Otakon 2012 Interview with Tenjin Hidetaka

Introduction: I attended Otakon this year and got the chance to interview mechanical illustrator and designer Tenjin Hidetaka. Responsible for box art from various series including Gundam and Macross, his latest work can be found in Aquarion Evol. His official website can be found at http://www.studio-tenjin.com and his Twitter is @TENJIN_hidetaka.

For the sake of consistency with the rest of this blog, Japanese names are last name first.

OM: How did you get started working in the anime and toy industries?

Tenjin: My very first anime work was Macross Zero from Satelight. I can’t remember what year it was, either 2002 or 2003, but my first anime was Macross Zero.

OM: How is it like working with Kawamori Shouji? How did you meet?

Tenjin: I met Mr. Kawamori Shouji because I had been illustrating for a Macross fansite. I was drinking with a few friends of mine I had met through the fansite and Mr. Kawamori Shouji also attended the event.

But even before I met Mr. Kawamori Shouji I had been working as a professional illustrator, so when I had a chance to meet him I showed him my portfolio, and he gave me the chance to start working with him.

OM: Does the fansite still exist?

Tenjin: The fansite no longer exists. I deleted it right away. But I think some archive of it still exists. Some very hardcore fans from the past still hold onto their precious archives of the past.

OM: I can understand that. So you work both in fantastic designs such as robots as well as more realistic designs such as planes and other vehicles. As an illustrator, do you use the same philosophies and concepts in drawing the realistic vehicles and the more fantastic ones, or are there more significant differences you have to keep in mind while drawing them?

Tenjin: I think about the practical purpose of the vehicle, how it’s used. For instance, with a Gundam it’s a weapon, an instrument of war. So I picture what a tank would be like, and I take the heavy texture of paint and use it for the Gundam. But on the other hand, for something like a Valkyrie, it’s basically a plane so I try to use lighter textures and try to focus on thinner silhouettes.

OM: I actually have a question related to that as well. When it comes to robots, we mainly hear about mechanical designers such as Katoki, Okawara, and Kawamori, who are all about designing the robot from various angles, but we rarely get to hear from someone who’s a mechanical illustrator. What are some of the unique advantages and some of the things you have to consider while drawing mecha without necessarily having “design” in mind?

Tenjin: The difference is, when there’s already a design, I need to think about what the designer had in mind. Even with something as simple as a single line, I have to think about what its purpose is. I need to focus not just on the design in front of me, but other designs that the designer has created because what I am trying to portray through my illustrations is not just the mechanical design or that one item, but the worldview of the designer, the fantastic world that the designer is trying to communicate.

For example, for classic model art for the package or box art, something I focus on is the background. By putting a lot of details in the background, I try to express the storyline of the world behind the design.

OM: You worked on Aquarion as well as its sequel Aquarion Evol. It’s been a few years between those projects. What do you feel you’ve learned between Aquarion and Evol in returning to the franchise?

Tenjin: Something I improved in is weathering texture, introducing weathering to express just how old a vehicle is within the world of Aquarion and Aquarion Evol. But with Aquarion, there are two time periods, the present and 12,000 years ago. I don’t think I was successful in depicting how things would change in 12,000 years.

OM: Related to Aquarion, it seems like 3D modeling is increasingly used to animate mechanical designs, and figures such as Mamoru Oshii have talked about how there are fewer and fewer people who know how to work with 2D designs without going to 3D models. As an illustrator, what do you see as the potential for 3D modeling for mechanical designs in anime?

Tenjin: When I first entered this industry, 3D animation was just at its start. You were seeing the very first examples of 3D animation and, to be honest, the quality was very low. But these days 3D is used very frequently in Japanese animation and very naturally and so the techniques have improved enough that you don’t really notice the differences between 2D and 3D animation. So, I don’t think there’s anything to worry about in that respect.

OM: I just have one more question. I noticed that there quite a few works in that slide show [Tenjin had in front of him an iPad displaying various examples of his box art] from VOTOMS. Do you have a particular fondness for VOTOMS?

