{"id":29975,"date":"2021-03-28T21:24:01","date_gmt":"2021-03-29T04:24:01","guid":{"rendered":"https:\/\/www.ourstarblazers.com\/vault\/?p=29975"},"modified":"2022-08-13T12:18:55","modified_gmt":"2022-08-13T19:18:55","slug":"528a","status":"publish","type":"post","link":"https:\/\/www.ourstarblazers.com\/vault\/528a\/","title":{"rendered":"Kia Asamiya interview, 2021"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-880 alt=\"2104icon\" src=\"https:\/\/www.ourstarblazers.com\/vault\/wp-content\/uploads\/2104icon.JPG\" width=\"216\" height=\"90\" \/><\/p>\n<p class=\"cosmo-teaser\">The 10th issue of the <em>Star Blazers\/Yamato Fan Club Magazine<\/em> was published in February 2021, and its lead story was called <em>The &#8220;Green Power&#8221; That Supports Yamato<\/em>. This was a collection of interviews with artists who worked on various aspects of <em>Age of Yamato<\/em>, starting with veteran animator and designer Kia Asamiya.<\/p>\n<div style=\"clear: both;\"><\/div>\n<p><!--more--><!--noteaser--><\/p>\n<p>The 10th issue of the <em>Star Blazers\/Yamato Fan Club Magazine<\/em> was published in February 2021, and its lead story was called <em>The &#8220;Green Power&#8221; That Supports Yamato<\/em>. This was a collection of interviews with artists who worked on various aspects of <em>Age of Yamato<\/em>, starting with veteran animator and designer Kia Asamiya. His interview is presented here; the others will follow in our next update.<\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/apr21\/528a01.JPG\" border=\"0\" \/><\/p>\n<p>Only moving forward toward a bright future! The &#8220;Green Power&#8221; that supports the Remake series<\/p>\n<p><em>Age of Yamato<\/em> Production staff interview<\/p>\n<h2>Kia Asamiya talks about genga and storyboarding<\/h2>\n<h3>The storyboards that determine the angle and the worldview are the &#8220;blueprint&#8221; of animation.<\/h3>\n<p>Yamato<em> continues to evolve with the times while incorporating the latest animation technology. However, it goes without saying that the driving force that supports the world of <\/em>Yamato<em> is the love of creators who make full use of technology.<\/em><\/p>\n<p><em>Based on the testimony of the staff that created the latest work, <\/em>Age of Yamato<em>, this collection of interviews explores the technology and passion behind the remake series. As the top batter, let&#8217;s have a look at Kia Asamiya, who was in charge of the storyboards and genga.<\/em><\/p>\n[Translator&#8217;s note: &#8220;genga&#8221; is the Japanese word for &#8220;original art.&#8221; In this case, it refers to the actual drawings that create animation, both key frames and in-betweens.]<br clear=\"none\" \/><\/p>\n<hr \/>\n<div class='clear'>\n<h3>Kia Asamiya&#8217;s origin as a creator lies in <em>Space Battleship Yamato<\/em>!<\/h3>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> First of all, please tell us about your passion and feelings for <em>Yamato<\/em>.<\/p>\n<p><span class=\"textBlue\"><em>Asamiya:<\/em><\/span> <em>Yamato<\/em> was broadcast when I was a 5th grader in elementary school. At that point, I was pretty much hooked. I was in high school when I saw <em>Farewell to Yamato<\/em>, and I had already started thinking about becoming an animator. After that, my dream came true and my first job was on <em>Final Yamato<\/em>. (laughs)<\/p>\n<p>When I watched <em>Yamato<\/em> as a child, I felt like &#8220;this shoots right through my soul,&#8221; and I think I&#8217;m here because of my experience. The <em>Yamato<\/em> series has a weight that is very special for me.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Speaking of which, in <em>Martian Successor Nadesico<\/em>, which can be said to be your masterpiece, we can feel your respect for <em>Yamato<\/em>.<\/p>\n<p><span class=\"textBlue\"><em>Asamiya:<\/em><\/span> <em>Nadesico<\/em> was like adding <em>Star Trek<\/em> to the world of <em>Yamato<\/em>. (laughs) In particular, the color coding of costumes according to the crew placement is exactly the same as <em>Yamato<\/em>. The battle team was red and the life support team was yellow. I think <em>Nadesico<\/em> is a by-product of <em>Yamato<\/em> in terms of design.<\/p>\n<p>The manga in particular was a perfect example of feasting in <em>Yamato<\/em>&#8216;s shadow. I think the nuance I received from <em>Yamato<\/em> is also present in my other works. For example, I used some lines from <em>Yamato<\/em> for my character&#8217;s voices. The influence comes out everywhere.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Between the original and the remakes, can you tell us your favorite character or a line that left an impression on you?