• A Glimpse into the World of Japanese Animation
    By Justin Leach, Softimage Special Projects Division, 10 September 2004

    Image (top) - A scene from Ghost in the Shell 2: Innocence,
    the latest animated feature film from Production I.G

    During my time working at Production I.G from early 2001 to the end of 2003 on Ghost in the Shell 2: Innocence, I had the extraordinary chance to experience first-hand what it was like to work in a Japanese animation studio.

    During this time, I made many friends and learned many valuable lessons that I will always treasure. Before leaving Japan, I asked some of my colleagues a few questions about their thoughts and perspectives on Japanese animation.

    Interview with Kazuchika Kise
    Supervising Key Animator at Production I.G

    Kise-san is one of Production I.G’s most talented traditional animators. His work can be seen on such films as Ghost in the Shell, Blood: The Last Vampire, Jin-Roh and Ghost in the Shell 2: Innocence to name a few. I asked him a few questions about his views between the worlds of traditional animation and 3D animation.

    Who are some of your key influences?
    I really enjoyed animation when I was growing up as a teenager, and was influenced greatly by the animators of that era.

    Is 2D animation dead?
    I don’t think it is dead. I believe that there’s no technology that comes close to what is created by the human hand. This is evident when one looks at famous art masterpieces. Because of the influence of manga in Japanese culture, it is hard to imagine that 2D culture will die out here. Japan may be unique in this sense, as we already have such as strong animation culture based around 2D. Personally, I cherish the moment when we give life to a picture on a piece of white paper. I love my job and I don’t want to lose such beautiful moments.

    How is the communication between 2D and 3D animators?
    When I come to think about the current situation, it does not work very well unfortunately. I think that it is due to a general lack of communication and understanding between each other.

    Are many traditional animators moving to 3D?
    Many traditional animators here are trying to understand 3D, but only few of them are actually moving to 3D. In the future, younger generations of animators are more likely to go to 3D. You don’t need to learn how to draw to become a 3D creator, that’s the biggest reason.


    Image (right) - Blood: The Last Vampire, Japan's answer to Buffy. The film features the story of a mysterious young girl named Saya who is sent to hunt down vampires that are hiding amongst the inhabitants of the Yokota Air Force Base.


    The Production I.G office in Tokyo

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  • A Glimpse into the World of Japanese Animation - Cont'd

    Images: Scenes from Ghost in the Shell 2: Innocence

    Interview with Eiji Mizutani
    CG Producer for Production I.G

    I asked Mizutani-san a few questions about his role and hopes for the I.G CG team.

    What is your hope for the Production I.G CG team?
    Production I.G has already established its own style of 2D animation. I want our team members to learn everything steadily and avidly at Production I.G, to find a way to express ourselves in CG.

    What are the team’s strengths?
    Speaking about strengths, I feel that we are still not strong enough in CG production. As luck would have it, we have many good animation teachers around here, so we want to make the most of this opportunity and learn many more things to create our own CG productions.

    What are your goals for the future?
    My goal is to establish CG in a unique ‘Production I.G’ style, and introduce it to the world. Because of this, I like to learn about everything earnestly. I want to live and work with pride, respect people, treasure the nature and cherish my country.

    Images (right) - Ghost in the Shell 2: Innocence - Batou is a living doll. His whole body, even his arms and legs are entirely man-made. What only remains are traces of his brain and memories of a woman named, Motoko. When the boundary between humans and machines has infinitely blurred, humans have forgotten that they are humans. This is a promiscuous story of a lonesome "ghost" of a man, who nevertheless seeks to retain humanity. Innocence... That's what life is.

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  • A Glimpse into the World of Japanese Animation - Cont'd

    Interview with CG team members at Production I.G

    I also had some generic questions for the Production I.G CG team that were discussed in a group setting between the animators.

    Justin Leach: Where do you see the future of Japanese CG heading?

    Mizutani san: I think that it is open-ended as CG in Japan is still in its infancy. We want to make the best use of the expressive power of CG in an animation piece, rather than developing the realistic quality of CG itself. CG has unlimited potential. We hope that we will be able to pick its strong points and use it to express stories. It will be great if we can renew our understanding of being Japanese, and make CG productions that are distinctly Japanese.

    Sato san: I think that animation and 3D CG will fuse together to create a blend of animation styles.

    Shimura san: The quality will get better and better, but I personally don’t see any drastic changes happening.

    Souma san: Individual commercial works will probably increase. In animation production, CG will be applied more as a means of saving labour.

    Tamori san: Some friends of mine asked me the same question before. I think that we have freedom of choice, therefore we can go anywhere. We’ll wait and see. I’d say that it does not really matter what kind of CG you are working on (realistic, animation, artistic or design work) as long as you keep moving forward. I am excited to see where we are going.

    Justin Leach: How do you feel about western CG animation?

    Mizutani san: I think that it is amazing. They have good technical groundwork, which creates very high-quality CG and helps software development. I think a lot of people are gathering and everyone makes the full use of their talents to make it possible. It is wonderful.

    Sato san: I think they are fantastic. I like works from Pixar in particular.

    Shimura san: They really produce an overwhelming quantity of works at the highest quality standard.

    Souma san: To be honest, I cannot take to CG character designs. Specifically in that respect, it is not so appealing.

    Tamori san: I think it is great because I can feel the energy of the animators. It is simply fun to watch. In fact, I made my mind to become an animator because of western CG work. I must admit that I am influenced a lot by western CG. I would like to catch up with them and give some influence to them in return some day.