Tenjin: [in English, without the need for a translator to explain my words] Of course!

Can You Watch Gundam AGE Without the First Half?

As the final part of the generation-themed Gundam AGE begins, I’m reminded of the “Machete Order,” a way of watching the Star Wars movies which supposedly introduces all of its elements in the best ways while cutting away some of the excess. Specifically, “excess” means “Episode 1,” as the entire adventures of a very young Anakin were deemed unnecessary and even perhaps detrimental to enjoyment. While I don’t think any of the parts of Gundam AGE are awful, it does make me wonder if it’s actually possible to watch the third and fourth Gundam AGE arcs without having watched the prior two.

While it would be sad to lose characters like Woolf and young Emily, I feel like the third part introduces you enough to the returning characters that someone who got into the show right at that point wouldn’t take long to fully grasp the story, and perhaps because the ratings were so low they actually made it with this in mind. While you don’t get to see Flit go from idealistic young boy to supportive but crotchety old man, you also get to immediately see the differences between him, pirate Asemu, and noble Kio. Obviously as someone who’s already watched the previous parts I can’t simply use my own experience to judge the effectiveness of omitting the earlier parts, at least not without much scrutiny and testing on willing subjects, but I would be interested in hearing thoughts on this matter.

Gundam AGE as Healthy Failure?

I’ve been enjoying Gundam AGE quite a bit since it began airing, and I think it’s a solid show (thought not without its flaws) which successfully utilizes its main premise of a battle being fought over multiple generations. The second generation hero Asemu is a far cry from his dad Flit when they were similar ages, and through hindsight it ends up highlighting what made Flit unique in the first place. As it turns out, though, Gundam AGE isn’t doing so well in the ratings, and it apparently has failed to reach the kids demographic it was trying for in the first place. At this point, it’s pretty easy to just say that the mistake was marketing to kids, that they shouldn’t have repulsed the older fanbase through the kiddier designs and the like, and that the solution is more UC (or things similar to the Universal Century stories), but I think this would be a huge mistake.

Putting aside the fact that this is not the first time that a good Gundam series has disappointed in the ratings (see Gundam X and even the original Mobile Suit Gundam) and just assuming that nothing the show does now will turn it around, the kind of risk that Sunrise took in gearing Gundam AGE towards a younger demographic is, in my opinion, the healthiest kind of failure there is. Well, if you consider it in terms of profits lost I’m sure there would be some disagreements, but what I mean by healthy failure is that they didn’t have to do this, but saw that there is a potential market from a new generation far removed from the original 1979 anime, and made a concerted effort to appeal to it. It reminds me of Sunrise’s recent hit, Tiger & Bunny, because that show was a surprise hit to even Sunrise themselves, and I have to wonder if it encouraged them to take more risks. Obviously I don’t know if AGE was in planning before or after T&B, but there seems to be this general spirit of experimentation which I’d rather not see stifled because of this setback.

When Sunrise did research into why kids weren’t getting into AGE, they arrived at the conclusion that kids these days don’t understand or know about wars and space colonies. It seems like an odd result, but assuming that this is the problem (or perhaps more accurately that modern kids don’t care about space war by default), the thing I want to point out is that there are ways to work from this information without just abandoning it entirely. If the children of Japan today are ignorant of wars and space colonies, then perhaps one of the goals of a Gundam which targets them should be to introduce those concepts  as if they were entirely new. In other words, if it’s unfamiliar, make it familiar.

Perhaps an easier solution would be to just find out what the kids like and transform the premise to fit the current trends, but I don’t think the solution has to be an all-or-nothing endeavor, even if Gundam AGE may have toed the line too much. Heck, I think looking back at the previous alternate universe of G Gundam could provide some nice possibilities, not so much because of the martial arts aspect, but the premise of having Gundams from various nations each with their own special abilities, which isn’t that far off from the cast of a collectible card game/monster battle show.

Age in Gundam AGE

Two Gundam AGE posts in a row! Why not?