<\/p>\n<p><span class=\"textBlue\"><em>Asamiya:<\/em><\/span> That&#8217;s a lot. (laughs) In particular, Okita&#8217;s lines are all great, aren&#8217;t they? I&#8217;m in trouble because there are too many. (laughs)<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Also, could you tell us your favorite mecha or scene?<\/p>\n<p><span class=\"textBlue\"><em>Asamiya:<\/em><\/span> In the original, I really liked the Domel fleet. I watched the the battle of the Rainbow Star Cluster (Episodes 21 and 22) at least once a year until <em>2199<\/em> came out. (laughs) His fleet in <em>2199<\/em> is also good, isn&#8217;t it?<\/p>\n<p>In <em>2202<\/em>, the White Comet Empire mecha was very innovative, wasn&#8217;t it? It&#8217;s the same mecha as in <em>Farewell<\/em>, but the colors are white and green. It was a shock when it was first shown.<\/p>\n<p>As for the Remake series, I really love <em>Ark of the Stars<\/em>. I think it&#8217;s a wonderful work with a great mind for SF.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> As a creator, what do you think is the appeal of <em>Yamato<\/em>?<\/p>\n<p><span class=\"textBlue\"><em>Asamiya:<\/em><\/span> In a nutshell, I feel that the depiction of mecha and the conflicts and relationships of the characters are the most attractive. In terms of mecha, there is the huge ship called <em>Yamato<\/em>, and the way action is depicted, including the power of the enemy, is very interesting.<\/p>\n<p>In the remake of <em>2199<\/em>, Director Yutaka Izubuchi and his team added interpretations that are in line with modern times, such as making the old works &#8220;fit together,&#8221; so the mecha depictions really evolved.<\/p>\n<p>In <em>2202<\/em>, I felt that the emphasis was on the portrayal of characters. I&#8217;ve heard that the number of new fans, especially women, has increased significantly because of this. I can understand why.<\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/apr21\/528a02.JPG\" border=\"0\" \/><\/p>\n<h3>GENGA<\/h3>\n<p><span class=\"textBlue\">Kia Asamiya came back into the fold as an animator for the first time in 15 years. A battle scene between <em>Yamato<\/em> and a Garmillas ship in Episode 3 of <em>Yamato 2199<\/em> showed his action sense. Although it was rendered using 3DCG, Asamiya&#8217;s powerful angles on the shock cannons were used to reproduce the battle against the Garmillas ships with speed and profound action.<\/span><\/p>\n<p><span class=\"textBlue\">He worked on numerous SF action anime in the 80&#8217;s and 90&#8217;s where he refined his drawing sense for overwhelming mecha action. Many fans are surprised by the power and speed of his scenes.<\/span><\/p>\n<p><span class=\"textBlue\">Asamiya&#8217;s method of communicating angles and movements to the 3DCG team and assembling them accurately as images is a masterpiece hybrid of analog and digital imaging. The same technique is used on new scenes in <em>Age of Yamato<\/em>.<\/span><\/p>\n<hr \/>\n<div class='clear'>\n<h3>Called by <em>Yamato<\/em> to return to the world of anime production after 15 years<\/h3>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> As far as credit is concerned, you returned to do an animator&#8217;s work on <em>2199<\/em>. How long did you work as an animator, and how long was your hiatus?<\/p>\n<p><span class=\"textBlue\"><em>Asamiya:<\/em><\/span> The last time I did genga as an animator was on <em>Nadesico<\/em> at Xebec. It was for <em>Gekiganger 3<\/em>, the story within the story (October 1, 1996 to March 1997). From then to <em>2199<\/em> (2013), there was a hiatus of about 15 years.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Why did you take a break from working as an animator, and why did you decide to come back with <em>2199<\/em>?<\/p>\n<p><span class=\"textBlue\"><em>Asamiya:<\/em><\/span> I took a break from animation work because I was busy as a manga artist. Even when I was working on <em>Gekiganger 3<\/em>, I was already mainly working as a manga artist. But I had a chance to meet Nobuyoshi Habara, who was overseeing the project, and he asked me to help out.<\/p>\n<p><em>2199<\/em> came about in a similar way. Mr. Izubuchi, the general director, asked me to get on this ship. When you are asked to do something like that, you have no choice but to say &#8220;yes.&#8221; (laughs)<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> What was the first part of <em>2199<\/em> that you were in charge of?<\/p>\n<p><span class=\"textBlue\"><em>Asamiya:<\/em><\/span> I was in charge of the battle scene on the floating continent in Episode 3. It had been a while since I worked on an anime scene. I think I did about 30 shots. When I came back to work, I suddenly found myself doing CG scene layouts and rough genga. It was a completely different kind of work from what I had experienced in the anime industry. It was quite a challenge for me. (laughs)<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> What is your impression of <em>Yamato<\/em>&#8216;s staff from the perspective of someone who returned to the anime production scene after several years?