D.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> What was your own original experience with <em>Yamato<\/em>?<\/p>\n<p><span class=\"textBlue\"><em>Komatsu:<\/em><\/span> When I was in elementary school, my first experience was seeing reruns of the first <em>Space Battleship Yamato<\/em> on NHK. It was an old work, but I didn\u2019t mind, and watched it in fascination. My father explained various things. The meaning of this term or that term. (Laughs) It seems he went to see <em>Farewell to Yamato<\/em> (1978) in a theater and said, \u201cIt\u2019s a very good work.\u201d When it was decided that I would work on <em>2202<\/em>, which is a remake of <em>Farewell<\/em>\u2026well, first of all, I was proud of my father. (Laughs) I wouldn\u2019t get much reaction from him over the previous works I\u2019d been on. Even if I said the name, he\u2019d say, \u201cI\u2019ve never heard of it.\u201d It\u2019s nice that he\u2019s interested in my work.<\/p>\n<p><span class=\"image-left\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/jun18\/319a06.JPG\" border=\"0\" \/><\/span><\/p>\n<h3>What are the on-site troubles with <em>Yamato<\/em>?<\/h3>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Sometimes the staff will say, \u201c<em>Yamato<\/em> is different from other anime,\u201d and \u201c<em>Yamato<\/em> is hard.\u201d Specifically, what parts of it are \u201chard\u201d?<\/p>\n<p><span class=\"textBlue\"><em>Komatsu:<\/em><\/span> First, it may be a characteristic of <em>Yamato<\/em> that the storyboard stage takes a long time. I place an order for a storyboard based on a script, but it doesn\u2019t stop at the surface of the script. Since there are a lot of concepts behind it, it can be difficult at first for the storyboard artist to decipher and understand it. In addition, because they really put their passion into drawing a storyboard, it may not be finished by the time you need it. (Laughs) It\u2019s hard to adjust for that.<\/p>\n<p>Also, because it\u2019s a work depicting \u201ca battleship or fleet conquering the universe\u201d we\u2019re careful about expressing the scale, to give it an especially huge feeling. I only understand that when it\u2019s on film and I can see it on a screen. It\u2019s very hard in that sense. There are other problems, and I always feel uneasy. <\/p>\n<p>When you put a 3D model on the screen with the dimensions intact, it doesn\u2019t usually feel very big, and depending on the shot you may show the model at several times normal size. If it moves too fast it may look too small and light\u2026so we might want it to move slower at three times the size. Of course, Director Habara and Assistant Director Kobayashi are very sensitive about that. With regard to such 3D representation, you get retakes. The ones in charge of the 3D can&#8217;t really deal with the retakes.<\/p>\n<p><span class=\"image-right\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/jun18\/319a07.JPG\" border=\"0\" \/><\/span><\/p>\n<p>After that, the character expressions can be a difficult part in <em>2202<\/em>. The Character Designer Nobuteru Yuuki draws very delicate lines, and they can be very hard to mimic depending on the animator. Even if you\u2019re an animation director, you might say, \u201cI\u2019m good at this character, but that one isn\u2019t a good resemblance\u2026\u201d It is said that the \u201cresemblance\u201d of Kodai, Yuki, and Dessler is very difficult. (Laughs)<\/p>\n<p>Unlike a TV series, the format is to divide it into seven chapters and show them in theaters. The schedule has a sense of being unique to <em>2202<\/em>. You can take a lot more time to work than you have on a TV series, but if you&#8217;re not careful you can end up wasting a lot of time. Some things are OK in the case of a TV series, but in the case of <em>Yamato<\/em>, I hear \u201cI\u2019d like to add this\u201d or \u201cI\u2019d like to add that\u201d many times. Honestly, sometimes it pushes the schedule too far.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> What\u2019s an example of \u201cpushing it too far\u201d?<\/p>\n<p><span class=\"textBlue\"><em>Komatsu:<\/em><\/span> Showing the detail of mecha is one of the biggest attractions in the work called <em>Yamato<\/em>. It\u2019s a place of great hardship, and it\u2019s a point that really \u201cpushes.\u201d We definitely want to show the detail in the mecha in a shot, it\u2019s difficult to draw that detail from scratch. So we do things like get a basic image in 3D and draw the detail by hand from there. Assistant Director Kobayashi is directly in charge of that work.<\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/jun18\/319a02.JPG\" border=\"0\" \/><\/p>\n<p>In Chapter 2, there\u2019s a shot where the camera moves slowly over <em>Yamato<\/em> when it\u2019s moored in the seabed dock. We were at a state where the image was almost completed, and the director said, \u201cI want to add more detail up here.