[Anime Central 2025] The Anne Shirley Interview ft. Inoue Honoka and Nakayama Yoshiko

Nakayama Yoshiko is the producer of the anime Anne Shirley, based on the Anne of Green Gables novels, and Inoue Honoka is the voice of the titular heroine. This interview was also conducted after I had already attended the Anne Shirley panel at Anime Central 2025.

Hello, thank you for coming to this interview. I really enjoy Anne Shirley; I’m a fan of Anne of Green Gables as well, so I was happy to see this new anime being created, as well as Ms. Inoue’s portrayal of Anne. 

Inoue: Thank you!

Between the beloved 1979 anime and the general popularity of Anne of Green Gables in Japan, as well as the numerous adaptations around the world, was it intimidating to create a new Anne anime? How did you overcome this pressure?

Nakayama: I was a fan of the original novel, and I think this applies to everyone who loves Anne of Green Gables, but I think Anne exists in all of us. As for me, I saw the story a little differently, and that’s exactly why I wanted to make this anime. 

So that’s why I wanted to start this project. I’m aware of Director Takahata’s anime from 1979 but I haven’t seen it myself. When the project was greenlit, I was excited. However, the rest of the production staff was probably a little nervous.

For Nakayama: I believe female anime directors are relatively rare, and female producers even moreso. Do you have any advice for other women who might aspire to do the same thing?

This is my first time as the main producer for the project. As for advice, you need a lot of stamina, a lot of love for the project, and have a strong heart, and to not give up.

My next question is directed towards Inoue-san. I actually interviewed your mother, Inoue Kikuko, back in 2019. Getting to interview you now is amazing, just because I’ve gotten to talk to both mother and daughter over the years. Back then, she told me that she practiced with you at home. Is there any advice that you really took to heart from your mother?

Inoue: I’m honored to meet you as well—thank you very much! My mother always tells me to give it your all. It’s been a while since I debuted, so we haven’t practiced for a while, but with Anne Shirley, it’s different. My mother is a very big fan of Muraoka Hanako-sensei’s translation of Anne of Green Gables, so every episode, she asks if she can watch it with me. I think the Anne Shirley–esque qualities in my mother might be an influence on my performance.

Inoue-san, Anne is such an expressive, talkative character, that playing her must be a real feat. Is there anything you try to keep in mind as you voice Anne Shirley? 

Inoue: I don’t particularly keep anything in mind, and I don’t really have a specific way I go about a role, but I do think a lot about how I want to express Anne’s lines when I perform her role.

This next question is to both: What messages do you think Anne Shirley the show carries for a new generation discovering Anne of Green Gables for the first time?

Inoue: I think the message is to not lose things like your imagination and your hope, and to continue living as yourself. Also, within our daily lives, there’s just beauty everywhere and it all has meaning, and I think that’s what Anne is trying to tell us.

Nakayama: I have a similar answer, but I think if you approach things with imagination and courage, you can make it through even when times get tough or you feel trapped, and you might even change life for the better. That’s what I want to convey through this work.

Those are all my questions. Thank you very much!

Getter Beam vs. Mangekyou Sharingan: Ishikawa Hideo Otakon 2024 Interview

Ishikawa Hideo is a veteran voice actor who has been in anime since the early 1990s. His famous roles include Ryouma in the Getter Robo franchise and Uchiha Itachi in Naruto.

I know you best for the role of Ryouma in Getter Robo, and you’re only one of two Japanese actors to play the character of Ryouma in the Getter Robo series. What was it like auditioning for the role, and did you look to the performance of Kamiya Akira for reference or inspiration?

Initially, I took this audition for the role of Hayato. I didn’t get Hayato, but I was asked if I’d be interested in Ryouma, and I accepted it.

In that very first anime I was in, Change! Shin Getter Robo, Kamiya-san was involved as a narrator. We already knew each other previously, but when I got the role and I met him again, Kamiya-san said, “You’re playing Ryouma? Good luck! I’m entrusting it to you!” so I was very nervous, having had that initial conversation with him.

I knew Kamiya Akira-san’s Ryouma well, of course. His yells when launching special attacks left a lasting mark on my childhood. Naturally, I was conscious of Kamiya-san’s version in mind when playing Ryouma, but one of the staff told me to forget about Kamiya-san’s. Still, there’s no way I could forget his Ryouma, so I still had it in mind when I was performing.

Do you have any advice for voice actors that have to scream a lot, given that the role of Ryouma requires a lot of yelling?

I can only say, “Take care of your voice and throat.” Lately, I’ve been seeing an increase in anime that require more screaming; looking at that, I get a little worried. “Are they taking care of their throat and voice?”

You’ve played many different Ryoumas as a result of your involvement with Getter Robo. Is there a version of Ryouma who’s your favorite?

I was a part of Shin Getter Robo, Shin vs Neo, New Getter Robo, and Getter Robo Arc—four works in total. Of them, my favorite is New Getter Robo.

Did you ever get to meet Nagai Go? If so, what was it like getting to know him?

I met him on a job unrelated to Getter Robo, which was Re: Cutie Honey. At that time, I told him that I had played Ryouma previously. It was a real honor. I told him that I’ve been a fan of his since I was little.

Did you also get to Ishikawa Ken as well?

Yes, Ishikawa-sensei came to the recording.

I’m going to pivot a bit, since you’re here for Final Fantasy. You’ve played different roles throughout the series: How does it feel to be associated with so many different characters in Final Fantasy?

For me, I think it’s a positive thing. It’s great that I can represent so many roles and the lives of so many different characters. That has been the biggest joy and also a challenge, and a lot of thought goes into it.

I want to go back to the topic of Ryouma again. You said the New Getter Robo version is your favorite. Why is that?