I’ve been thinking for a while now about how Gundam AGE shows that it’s an anime made with younger viewers in mind. There are the more youthful-looking characters, and the choice of colors used in the show, and the toy line which tries to diversify well beyond just “model kits,” but I realized that it also handles the younger characters in a particular manner that appeals to kids a lot more than adults.

Essentially, in the world of Gundam AGE, adult treat the opinions and ideas of children as seriously as they do the words of adults. Whenever Flit or Emily or anyone else has something to say, they’re willing to listen and not patronize them, as if the kids may know something that they don’t or may have simply forgotten in the process of becoming adults. It’s a feeling that I think most people can remember from when they were kids, that maybe the adults in our lives overlooked something that we knew to be absolutely right. Kids don’t want the adults around them telling them that they’ll “understand when they’re older” or that they need to wait a few years before they can say anything of value.

Heck, teenagers don’t want them from adults, and people in their 20s don’t want that from the people older than them either. It’s probably more relatable than I first realized.

So what’s really interesting about this, then, is the fact that Gundam AGE has that generational theme, that we’ll eventually be seeing the first arc’s children turn into adults, and then see how they handle their offspring and the new ideas they offer. I can’t say for sure, but it’s almost like the show was built for this.

Why I Think Gundam AGE Episode 1 is an Excellent First Episode

After one episode, Gundam AGE has convinced me to watch it. I don’t mean that it’s done enough that I’m willing to give it another few episodes, or even that I’m going to watch because I’m aware that Sunrise mecha series tend to take about 13 episodes for the story to “really” begin. What I am saying, rather, is that just this first episode makes me want to see the show through from beginning to end. While not perfect, in my opinion Gundam AGE has an incredibly solid first episode to the extent that even if the show turns out to be awful, I can still point to the very beginning and say, “That… was an excellent introduction.”

There are multiple reasons for why I think so highly of that first episode, but probably the biggest among them is the main character himself. As a small child, Flit is shown as having suffered a tragedy at the hands of the UE, the “Unknown Enemy.” As a 14 year old, he is clearly driven by the trauma of his past, wishing to do something to not only continue his parents’ legacy (they were Mobile Suit creators) but to never let the same thing happen again. He is motivated to act to such a degree that he creates the Gundam itself. Whereas most Gundam protagonists in the past have come across their units through a quick series of twists, Flit has been actively working towards its completion for what I can only assume has been years. He is shown to be a brilliant scientific prodigy who had to grow up a little too fast, and yet is still a kid at heart. The way he tries to convince his classmates of the impending threat of the UE shows pretty much everything about him, a mix of intelligence, dedication (possibly obsession), and the feelings and thoughts of a 14 year old boy.

Flit is a character that I can get behind. He feels like he has room to grow, and at the same time already is something of an inspirational character.

And all through this, though he has experienced tragedy, he does not feel as if he is defined as a tragic character. In fact, perhaps thanks to the show’s aesthetics, from its bright color palette to its more rounded character designs, the entire show feels fun and vibrant in a way that doesn’t negate the weight of its more serious aspects. In a way, it reminds me of the first episode of Heartcatch Precure!, which also won me over immediately. Even the shot of the space colony felt more impressive to me than it has in years;I could sense the wonder that is living in a space colony, even after being a Gundam for over a decade now. A lot happens in this first episode, both in terms of growing the story and setting up a path for Flit that feels like one he has determined for himself.

I could totally start comparing this anime to older versions of Gundam. Flit, with his seeming “paranoia” and technical skill, is like an Amuro who has discovered his motivation in life at a much younger age. Emily looks like Sayla Mass and acts like Frau Bow. The kids in Flit’s class remind me of the kids from 0080: War in the Pocket. The first activation scene takes on a significantly different meaning because of how Flit created the Gundam and so knows all of its ins and outs, and it makes me recall the scene in Char’s Counterattack where Hathaway takes about the legend of Amuro and how “he knew how to pilot it as soon as he got in.” But Gundam AGE feels so fresh and energetic that I find comparing it to other Gundam series should only be seen as a fun exercise and not as a wellspring from which to initiate constant criticism. Endlessly drawing parallels to previous iterations will only make it more difficult to see what Gundam AGE does well from the very start.