\u201d Additional work can suddenly fall on us. (Laughs) But when we overcome this and a good image is created, everyone is really happy. We have an excellent staff that comes together when we get such orders, and this can be done only thanks to the staff. It\u2019s my job to set up an environment that helps everyone on the staff to work comfortably.<\/p>\n<h3>The passion of the \u201cdirect-hit generation\u201d as seen by the younger staff members<\/h3>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> On the <em>2202<\/em> production team, it seems that the passion of the direct-hit <em>Yamato<\/em> generation, such as Habara, Fukui, and Kobayashi, is the driving force. But how do you view that passion through the eyes of the next generation down?<\/p>\n<p><span class=\"image-left\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/jun18\/319a08.JPG\" border=\"0\" \/><\/span><\/p>\n<p><span class=\"textBlue\"><em>Komatsu:<\/em><\/span> I think it\u2019s genuinely cool. The sensibilities of those who continued to watch <em>Yamato<\/em> from the original series is exciting. It can be trusted. I think this will be finished as a good work thanks to that passion, and it would be like losing a rudder if we forgot it. The work, myself, and the entire staff are supported by it, and we follow firmly behind it.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> We\u2019ve become familiar with Habara and Fukui through their stage greetings and the web series, <em>Promotional Meeting of Love<\/em>. I\u2019d like to ask about the roles and struggles of the rest of the staff.<\/p>\n<p><span class=\"textBlue\"><em>Komatsu:<\/em><\/span> First of all, there is Assistant Director Makoto Kobayashi. He consults on everything from concepts to mecha art. He also finishes mecha that we have no concept for at the script stage. It seems like any time we\u2019re in trouble, he picks it up and solves it. He\u2019s a central figure we can truly rely on.<\/p>\n<p>Our animation director is Akitoshi Maeda. He&#8217;s a vital link in the key animation and he might also be asked to play general key animation director, depending on what number episode it is. As I said earlier, if we have trouble with the character drawings, there are many occasions when I rely on Mr. Maeda to gather it up. Our Character Designer Nobuteru Yuuki is participating in art direction from Episode 18, too. I think you can expect more from the drawing side after Chapter 5.<\/p>\n<p><span class=\"image-right\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/jun18\/319a09.JPG\" border=\"0\" \/><\/span><\/p>\n<p>Then there is one we can\u2019t forget, our former Animation Director Hiroki Takagi. Unfortunately, he suddenly passed away in February. Like Mr. Maeda, he consulted on everything on the drawing side, and he was very reliable. I was somehow able to manage through Chapter 4, which was the turning point of <em>2202<\/em>. I think Takagi\u2019s power was great. At first I was really nervous about the work after we lost him, but now everyone on the staff has renewed their determination and is committed to finishing <em>2202<\/em> to the last chapter in a form that he would be proud of.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Finally, I want to appeal to you by all means to tell us what are the highlights of Chapter 5.<\/p>\n<p><span class=\"textBlue\"><em>Komatsu:<\/em><\/span> I think many people have been imagining it since the end of Chapter 4. The story of  Dessler becomes the main thing in the first half of Chapter 5. I\u2019d like you to pay attention to that, since it will depict the past of Dessler, which has never been shown before. Furthermore, the second half will be a fleet battle of great power. It will be a series of combat action scenes that give you no time to catch your breath. I hope you\u2019ll look forward to that and see it in a theater by all means.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Thank you for taking time out of your busy day.<\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-25240","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/posts\/25240","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=25240"}],"version-history":[{"count":5,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/posts\/25240\/revisions"}],"predecessor-version":[{"id":25284,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/posts\/25240\/revisions\/25284"}],"wp:attachment":[{"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/media?parent=25240"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/categories?post=25240"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/tags?post=25240"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}