To be honest, it’s because Ryouma is the main character in New Getter Robo. In the previous works, he wasn’t. Because Ryouma was the lead, I had a very different approach to the work, and really enjoyed the fact that the story proceeded with Ryouma as the core.

I want to ask you about another character of yours: Itachi in Naruto. He’s one of the most popular characters I’ve ever seen in anime—you can see it among the cosplayers. I even told an Itachi fan yesterday that you’re here, and he was so surprised. 

When did you learn the truth about Itachi’s character, and how did it inform your performance as a result?

Actually, I wasn’t told anything about Itachi’s past and how he cares for his brother—I was just asked to play this scary villain. Then, during Naruto’s run, the chapter that revealed the truth was released, and I was shocked just like others when I read it. “Whoa! Itachi was a good guy all along?!” From there, what I had in mind when playing the character of course had to change. Even so, all the way through, I still went with Itachi as performing the part of the villain because of how that fuels his little brother Sasuke’s hatred for him and desire to live on. 

Is there any role of yours that you’re proud of that’s lesser known that you want fans to know about?

That’s a tough question! I don’t know if this is considered “lesser known,” but I saw an Otakon staff member who’s wearing a shirt from Senki Zesshou Symphogear, and I was wondering if it’s been streamed more and is more popular in America.

I know the fanbase isn’t large, but it’s very loyal. On social media, I see people who say that it’s their favorite show ever—that it’s their favorite anime, period.

That’s all the time we have. Thank you!

Gaogaigar, Godannar, and Gundam X: Kakazu Yumi Otakon 2024 Interview

Kakazu Yumi is a voice actor arguably best known for her role as Yuffie Kisaragi in the Final Fantasy franchise. I had the opportunity to interview her at Otakon 2024, where my questions focused primarily on her work in mecha anime. 

One actor you seem to work with pretty often is Hiyama Nobuyuki, such as in Gaogaigar, Godannar, and even Initial D. Do you have any fun memories of performing alongside him?

Thank you for coming to this interview. I’ve been a fan for many years, and I want to start off by asking about one role I know you for that others might not think about: Shizuru in Godannar. Do you recall what it was like working on that series, and how you approached the character?

Kakazu: Shizuru is a very grounded, very mature character, and she was also a commanding officer. It is a characteristic that’s unlike me, so I tried to perform that part when I was voice acting.

Another staff member who was on Godannar was Kimura Takahiro, who recently passed away. He also worked on another series that you were involved with: Gaogaigar FINAL. Did you ever get to know him, and do you have any memorable stories about him?

Kakazu: Actually, Kimura-san came to visit the studio when we were recording, and we also spoke together on stage. At the event, he tried to apply his own makeup, but he had never done it before, so he asked, “Kakazu-san, can you help me with this?” So behind the stage, I was doing it for him.

I never knew that he cosplayed! Do you remember who he cosplayed as?

Kakazu: I think he had a white wing…? Or maybe it was Shishioh Guy. I forget.

On the topic of Gaogaigar, you returned to the role of Renais a few years ago in Super Robot Wars 30. What was it like playing Renais back when you first worked on FINAL, and did anything change for you playing the role over the years in SRW?

Kakazu: Not a lot changed.

Related to that, I was actually at the Final Fantasy panel earlier, and you mentioned playing Yuffie since Ehrgeiz. So, similar question: Do you think your performance has changed, or has it been pretty solid throughout?

Kakazu: I said this on stage, but when I first started voicing Yuffie, she was one character in a fighting game. The only sounds she had were “Hahh! Hahh!” type noises.. But over time she’s gotten more chances to speak and more lines, and now she stands alongside the other characters, showing how mainstream she’s become. I’m grateful that I was able to meet Yuffie all the way back in the beginning, and also even more grateful to the people who have supported her up until now.

Another anime you worked on is a series called RahXephon, and your character, Hiroko, has a very powerful and tragic death. And do you have any advice for voice actors on how to approach such a challenging scene?

Kakazu: So I remember getting the script when I was recording, and I remember being very focused on reading and trying to understand it. Also, I remember the pain I felt when I was recording. When I’m acting out these tragic scenes, I try to recall my personal experience, and also use my imagination to expand the performance. So maybe this isn’t advice, but I realize that everything I’ve experienced in my life has become a resource that fuels my acting and performance. So maybe the advice I would give another voice actor is to find meaning in everyday life.

You seem to act alongside the actor Hiyama Nobuyuki pretty often. Do you have any fun memories of performing alongside him in any of the shows you worked on together?

Kakazu: I actually have a lot of fun memories with him. When Hiyama would say the line, “GAO! GAI! GAAAAR!,” he would shout the line in a great big voice, and it would reverberate through his entire body. I remember the first day of this recording, he did the line, and the mic actually broke!

Oh, I found the cosplay that Kimura-sensei did. [Shows a picture of Guy from Gaogaigar.]

Ah!

I interviewed the director of Gundam X, Takamatsu Shinji, at Otakon nine years ago. Do you remember what it was like working on that series and playing the character of Sala?

Kakazu: Sala was actually my debut role as a voice actor. She’s actually second-in-command and has an important role, but she’s only 17 years old. So there’s a difference between how she has to behave as second-in-command versus how old she actually is. So it was really difficult to figure out the balance between her age and her having this mature, heavy responsibility as second-in-command. I remember working very hard figuring that out, and this contributed to learning more about voice acting.

Thank you!

Genshiken, Childhood Comics, and More: Kio Shimoku at Umeda Lateral Talk Notes

Kio recently had a talk at Umeda Lateral, an Osaka-based live music house and talk venue, to celebrate the release of his new artbook. Below are my notes from watching it. 