<\/p>\n<p><span class=\"textBlue\"><em>Asamiya:<\/em><\/span> I can&#8217;t say enough about the people who worked on this project. In particular, I&#8217;m a big fan of Nobuteru Yuuki, the character designer.<\/p>\n<p>Also I think Takashi Hashimoto, the effects advisor, does a really good job with a lot of respect for <em>Yamato<\/em>. On <em>Age of Yamato<\/em>, the parts I did both storyboards and genga for had a lot of effects shots, so I really should have asked him to work on them. (laughs) When we made the anime version of <em>Steam Detectives<\/em>, based on my manga, Mr. Hashimoto was in charge of various tasks, mainly mecha design.<\/p>\n<p>If I were to mention everyone else I want to name, there would be no end to it. The amount of enthusiasm by the creators who are in charge of various settings is really amazing. As a person who also creates things, I really need to emulate them.<\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/apr21\/528a03.JPG\" border=\"0\" \/><\/p>\n<h3>DETAIL-UP<\/h3>\n<p><span class=\"textBlue\">In the <em>Yamato<\/em> remake series, the detail-up technique is often used, where an artist adds details to the mecha rendered in 3DCG.<\/span><\/p>\n<p><span class=\"textBlue\">On <em>2199<\/em>, Junichiro Tamamori and Masanori Nishii were in charge, but Kia Asamia is in charge on <em>Age of Yamato<\/em>. Adding all that detail in 3DCG would increase the amount of data and make it difficult to handle as video material. This is why it is only used for shots that require fine detail.<\/span><\/p>\n<p><span class=\"textBlue\">In addition to Okita&#8217;s <em>Kirishima<\/em>, many <em>Murasame<\/em>-type space cruisers and <em>Isokaze<\/em>-type assault space destroyers have been given awesome and powerful detail. In addition, the navigation lights, left and right identification lights, and other lights on various parts of the ship were added via filming and special effects. In contrast, the fleet&#8217;s appearance is beautifully and impressively colored by the lights on each part of the ship.<\/span><\/p>\n<p><span class=\"textBlue\">This is one of the most impressive scenes in <em>Age of Yamato<\/em>, in which the fleet departs from Earth before it is devastated.<\/span><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/apr21\/528a04.JPG\" border=\"0\" \/><\/p>\n<h3>I feel the spirit of the first movie in <em>Age of Yamato<\/em><\/h3>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Unfortunately, the premiere of <em>Age of Yamato<\/em> was postponed due to the Corona disaster. Could you tell us about your impressions of the film?<\/p>\n<p><span class=\"textBlue\"><em>Asamiya:<\/em><\/span> The first <em>Yamato<\/em> movie also started as a compilation, didn&#8217;t it? I got the impression that it inherited that spirit. As a standalone movie, it&#8217;s really well organized, including the documentary method that Harutoshi Fukui intended.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Tell us about the parts of the film that you were in charge of, as well as the parts you&#8217;d like people to pay special attention to!<\/p>\n<p><span class=\"textBlue\"><em>Asamiya:<\/em><\/span> I was in charge of the first new shot at the beginning, the launch of Apollo 11. If I had to pick a scene that I have a personal attachment to, it would be the Second Battle of Mars, which is an important prehistory to the story of <em>2199<\/em>. For this sequence, I was in charge of adding hand-drawn details to the mecha that came out in CG.<\/p>\n<p>In <em>2199<\/em>, Masanori Nishii and Junichiro Tamamori were in charge of adding hand-drawn details to the CG. This time, I wanted to follow the same process. I asked Studio Mother to work with me, and I added high detail to their CG for some shots.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> By the way, when you worked as an animator, your name was &#8220;Michitaka Kikuchi.&#8221; When you were working as a manga artist and illustrator, you went by &#8220;Kia Asamiya.&#8221; Why do you use the name &#8220;Kia Asamiya&#8221; for <em>Age of Yamato<\/em>?<\/p>\n<p><span class=\"textBlue\"><em>Asamiya:<\/em><\/span> It&#8217;s true that I used the name &#8220;Michitaka Kikuchi&#8221; on <em>2199<\/em>, but even at that point I had already become less particular about using the different names, and thought it would be okay to unify under &#8220;Kia Asamiya&#8221; from now on. That&#8217;s the extent of my reasoning.