    Justin Leach: How do you feel Western animation differs from Japanese CG animation?

    Mizutani san: Of course, we express things differently due to cultural differences. This is not only apparent in the finished works, but in the production as well. Japanese creators tend to use ready-made software efficiently. Compare this to the western studios that seem to do more custom programming work such as writing shaders and developing in-house tools. Thinking back, 3D software was developed in western countries and based on the English language, which naturally gives advantage to western CG creators. Also, western people might have a cultural tendency to prefer and express things in more realistic approach. Anyway, we respect their attitude and technology for developing appropriate software which enables them to exemplify their imagination and deep understanding towards programming. We must learn from this and continue our own effort, too

    Sato san: I think that the major difference is that Japanese CG animation is influenced by its manga and 2D animation, while western CG animation is influenced by its own culture [such as Disney and Warner Bros. Animations].

    Shimura san: There are also differences such as budgets, project and information pipelines. For me, I think there is no essential difference in CG itself.

    Souma san: I would rather feel that we are influencing and learning from each other.

    Tamori san: I cannot think of any famous Japanese CG animation works. It is easier to name western ones, such as Monsters, Inc., Shrek and so forth. This is the biggest difference for me. Actually, CG has already come into common use in various scenes in Japan, but I feel that many of them are somewhat immature and half-baked.

    Yoshida san: I think that Japanese CG is probably more limited in scope than western CG animation.

    Justin Leach: What do you feel are the most important aspects of creating CG?

    Mizutani san: For me, being conscious of my own style is the most important. The computer does a lot of work such as lining, coloring and key framing, which is what makes traditional animation unique. I believe that we can give life to CG animation when we are aware of the difference between the style of what we produce traditionally, as well as the practical efficiency of computer animation.

    Sato san: Being choosy, and obsessive are the most important aspects of creating CG.

    Souma san: Not to pursue perfection unnecessarily.

    Tamori san: Believe what you feel. Your feelings and the things and that came out of your feelings. Imagine and expand your imagination. Make your own ideas and learn from experiences.

    Yoshida-san: A playful mind and humor.


    Images (right) - Kill Bill: Vol. 1 - When a rubout sequence from a yakuza film is presented in Japanese anime imagery with a score lifted from an Italian Western, what comes through is a sense of the thematic and emotional binding energy that gives all of these forms their enduring power. Tarantino evokes not just the gaudy, engaging surface of genre cinema but also its rebel spirit. As a result, the archetypal characters of Vol 1 have a surprising undercurrent of emotional conviction that pulls us toward the ultimate confrontations of Vol. 2.

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  • A Glimpse into the World of Japanese Animation - Cont'd

    Images (above) - Ghost in the Shell 2: Innocence - opens in US theaters on September 17.

    Justin Leach: Is there anything you would like to change about CG in Japan?

    Mizutani san: I want to bring back our identity as being Japanese. It is hard to explain what it is to be “Japanese” to be exact, but since we are born in Japan, I think it is important for all Japanese CG creators to acknowledge their identity and add something that is uniquely Japanese to their creations.

    Tamori san: I would like to change myself more. I started this career only 2 years ago, and there are simply so many more things to learn. I feel my understanding towards Japanese CG is still not enough to criticize it. I believe that we can make something great if each of us can be independent while helping and stimulating each other in harmony.

    Justin Leach: Do you have any advice for foreigners interested in working in Japan?

    Mizutani san: We want to be able to communicate well and work in cooperation. We would like to exchange information, share ideas and thoughts. We are interested to know how foreigners see Japan from the outside. I would expect to make cooperative relationship to each other and introduce Japanese CG to the world.

    Sato san: Things can be a lot easier if they can enjoy Japanese food!

    Shimura san: It definitely helps if you can communicate in Japanese.

    Souma san: I suggest you to be well prepared for killer heat in Tokyo summer!

    Tamori san: I have done so much work together with Justin, and found that the language is probably the most challenging aspect. Put another way, if you can speak basic Japanese conversation, it will help you enough to muddle through most things. It is natural to have differences as we are from different countries but we actually we have quite a lot in common too. We are all humans after all! Also, I find that we have different ideas, attitudes and styles towards working. It is not easy to work in a foreign country until you get used to the environment, and you cannot find out what it is really like until you actually try. I think the most important thing is to be determined.

    Yoshida san: The language barrier can be quite tough, so gaining ability to understand Japanese is highly recommendable.

    Justin Leach: Do you think Japan will ever make CG feature films in the future?

    Mizutani san: I think it is very likely. To make it happen, we need a business model that is accepted by the market and society, as well as story, direction and effects that are suitable for CG films. We still have so many things to learn about CG, and I feel that we must try to make it happen in the future.

    Sato san: I think so.

    Souma san: It should happen soon, and I wish to be a part of it!

    Yoshida san: It is possible but I don’t think it will be successful. Actually there have been some already, but none has been successful so far.

    Tamori san: It won’t be easy to make a full feature film in CG, but I think it is possible. [CGN]

    Related Links
    Production I.G
    Ghost in the Shell 2: Innocence


    About Justin Leach
    Justin Leach is currently working as a Senior Technical Animator at the Softimage Special Projects Division in Los Angeles. Justin has worked on various commercials, video games and theatrical features; Notably Blue Sky Studios, specializing in character setup (Bunny, Ice Age) After that, Justin joined Production I.G in Tokyo (Innocence: Ghost in the Shell 2, Last Exile, Kill Bill)

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