(Unfortunately, the VOD is no longer available. Also, screenshots are not allowed.)

There are three people: the host, Kio, and his editorial manager Moteki.

For the event, Kio drew special signboards featuring the Genshiken characters, one per character: Ogiue, Madarame, Sue, Ohno, and Saki.

As previously known, Kio has a very deep voice. 

Apparently, it’s normal for the hosts and speaker to drink on stage at this venue. Kio’s first order was draft beer.

He has been to Osaka before, for work and for sightseeing. Was on the train for 9 hours to get there.

The artbook was not his idea. It was Moteki’s, who brought it up because it’s Kio’s 30th anniversary. Kodansha wouldn’t do it themselves? Moteki actually reached out to him through Pixiv.

Kio wanted to reply, and he got motivated to actually make the book happen.

There were cases where Kio was looking through his old work and thought, “Did I draw this?”

Starting doing digital after Genshiken, starting with Jigopuri. At the time, he still scanned in his pencils, though.

Works prior to that transition were newly scanned for the artbook. He had a bit of experience doing it for the Shinsouban (the special edition that has new covers and changes the nine volumes of the original into five).

Kio admitted that he doesn’t actually remember much of his works before Genshiken. Moteki jokingly expresses concern that this pre-Genshiken period was eight years.

Moteki: Ogiue is a character who really takes the story places, but is there anyone from before Genshiken like that?

Kio: Nope, I don’t think so.

Kio actually doesn’t think Ogiue is that much of a driving force. Madarame was originally planned to be there from the start in some form.

Kio showed early concept notes about Genshiken. At the time, it was still written in kanji.

The original 3 characters were early versions of what would become Saki, Kohsaka, Madarame.

Saki (or her prototype) was the original protagonist. Prototype Kohsaka’s gender hadn’t been determined yet—the character was labeled “Hero (Heroine?)” One note mentions that he maybe looks like Squall from Final Fantasy VIII

The school setting was based on Chuo University, just like in the actual Genshiken.

Kio wanted to make the series focused on character gags.

Prototype Madarame looked very different. Labeled as the “Rival.” Second-Year, otaku. 

All the characters are listed with a specialized otaku genre. Proto-Kohsaka and Proto-Mada are both labeled as being into “everything.”

All the characters are labeled as virgins.

Prototype Kugayama was labeled as being a third-year, having a good personality, and also being a lolicon. Otaku genre: anime.

Another character with glasses specialized in games, and another shorter character has manga.

One unused design was a girl who was a second-year. She was a little unattractive, but with big boobs. (This might be the prototype for Ohno, but they look quite different.)

Kio does not actually particularly like kujibiki lotteries. But it is funny that Kujibiki becomes a plot device in Nidaime when all the girls are drawing straws for the order in which each girl has their date with Madarame.

Kio ordered octopus karaage next.

The first gunpla he built was probably the Guncannon. He built it right before the Gundam boom, when he was in elementary school. He has an older brother who was buying gunpla before him. Actually, it might not have been the Guncannon. Kio mentioned not having a good memory.

Did Kio have an inscrutable senpai like the original club chairman? He had senpai, but he wasn’t sure if they were quite like that. But Tanaka was based on someone Kio knew—a person who loved plastic model kits. 

Kio used to build a lot of gunpla and kits, and broke them at the joints all the time. But with more recent models, he remarked that they really don’t break easily. He also compared the old days of gunplay that used polycaps to the improvements of modern kits.

For the scene in Genshiken with the gunpla, Kio tried to break the hip joint of a real model for reference, but it wouldn’t snap. But he wanted to do the scene, so he had to force a break.

He checked with Bandai if showing a busted gunpla would be okay, and they said as long as the break was shown to be by accident and not on purpose, it was okay.

Kujibiki Unbalance was made to be an original parody series because getting permissions for actual things was difficult.

Host mentions that he wasn’t a pure otaku, and it’s because of Genshiken’s numerous reference lines that he got to be one. Chapter titles are references, and Kio had to constantly rack his brain for them. Kio does not consider himself a high-information-retention otaku.

He had a desire to draw and write about the old-style 90s-era otaku of his own generation. 

When Kio got Genshiken serialized, it made him feel like a real pro. When it got an anime he was ecstatic. “It felt like I had won at life.”

Kio was worried that if he tried to make a manga about the newest things, it would quickly feel dated, so that’s why the otaku stuff was more 1990s.

In that time, video tapes were still the standard, and official recordings of the anime were still done on tapes. He was okay with the work, but saw the struggles of the anime’s production in the anime, accepting that those are kind of inevitable.

The host asked about the OVA, believing that Kio wrote it himself, but Kio himself didn’t remember if that’s the case. He did work closely with Genshiken 2, as well as the original Kujibiki Unbalance anime.

Kio mentioned being involved with a scene involving Tanaka and Ohno, and the host instantly guessed correctly that it’s the spicy scene of them getting together. In response, Kio asked, “Why did you know what I was talking about?” It was later that he realized the scenes he drew for the fictional eroge Ohno made Tanaka play were just used straight-up in the anime. 

Kio showed his actual old notebooks.

“It’s not your dark history.”

Kio: But it is.

Kio loved Famicom Detective Club, and made his own story based on Famicom Detective Club II.

He wanted to make a manga of Ghibli’s Laputa in middle school, so he drew one. Here, he showed it to the audience, page by page. He even did the title logo. However, as he turned each page, he would have his eyes closed because he didn’t want to look at them.

(It actually looks really well drawn for a middle schooler.)

Kio actually wanted to change the story partway through in a way that would make it more interesting, but he couldn’t quite decide on where to take things after they get to the fortress, so he stopped drawing it.