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Does this mean that you will continue to be involved in the anime production as Kia Asamiya?<\/p>\n<p><span class=\"textBlue\"><em>Asamiya:<\/em><\/span> I think <em>Age of Yamato<\/em> might be the last time I do genga. Actually, I&#8217;m thinking of graduating from animator&#8217;s work after this one. I already told Mr. Fukui that, but he said, &#8220;We can still ask you for storyboards, right?&#8221; I said, &#8220;By all means!&#8221; (laughs) I guess I wanted to stay involved in the animation field.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> So you&#8217;re going to continue working on storyboards?<\/p>\n<p><span class=\"textBlue\"><em>Asamiya:<\/em><\/span> They&#8217;re really fun to draw. In short, they&#8217;re like a blueprint for anime. It&#8217;s fun to be able to build it with my own hands. Even if I have to make some changes for the director or the director&#8217;s office, I can create the world view, the flow, the layout and the angle of the story by myself.<\/p>\n<p>The real thrill of creating layouts and angles is in the work of storyboarding. I&#8217;d like to show more people that drawing storyboards is one of the most important jobs in anime production.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> You are both a manga artist and an animator. What do you think are the differences between the two jobs?<\/p>\n<p><span class=\"textBlue\"><em>Asamiya:<\/em><\/span> In contrast to manga, which can be completed by oneself, with anime you create a work as a member of the production staff, which is a big difference. After I finish my part, there are people who take over the work from me. So I have to pay a lot of attention to the schedule and the production process.<\/p>\n<p>From a technical point of view, it has been a long time since I have been on-site, so I have the impression that anime requires more computer skills. I&#8217;m not that skilled, so the new shots I was in charge of this time required a lot of help. In addition to the production staff, I contacted Mr. Habara, who I worked with on <em>2202<\/em>, and he gave me advice on special effects and how to use CG.<\/p>\n<p>With the help of many people, I was able to complete the film. <em>Age of Yamato<\/em> is a work that I feel very strongly about as an animator. It&#8217;s going to take a little more time, but I hope you will look forward to the premiere.<\/p>\n<div style=\"text-align: center;\"><em>Read a 2017 interview with Kia Asamiya (with links to several gallery pages) <a href='https:\/\/www.ourstarblazers.com\/vault\/265a'>here<\/a><\/em><\/div>\n<p><\/br><\/p>\n<hr \/>\n<div class='clear'>\n<h3>STORYBOARDS<\/h3>\n<p><span class=\"textBlue\">Kia Asamiya drew the storyboards (in collaboration with Nobuyoshi Habara) for the opening title of <em>Yamato<\/em> <em>2202<\/em>, where he also did genga. Asamiya&#8217;s beautiful hand-drawn images showed <em>Yamato<\/em> under reconstruction from various angles, and certainly their luxurious finish made many mecha fans out there say, &#8220;Just look at this!&#8221;<\/span><\/p>\n<p><span class=\"textBlue\">We see <em>Yamato<\/em> surface from the sea, the Cosmo Tiger II&#8217;s with <em>Yamato<\/em> and the Earth in the background, and <em>Yamato<\/em> being attacked under the White Comet. The timing and angles of these scenes were all an homage to the <em>Yamato<\/em> 2 opening title. The fact that screen-captures of the <em>Yamato<\/em> 2 scenes were pasted onto the storyboards shows how much respect and care was put into the pictures.<\/span><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/apr21\/528a05.JPG\" border=\"0\" \/><\/p>\n<p><\/br><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/jan22\/528apicx.JPG\" border=\"0\" \/><br \/>\n<em>Painting by Asamiya for the <\/em>Yamato<em> Premium fan club<\/em><\/p>\n<p><\/br><\/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":[146,123],"tags":[],"class_list":["post-29975","post","type-post","status-publish","format-standard","hentry","category-ageofyamato","category-yamato-2202"],"_links":{"self":[{"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/posts\/29975","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=29975"}],"version-history":[{"count":10,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/posts\/29975\/revisions"}],"predecessor-version":[{"id":32796,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/posts\/29975\/revisions\/32796"}],"wp:attachment":[{"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/media?parent=29975"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/categories?post=29975"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/tags?post=29975"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}