Before the series began, the promotional material stressed the generational aspect of Gundam AGE and I was actually surprised to see it hardly ever discussed among the buzz. I found it to be the most intriguing and attractive part of the concept, and while it obviously has yet to fully take effect, the generational theme has already been establishes just from this episode. The concept of the “Gundam” is passed down from Flit’s parents to himself, and I can only assume he will do the same in the future. The Gundam is spoken of in almost mythological tones, a robot from long ago that saved the world and changed everything. Seeing that scene, I could only think that, in a way, the status of the Gundam in the world of AGE mirrors the legendary status of the Gundam franchise itself. I would not be surprised if the kids watching AGE see Gundam as this piece of history that they’re told is one of the most significant pieces of anime history, but feels strangely distant, like it comes from another time. By having the Gundam take this role, Gundam AGE episode 1 really does make it seem like a Gundam for a newer generation.

Also, the robots look cool.

Gundam’s Jetstream Attack

Gundam has undergone many changes over the years, either creating sequels or alternate timelines where new stories can be told, and every incarnation inevitably leads to some complaints that the franchise is heading in the wrong direction and that it can’t capture the magic of an older, more beloved series (often times this is considered to be Zeta Gundam). At the same time, people also complain that the series which try to play off of the old classics are too bogged down in their continuity. It seems almost impossible to fulfill all of the criteria set for a new Gundam (especially when you take into account the blame that is often placed on the fans themselves for not liking a certain series), and I think Sunrise and Bandai have realized this too. This time around, they’ve decided not to put all of their Mobile Eggs in one basket, and given everyone what they want, separately.

Gundam Unicorn, currently running, is an OVA series which acts as a direct sequel to the film Char’s Counterattack, seeks to capture those old UC fans who were never quite comfortable with the feel of later series such as Gundam W and Gundam 00, or even the later Universal Century timeline series such as Gundam F-91 and V Gundam. The character designs harken back to an 80s aesthetic and the plot itself is such that it appeals most to people who are already invested in its universe.

Gundam AGE is an all-new TV series in an entirely original universe with very modern character designs (sometimes regarded as “kiddy”), a generational motif that could potentially give it a wide appeal, and a merchandising system that is updated for the age of Pokemon and Yu-Gi-Oh!  Unlike Unicorn, it requires no prior knowledge of Gundam, and seems designed to capture fans unfamiliar with the franchise.

Gundam: The Origin is an anime adaptation of a manga based on the original anime. First Gundam is unique relative to even its direct sequels ina number of ways, and it could both introduce the original beloved story to new fans as well as appeal to those people who enjoyed Gundam decades ago but never became “Gundam Fans” per se.

Given this multi-pronged assault, I have to wonder why some fans still complain in the direction Gundam is going. Never mind that Gundam AGE isn’t even out yet, I can understand why someone would look at AGE and think, “This is so not for me,” but you’re literally getting something for non-fans, something for old hardcore fans, and something somewhat in the middle. The only logic I could see behind being against this approach is that the three anime muddle the image of Gundam, compromising its overall artistic merit. I disagree with that as well.

Tubedubber: Reliving High School By Sitting in Front of a Computer

In high school I used to hang out in the computer lab after class, where my friends and fellow anime fans would use the school’s T1 connection to download videos of anime openings. After a while we started mixing and matching opening animations. with opening themes in a relatively crude fashion by having two video windows open and playing the video from one with the audio from the other. It was really fun and while I understand that the human mind will just associate any two things together like that, I still enjoy doing it.

For a while I was using Youtube Doubler to approximate the effect, but now I find out there’s something called “Tubedubber” which does exactly what I was hoping for, allowing you to stream the video from one Youtube clip with the sound from another, and it even has enough settings so that you can time it properly.

I particularly enjoyed combining Gundam X with Gaogaigar back in high school. The only flaw is that the audio ends before the video, so your only choice is to pause the video as the song ends. Currently, I’ve gone with something decidedly more patriotic.

Try it out! It’s also a fairly low-level way to make some super basic AMVs.