Another notebook is filled with his attempts to draw like Miyazaki, clearly copying famous Nausicaa images. He also feels embarrassed about these.

He also showed that he made lots of drawings of Elpe Ple from Gundam ZZ.

He didn’t watch Gundam as it aired, but he did keep up with Dunbine and L-Gaim in elementary school (4th grade, 6th grade, thereabouts).

Also showed a piece of fanart for Metal Armor Dragonar in there, along with a drawing of the Queen Mansa from Gundam ZZ.

Because Kio was clearly into fantasy-like settings as a kid, the host asks if he ever wanted to make manga along those lines. Kio says that he actually worked on a real manuscript from high school to college. “Any plans to announce it?” “None.”

After the break, Kio got a lemon sour. Host a highball. Moteki got another draft beer.

Host talked about how some people considered Nidaime to be like a fan sequel. After the first series ended, everyone tried to imagine what would come next.

Kio got back to drawing Genshiken after doing the art for a budget edition box set of the anime (the ones with the white cases), which led to the one-shot, and then he was asked by Kodansha if he could come back for a short run, like a single volume. (Nidaime ended up running for 11.)

Kio hadn’t planned to resolve Madarame and Saki. Couldn’t it have just ended at the school culture festival?

The second half of the talk was Kio answering questions they had received from fans.

Will Spotted Flower get an anime?

Kio: That’s not up to me.

There are also challenges to getting a story like that made into anime. If he had to say whether he’d want one or not, he’d say yes.

What was a gathering spot for otaku in your days?

Kio was only in a circle for half a year. But there had to have been a place where people gathered to draw.

Kio was in the art club in high school, but it didn’t have an otaku feel. Same for middle school. But the otaku in middle school did meet up after school.

Kio actually bought his own Neo-Geo machine! They reminisced about the massive cartridges.

What works are you into recently?

Manga: A current work in Harta magazine by the author of Hinamatsuri, Ohtake Masao, called J⇔M.

Doesn’t watch dramas. Closest is taiga historical dramas like Kimi Hikaru e.

Couldn’t decide for anime or movies (mainly watches anime movies).

If you drew Genshiken now, what would the characters be into?

VTubers, not that he knows much about them.

Moteki mentioned that Kio must have done research about fujoshi circles and slang for Nidaime, but Kio said he was doing it since the first series. He got some things wrong, though. In college, Kio was surprised to discover fan-derivative works and 18+ doujinshi in college (much like Sasahara).

How did you decide who Madarame would end up with?

Kio didn’t even know who it would be as he was drawing it. He was thinking of having it conclude with Madarame alone, but he actually said to himself, “Are you really going to end it this way?” Even he as the author couldn’t accept that.

Moteki: When it comes to The Fifth-Year and Genshiken with Ogiue, these characters realized about the kind of people they are, and it helped them decide on their feelings. But Madarame even to the very end did not have that self-awareness.


Also, lots of people thought it’d be Sasahara’s sister, because she’s so similar to Saki.

Kio: Yeah, even now. When you mention it, that pairing could’ve worked. But I wasn’t thinking about Saki (or Keiko’s similarities to Saki).

Kio-sensei switched to tablet in Nidaime. How was it?

Actually, Kio switched during Jigopuri. Back then, he still drew the manuscripts on paper and scanned them in before doing digital drawing over them. Eventually, he switched to all digital.

Is there something you feel about the Otaku of the 2010s and 2020s?

Based on what he sees with his daughter and her classmates, it’s almost like there’s not really a distinction between otaku and non-otaku. 

Host: Even gyaru are into Frieren.

Kio: Maybe there’s no need for a series like Genshiken anymore.

Kio wanted to do Nidaime as a series where there were more members of the club who were like Ogiue and Ohno along with one new male character. However, he actually thought up a version with a more typically masculine guy, but thought it felt a little too normal. 

Host: It’s like the barrier between otaku and non-otaku is gone.

What’s important to remember while making works?

Kio: I can’t really think of anything. Maybe, if you think of it too much like work, you’ll lose what makes it unique. Don’t try too hard to make a “manga-like manga.” Don’t focus on how things are supposed to go at the expense of making it interesting.

Genshiken wasn’t intended to capture the zeitgeist, but it ended up doing so.

Did you see the online reaction to Genshiken or the doujinshi during serialization?

Kio did not look at comments. The people at Kodansha looked at it though. 

Kio bought all the doujinshi of Genshiken he saw. Didn’t have any problems with any content, knowing that it’s up to the doujin creators. He might occasionally check out the website of one of the artists. 

He got some of them for the Genshiken 8.5 doujin project.

What was it like working for Afternoon?

Thought of Shounen Sunday first for Kodansha, but Kio remembers Parasyte being a big title. Minor no Pride, Major no something (a cooking manga).

In response to Ogiue is drawing for Afternoon in the manga: “It’s meta.”

What do you think of making H-manga?

Kio always wants to do it. He’s working on Part 2 of his doujinshi project, and the manuscript has gotten to 134 pages. 

Moteki: What was the reaction to you announcing an 18+ doujinshi? Was it like, “Here we go!!!”

Not a particularly strong response, but when Kio posted it on Fanza (an adult site), some people who were fans asked him if it’s okay to do this at his age (he’s 50).

Can you do a live drawing?

He was unsure of his live drawing ability. Before the talk, Kio ended up putting a lot of time into the five signboard drawings at the talk, as well as the 30 that were included in specific copies of the artbook.

Host and Moteki tried to convince him, but no go.

Will there be more Genshiken merch?

It’s not up to him.

A lot of questions about how Kio decided who Madarame would be with, actually.

Are there any characters who acted in ways you didn’t intend?

All of them.

During the nose hair chapter (with Saki and Madarame), Kio planned to have a story about that, but went at it by thinking “What would the characters do in this situation?”

Before a manuscript, he’ll draw freely. For Genshiken, it’s like the ideas would just readily come. When drawing the characters, he would think about how they would behave. He compares figuring character’s lines to taking a dust cloth and wringing it tightly until the exact words drip out. 

Moteki: In terms of characters moving on their own, Ogiue is a well-known example, right?

Kio had considered sticking her with Kuchiki as a kind of “mutually cringe couple.”

Kio is unsure of what he needs to do in serializations. With one-shots, in contrast, it’s harder to play around. He’s still not sure what to do.

At first, Kio didn’t use any assistants. But that’s when he was young. Now he’s 50 and he can’t do the same anymore.

Weekly serialization is the “territory of monsters.” Knowing what weeklies are like, he understands the need for assistants there. But if someone came to him asking if he could do one, he’d consider it and try to figure out a way it could work.

Kio worked as Takano Fumiko-sensei’s assistant, but for only one day.

What otaku works or genres have you been into recently?

He watched some of Usada Pekora playing Elden Ring. He’d have her on as background noise while working on manga.

He also listens to music while thinking up ideas and working on manga. When he’s doing tasks with not a lot of information, he uses ambient noise. When doing the initial drawings, he listens to stuff like J-Pop. After that, more editorial/critical Youtube channels. 

What have you enjoyed recently?

Kio has a hard time thinking of anything, but he did travel to Gunma recently. He went to Ninja Gakkai, a ninja education camp.

Among your works, are there any scenes that stick out most in your memory?

The first thing that came to mind is the nose hair story, particularly when Madarame leaves the clubroom and is looking back at it from the outside across the courtyard, and you can see the light in the clubroom still on.

Moteki: Which character is your type?

Ohno, in terms of sexiness. The scene when she first appears in a mask is an example of her heroine appeal. Though Kio’s been told that the shifting heroine focus for Genshiken is unusual: from Saki to Ohno to Ogiue.

“How did you think of a plot like that?” 

“I didn’t.”

Moteki likes Saki best. So does the host.

The signboards got raffled off at the end!

Love Live’s Minami Kotori: Uchida Aya Otakon 2024 Interview

This interview was conducted at Otakon 2024. Uchida Aya is a Japanese voice actor, famous for playing the character Minami Kotori in Love Live! School Idol Project.

Many of my questions will be Love Live!–related because I’m a fan, but coincidentally, I was in Tokyo last December, and I visited the Love Live! cafe.

Uchida: Ahhh!

I just happened to sit at a table you autographed.

Uchida: In Akihabara!

I was wondering, for my own curiosity, do you remember when you visited to sign the table?

Uchida: I think it was December!

Love Live! Is now a worldwide phenomenon; people know it everywhere. But I know it was much less popular at first. How did you get started in Love Live!?

Before I was on Love Live!, I got my first regular role on an anime project, and the music director told me that his next project was something called Love Live! That’s how I got into it.

What was it like when you first started, and at what point did you realize it was starting to get huge?

Uchida: Love Live! was a very new creation, so there was a lot of motivation across the time. And personally, I love anime and also idols, and the fact that both those things are core to this project made me very excited. This made me want to really want to take the lead and bring it to the next level, and make this work even more fun. As it gained more popularity among fans, and as I realized more and more people were listening to the songs, it made me feel very, very happy. But because it started very small, I feel like I grew with this project, and that makes it more special.

Speaking of growth, that’s something I also noticed. I first became a fan of Love Live! through the anime, and when I looked at the prior material—all the song performances and recordings and such—I noticed that you and the other members of μ’s had grown a lot as performers. In what ways do you think your performance as Kotori, in acting but also singing and dancing, had evolved over time?

Uchida: I’m not so sure about my skills improving…I was always aiming to become a voice actor and didn’t necessarily want to be an idol, standing in front of a crowd smiling and dancing. I didn’t have any intention of doing it professionally, and it was something I had to get used to and was hesitant about in the very beginning.

At some point in the middle, we started doing more live performances, and it was a challenge. But because the other members were there and we were a team, we taught each other things—dancing, practicing, etc.,—and gradually, we acquired those skills and got better. I’m glad I had friends in the same boat with me who I could strive with and improve with together.

So you’ve performed many songs with the others, including with Hanayo’s voice, Kubo Yurika. One of your songs, “Suki desu ga, Suki desu ka?” Did the ’70s feel of the song change how you two approached it?

Uchida: It’s been quite a while, so give me a moment! So it’s a song featuring our characters, Koizumi Hanayo and Minami Kotori, and it was a duet of a kind we had never done before, so it was very fun. Hanayo-chan’s voice has a very “howaaah” fluffy and cute feel, and Kotori is a very cute character herself. So I was confident it would be a cute song. 

Thank you for this interview!

Postscript

Two days after I interviewed Uchida, I managed to get an autograph from her. As she signed my copy of Love Live! The School Idol Movie, she actually recognized me from the interview. I point this out because I’ve had cases where the guests do not recognize me despite having spoken to them, and it made me realize that Uchida is indeed a pro at this, be it through her experience as Kotori or in her voice acting career. I left with an even more positive impression of her. 

Interview: Super Robot Wars’ Terada Takanobu (Otakon 2023)

Terada Takanobu is a veteran game producer, and has been involved with the Super Robot Wars franchise since the 1990s. This interview as conducted at Otakon 2023 in Washington, DC.

Hello, it’s great to meet you. I’ve been a long-time fan of the Super Robot Wars series, and I’m very glad that is finally easy for people to play around the world.

My first question: You recently announced that you were becoming a freelancer. How has that change been for you? Have there been any particular advantages or challenges that come with it?