The Divide of Time, Space, and Imagination: A Look At the Concept of Nostalgic Merchandise

A few days ago, when I wrote about the direction giant robot designs have taken over the years, I received a comment pointing out to me the “Master Grade RX-78-2 Gundam 2.0,” which was a new model kit version of the iconic original Gundam, only designed to more closely resemble the mobile suit as it appeared in anime. When compared to previous RX-78-2 model kits, this means less details, different proportions, and a more “cartoonish” look overall.

Interested in how hobbyists took to this version of the classic Gundam, I looked at reviews of the kit. Any time its aesthetics were criticized, it was largely because the model was not as detailed as they liked. Being “anime accurate” was not a positive trait, and they would point out other kits, notably the “One Year War” version with a higher level of grittiness and detail, as a preferred alternative. In response to all this, I made my own comment, which was to point out that these fans appeared to be saying, “I don’t want the RX-78-2 to resemble the robot in the show, I want it to resemble the robot in my imagination!”

Then today, I saw the Toy Fair 2010 GI Joe toys. These action figures were designed based on the 80s version of GI Joe, the 3 inch figures instead of the giant doll-like ones. The only thing is, they are much more detailed and gritty than the 80s toys they were based on! It was also made clear that these toys are there partially for GI Joe collectors, adult men who look back fondly on their childhood toys, and I think it is all the more apparent that, like the One Year War RX-78-2, these GI Joes are trying to fill the gap between the actual toy and the collectors’ memories of what the toys were like as children, memories fueled by the power of childhood imagination. And there, in the attempts to make up for the loss of childhood creativity and thinking with skilled craftsmanship, lies the foundation of the nostalgic toy.

That is not to say of course that adults are incapable of having strong imaginations. Fiction as a whole would be incredibly boring if that were the case. Nor am I lumping everyone in as wanting more “realism” in their toys, as the original commenter I referred to above was all in favor of more toys like the MG RX-78-2 2.0. Instead, the issue is simply that the mind of an adult is simply different from the mind of a child. I am reminded of this fact whenever I look at drawings from my childhood and compare them to what I have done as an adult or even as a teenager.

When I previously touched on the subject of childhood imagination as it applies to animation, I talked about how children tend to ignore significant errors in animation and make up for these deficiencies through their imagination. But now when looking at a similar topic, that of toys and model kits, I realize that it’s not just a matter of childhood imagination “filling in the gaps,” but that childhood imagination, unlike adult imagination, cares little about “structure.”

If you look at the Soul of Chogokin series of toys, you will find everything I’ve been talking about, with its more solid and realistic redesigns of classic mecha targeted towards adult buyers, but if you want to really see what I mean by adults caring about structure, take a look not at the Soul of Chogokin line, but the original-style Chogokin toys, or rather, reviews of them by collectors. You will find that the way the reviewers talk about the features of the toy, about what is good and what is bad, is almost inevitably a very “adult-minded” way of looking at the toy, giving words to topics such as “points of articulation” and what-not. Even when referring to the nostalgia factor this happens, whether the topic is Chogokin, Jumbo Machinders, or Generation 1 Transformers.

It’s common knowledge among collectors, but the first generation of Mobile Suit Gundam toys, resembling the “neat gadgets”-style Chogokin toys that preceded it, were a marketing failure, as the toys did not really match up with what was on the screen. It really wasn’t until the concept of the giant robot “model kit” revolutionized giant robot figures that Gundam merchandise became the monster that it still is today, and people claim that this has to do with the fact that the audience for Gundam was skewing older than giant robot shows had in the past. I may be jumping the gun here, but what it looks like to me is that the older audience of younger and older teens were looking for more structure and accuracy in their toys, and that is what they got. As soon as Gundam hit that older demographic, I believe the Chogokin-style toys were dealt a serious blow, even putting aside the shoddy designs and inaccuracies of the original toyline. I think that the attitudes towards the 2.0 MG RX-78-2 are actually an extension of this over time and international waters.