There were lots of interests I wanted to pursue, so I decided to step down from the producer role to become a supervisor, and use that time to do the things I’d like to do.

I want to make toys and plastic models, and original robot animations—ones that are not Super Robot Wars OG.

Do you have any all-time favorite anime or even tokusatsu works?

My favorite super robot is Mazinger Z. As for tokusatsu, Ultraman and also Masked Rider. And more and more. 

Original Kamen Rider, or…?

It would have to be the first Masked Rider, fundamentally.

One signature element of SRW is the continued use of very creative 2D attack animations. What are the reasons you have stuck with this style even though so much has changed about video games over time?

In Super Robot Wars DD, we’re doing 2D animations and something between 2D and 3D too, so we’re diversifying. 

In SRW DD, the idea behind going for 3D animation is to better capture the original. But more than when I was a producer, I can now better create the content I make compared to before 

What has it been like developing mobile games, as well as having multiple games out there? Is it part of a broader strategy?

With regard to the overall strategy of creating mobile games, that lies with the publisher, Bandai Namco, so I can’t really speak to it. However, as for challenges in mobile games specifically, I’d say one that having a deadline every month is a bit challenging. For example, before, if it was for a console, you had three years to get the battle animations and the scenarios and put everything into one package. But now, with the mobile games, you have everything packaged every month.

You started at Banpresto in the 90s. Are there any staff from that era still at [its successor] BBSoft?

There are some.

Do you have any specific series or character units that you thought turned out especially well in terms of their presence in SRW? Or do you think there were any storylines that were executed very well?

It’s a bit difficult, because all of them are a lot of work, and I’m mainly putting effort into making what’s there. It’s a cyclic process of making and releasing and making. More than myself, it’s ultimately the users who decide what’s good.

Are there any titles you are especially proud of being able to obtain for SRW or thought you’d never get for the series?

Space Battle Yamato, aka Star Blazers. As for recently, too many. Hmm…recently, Gridman, Mobile Suit Victory Gundam, and Gun x Sword. In SRW DD, Devilman and Koutetsu Jeeg. What’s it called in English?

Translator: [Steel] Jeeg. 

Oh, just that directly.

Ogiue Maniax: There isn’t much of a Jeeg presence in America.

Ah, I see. Oh, and there are two Jeegs now: [Steel] Jeeg and [Steel God] Jeeg

The impression I have about SRW is that there are the “main” games—Alpha, F, F Final, V, X, T, 30, etc.—and then there are smaller ones that tend to be a little more daring with game mechanics and what series they include. One title I think of is SRW Neo, with Jushin Liger. Is there any truth to the idea that you see the smaller games as more experimental?

Before, yes, there was a difference with the more experimental ones. But now, SRW DD is the only one out, and in there, we try all sorts of things like Jushin Liger and Granzort. SRW DD does embrace the style of SRW, such as the game stages and the scenarios and everything.

I know that you cannot reveal any unannounced information, but has there ever been any consideration to include giant robots from non-Japanese media?

I’m not allowed to say what it was, but there were past attempts. There’s lots I would like to license, but it didn’t work out.

Do you receive feedback from the directors and other staff involved with the titles included in SRW? For example, have you ever had to interact with directors Tomino or Anno?

Yes, there has been some feedback—and actually, there have been some ideas that came from Tomino-san and Anno-san. And actually, I came across some suggestions that Kawamori-san of Macross had earlier. But I had to tell him that’s not something I have control over.

One last question: Over the years, you’ve worked with many voice actors, and unfortunately, some have passed away. Sometimes, they are replaced by new actors, and other times, you re-use existing voice clips. Do you have any say in who gets recast in SRW, or is it outside your control?

If it’s stated by the original source material, I will do as the source material requests. Otherwise, I have the freedom to choose.

Thank you very much!

Interview: Aramaki Shinji (Otakon 2023)

Aramaki Shinji is a creator known for his mecha design work on Bubblegum Crisis, Genesis Climber Mospeada, Megazone 23, and more. He also designed many of the toys that became Transformers, including Soundwave. Aramaki is also an anime director who has focused on pushing 3DCG animation since the early 2000s.

You have a lot of experience as a mechanical designer, and I understand that different mechanical designers have different processes for designing. For example, Kawamori Shoji has talked about how he uses Legos. What are the key aspects of your approach?

Well, it depends a lot because I get different requests for each project I work on. For example, you mentioned that Kawamori Shoji-san uses Legos, but I think that’s mainly for designing transforming mecha. Should I answer just based on transforming ones? It’ll make it easier if we narrow it down to a certain genre.

Sure, let’s go with transforming.

So we initially choose two or three shapes/forms, and we ask, what are we going to transform and how. But we start out with the two coolest forms.

Would you say you sort of work backwards from the final designs/silhouettes perhaps?

Initially, we don’t really get into the details. We just think, oh this is what a cool bike looks like, and this is what a cool robot looks like. So we just start off with what looks cool and don’t get into the particulars of how it transforms yet.

It gets difficult from there. In the past, I used to study how things might transform using papercraft. Nowadays, though, we can use 3D programs. We start off with simple blocks, but using them, we can join them and see how these volumes move around.

If we use 3DCG, we can study how these forms look from varying perspectives, so it makes the process much easier.

The next work is one that you might not be as known for. I looked up your credits, and it said that you’re responsible for conceptual design on the anime Star Driver. The style of the mecha there are quite different from what I typically think of when it comes to your work. How far removed are the final designs compared to your originals?

Actually, for Star Driver, I didn’t do much mechanical design, and I didn’t really touch any robots. But I actually designed the landscapes and backgrounds—the stage design—for Star Driver. The series is set on an island, and I designed what the island is like, and what the school is like. I did it based on discussions I had with the director, Igarashi, to set the mood for the anime.

You directed works such as Appleseed, which was, at this point, decades ago. I remember seeing them first start to show up, and that was a time when directing in full 3DCG wasn’t nearly as convenient as it is today. What are some of the challenges you faced in the early 2000s?

Back then, we actually had a lot of problems. There was no standardized software for design, so the character design software was different from the landscape design software. That made it really difficult to organize everything and keep it together as one team. 

For one scene, when we decided on the camera angle and looked at the scene, the table and the character were sort of shifted because they were designed using different softwares.

These seem to be simple problems, but back then, Japan wasn’t as advanced in the field of CG. So we faced challenges every single day.

My final question: I actually have fond memories of the cartoon M.A.S.K. and its toys, and I was excited to learn that you worked on it. What designs were you responsible for, and what did it feel like to work on a foreign production?

This series involved a lot of transforming vehicles such as trucks and boats, but the original designs came from the toy company, Kenner. Back then, I was working in LA, but I went to Chicago where their company was based, and took a lot of pictures of the prototypes. We did drawings to help with animations.

Most of the mechas were designs provided from the toys, but some were not from the toys, so I got to design them.

I don’t remember all that well where they appeared in the show, but they let me design two transforming vehicles back then, where I got to pick the car types and how they transform. They were called the Manta and the Shark.

Thank you for this interview. It was great to have you at Otakon!

Thank you.

Anime Central 2023 Interview: Tanaka Rie

Tanaka Rie is a veteran voice actor with over two decades’ experience in anime.

How would you describe the voice acting industry back when you first started versus what it’s like today?

I feel like I’ve only been in the industry for 25 years, so there are other people who are much more senpai than I am. But back when I first started out, voice actors wouldn’t show their faces in the media a lot. Now, though, you see voice actors doing media, movies, TV shows, photo books, and such. So you start to see that it’s much more out there in the media. There are a lot of young kids nowadays who are really excited about the prospect of being voice actors, so in that sense it’s changed quite a bit.

You graduated from the famous Yoyogi Animation School. Are there any particular things you learned there that you feel have helped you greatly in your career?

I feel very fortunate and very blessed that I was able to attend Yoyogi Animation School. I only went for one year’s curriculum there, but I was able to gather a lot of experience. That’s because it’s very different when you’re a voice actor because in order to be a pro, you have to gather experience. And so even if you go to school, even if you go through a curriculum, and even if you graduate, you still have to get that experience at doing that job. But I do find that one thing that was really great was being able to be around other people who were also looking to be voice actors—that friendly competition, that rivalry. We also had auditions at school. 

When I originally went to the school, though, I debuted as a singer and not as a voice actor. I was with Sony for three years as a singer, and then went from there to being a voice actor. I feel that it was a very good experience. I’m glad I went to a vocational school.

When I think “Tanaka Rie,” the first character that comes to mind is Lacus Clyne from Gundam SEED. How did you approach playing the character, as well as Meer Campbell in SEED Destiny?

Lacus Clyne is the most difficult character I’ve ever played. She’s not a regular human, but rather one of a variation called Coordinators. They’re like a third era of humanity who are born having been adjusted and “coordinated,” and so Lacus’s emotional expressions were extremely challenging. Even through the full range of emotions, not much changes. She’s a human being, but she doesn’t emote in a very human way. In times of sadness or in times of joy, I had to portray her intense emotions in a calm and reserved manner. Whether she’s happy or crying, she doesn’t falter. 

Her name means “lake” [in Latin], and the director told me that the image of her is that of a tranquil lake that calms. Having to keep that image in mind was incredibly hard.

Lacus was a character in both SEED and SEED Destiny, whereas Meer Campbell debuted in SEED Destiny. People who’ve never seen these shows might be wondering who the heck Meer is, but she’s a copy of Lacus Clyne—a fan of Lacus who was surgically altered to look and sound like Lacus because Meer wanted to become her. She was a fake Lacus who was deceived by the villain of the series, Durandal, into believing she could become the real deal. 

Meer is actually a powerless and utterly normal human being, and so she has this very human quality to her. I found that it made her an incredibly easy character to play—Meer’s so human that it hurt. As a girl, she has a certain way of being and a strong personality. This comes out when she says, “I am Lacus!,” due to her brainwashing, and even when she’s confronted by the real Lacus Clyne, she still thinks, “I was Lacus, wasn’t I?” I loved Meer.

As I played her, I thought, the character of Meer really is a complicated girl. While Lacus was difficult to play, Meer was the opposite: a woman who was all too human. I could really empathize with her as a normal person. I approached her as a character one could easily empathize with. That’s what made Lacus so much more difficult, whereas when playing Meer, I could use the emotions I had going into the studio that day and put them into the character because she’s such a human character.

You were involved with the Precure franchise very early on in the role of Shiny Luminous. Do you have any memorable stories from working on Max Heart, and how does it feel to see Precure going for this long?

Luminous is not technically a Precure, and she’s actually a queen in that world. When I got the part, I thought she was a Precure, but in actuality she wasn’t. It was tricky in the sense that she’s a character who can transform like a Precure but isn’t actually one and doesn’t refer to herself as one. 

She transforms with a shout of “Luminous Shining Stream!” using her mascot Porun as a compact, but that doesn’t mean that she’s powerful. Precures fight using martial arts, throwing punches and kicks—that’s how they show their strength. Luminous can’t fight physically, though. She’s a character who runs away and guards using barriers, and thinks, “I’m going to protect everyone!” after she’s transformed. Luminous really tries her hardest, and because she can’t fight directly, she strives to safeguard Nagisa and Honoka, Cure Black and Cure White. However, when the time comes, all three are within her barrier to perform the attack Extreme Luminario. When that happens, all three are truly united.