Actually, more than even Chogokin reviews, if you really, really want to see the difference between child and adult mindsets and creativity, take a look at the webcomic Axe Cop. Promoted as being written by a 5 year old and drawn by his 29 year old brother, the artist admits to the story not being truly written by his significantly younger sibling, but that he asks the young child questions about the setting and events that occur, and then builds a story around it. The adult adds structure to the boundless imagination of the child, structure that is necessary to keep it all together, even if it doesn’t make sense entirely.

The child’s imagination says, “This is what happens.”

The adult’s imagination asks, “Why?”

But when it comes to reality, the child and adult’s responses reverse.

Wide So Serious?

The above screenshot is taken from the final episode of Mobile Fighter G Gundam during the climactic battle against the Devil Gundam. The shot is done in a sort of cinematic, widescreen format, though G Gundam itself is a standard pre-digital 4:3 aspect ratio. While the way the image is framed would still make it too wide to fit perfectly within the now-standard 16:9 video format, it got me thinking about just how much the art of television is possibly changing now that widescreen is the standard.

“It’s just a little extra space!” you might say, or perhaps, “It’s just a little less space!” But framing the shot is one of the most fundamentally important aspects of any video or cinema, and now you literally have a point at which the game is changing, where there is a definite dividing point between “then” and “now.” Even now you can see it in the way anime is being made. Shows that have gone on for multiple seasons during this transitional period have older episodes as standard definition but newer ones as widescreen.

What subtle psychological effects on the human mind might this all have in the years to come?

In the future, if you tell a child to draw a TV, will they draw the screens roughly 16:9?

Will some shows purposely use a 4:3 aspect ratio to give the image a “retro” appearance? Will it be a tool used like the G Gundam screenshot at the beginning of this post?

I think we are going to see a subtle shift in the art of television, and by extension animation. The effects won’t be entirely immediate, but in time we will realize its profound impact on the way we look at the screen.

The Uncompromising Mecha Melancholy

Whether I was consciously aware of what  anime “was” or not, for about as long as I’ve liked Japanese cartoons I’ve been a fan of giant robots. On a more intellectual level they can be used to represent so many things and tell so many stories, but on a simpler level they’re just big and awesome and I am never against that. But when I look at giant robot fans as a whole, my perception of the fandom is this uncompromising group which laments the fact that the shows today are not the shows of yesterday. Of course not all robot fans are like this, and it could very well just be a loud minority, but there is this persistent message that for them, mecha will never satisfy them again unless it does a complete 180 and goes back to the 80s or the 90s or whenever they think mecha shows achieved their pinnacle.

Out of those loud, complaint-prone fans, I feel that the prime example is hardcore fans of the Universal Century timeline from the Gundam series, i.e. the timeline that comprises the original Amuro Ray vs Char Aznable series from 1979 and all of its true sequels. If you’ve ever attended a “History of Gundam” panel at an anime convention or gone on mecha forums or even /m/ on 4chan you’re bound to see these guys, who will express their strong opinion that Gundam Wing or Gundam SEED as inferior to their beloved UC shows. And it’s perfectly okay to like UC more than alternate timelines, but the point at which it gets unreasonable, and the point where I start to get annoyed by the hardcore UC contingency is when they start to villainize the non-UC series and assign traits to them that they don’t really have, or that are so unfair that not even their preferred series could hold up under that kind of scrutiny. One of my favorites is the idea that Gundam was ruined when it began to pander to fangirls, but Gundam has always held a certain appeal for females, just not in the way mecha fans might prefer.

While I don’t think it’s wrong to have standards or even extremely high standards, I feel like it gets to a point where these really hardcore giant robot fans will never be satisfied, first because the industry will never be at the point it was when it produced these shows that mecha fans loved, and second because even it it did, a lot of fans don’t actually know what they like or why, and will try to find these scapegoats. Or if a mecha show manages to do well, it won’t be for the reasons they’d like.

Does anyone else feel this way about giant robot fans? Is this merely an image I’ve built up because I focus on mecha a lot and see these fans a lot more? Please tell me if you disagree, or at least what your view of the giant robot fandom is like.