When she’s Kujou Hikari, however, she’s just a normal schoolgirl who works part-time as an apprentice at a takoyaki cafe, and is rather shy. Playing her ended up requiring a lot of effort.

You play many “big sister–like” characters, such as Suigintou in Rozen Maiden, Maria in Hayate, Akira in Yamato 2199, and Maho in Girls und Panzer, yet you’re able to make them sound so different from one another. Do you have any advice for newer voice actors who would like to be able to diversify their style?

I’ve done so many roles, and when it comes to being a voice actor, we do a lot of solo recording these days. But before COVID-19, it was common to do voice recording as a group, and for like 23 people to share three mics.

When it comes to differentiating roles, well, there’s only 24 hours in a day. For example, you might have one project that goes from 10am to 3pm, and then another 4pm to 9pm, and you have to try your best to do well in both roles during those 24 hours. In that hour between, I make that “switch” inside me, like when I’m eating. While it’s tough to do so, being able to just go “I’m triggering that switch” is what being a professional voice actor is about. 

When I think about it, though, I don’t know for sure how I accomplish that. It’s true that my normal speaking voice isn’t the one I use for my characters, so perhaps it’s like putting on one mask and then switching to another. So it’ll be like: “Today I’m Nishizumi Maho.” “Today I’m Luminous.” “Today I’m Lacus Clyne.” I might be doing it unconsciously. But being able to “switch” like that is very important.

Those aiming to be voice actors shouldn’t just focus on voice acting but should learn from many things and observe more broadly. You often hear it said that you need to start your voice acting career in your teens, and if you wait until you graduate, it’ll be too late. They’ll even say that in the voice acting schools. But you’ll have some who start voice acting in high school, while others might go to college first or switch to becoming voice actors from a different career. It’s really about your own life, and the timing with which you decide, “I want to do this thing!” becomes important in terms of how you study and learn about the world and society. Between a voice actor who knows nothing of the world and one who has all kinds of experience, I find the latter more impressive. That’s what my senpai have always said as well, and it makes one want to try to have many different experiences.

Mobile games have become a major part of the entertainment industry, and you have worked on a great many. Do you do anything differently when voicing characters for mobile games versus anime or more traditional video games?

When it comes to mobile games, anime, and more traditional video games, the approach doesn’t really change. However, what is different is dubbing foreign media—dramas, movies, and such. That’s because they don’t want me to use “anime character voices” but rather something closer to my real voice. So the approach to voice acting for a TV show from abroad is different compared to doing something for a work that’s originally Japanese. 

In recent years, you started your own YouTube channel, playing games, releasing music, and showing your cosplay. What made you want to start streaming yourself?

During the coronavius pandemic, I thought, “Why not try?” but actually, the suggestion to make a YouTube channel began before COVID-19. I’d never done YouTube before, and between my main job as a voice actor and having to provide deliverables and content, I wasn’t sure if I had the capacity to handle doing it all. But I’ve always loved video games, and so when COVID-19 happened and things couldn’t continue as they had, I thought, “Well, guess I’m doing this.” But also, I thought about how I couldn’t interact with the fans—the tens of thousands of subscribers—and how hard it was for them, as well as how sad it made me as well as Vega-chan, who’s been working with me all this time. In terms of the scope of what we could do, we started with streaming from my home, and as things have opened back up, I can do more and even find sponsors. That said, things didn’t totally open back up, meaning it’s still a bit hard. So this is a kind of fanservice so I can connect to the fans through my voice, and I can give them joy through my broadcasts, where I deliver content twice a week. I love video games, and the fans like seeing me play them, so that makes me happy.

You are known for having a love of Indian curry. Do you have a favorite type of Indian curry?

Cashew curry! It has cashew and chicken. I always make sure to have cashews in my curry, and I love the spices. Indian food in Japan is amazing! I love it.

Would you like to give a message to your fans reading this interview?

I really cherish all my fans. Even if there are times you can’t hear my voice in anime or video games, I’ve been working hard with Vega-chan on my YouTube channel for a long while now, and fans can interact with me there. Also, there will be a lot of big projects coming up where you’ll be able to hear me again, and so to my fans not just in Japan but all over the world as well, please continue to support me. I look forward to seeing you all soon.

Anime Central 2023 Interview: Kubo Yurika and Ichinose Kana

Kubo Yurika and Ichinose Kana were at Anime Central 2023 to promote the game A Light in the Dark. Kubo is best known for her role as Koizumi Hanayo in Love Live!, and Ichinose is currently voicing Suletta Mercury, the protagonist of Mobile Suit Gundam: The Witch from Mercury.

I also had the chance to ask Kubo a question specific to Love Live! during her fan panel, which I’ve included at the end of the main interview. 

You’re both here at ACen because of your role in the visual novel A Light in the Dark. What are your most memorable experiences being involved with this game?

Do you mean during the recording?

Yes.

Kubo: Personally, this was during a time when I had a lot to record, so my sessions went on for days. My character, Mysterious Girl, goes through a lot of difficulties, and I was going through a lot of difficulties in my real life as well. So that overlapped, and I really realized that my life can be so easily influenced during recording.

Ichinose: By the roles you play?

Kubo: Yes, yes! That’s it! There’s a part of me that can be hurt quite a bit.

Ichinose: Oh, wow.

Kubo: So my memorable experiences tend to be about the heaviness of the role I play.

Ichinose: For me, I like playing serious roles, and my role hit close to heart. My character starts off very reticent, but there was still a lot of emoting involved. I do like heavy roles—and it was still heavy—but I still enjoyed it.

-How have your experiences playing characters such as Hanayo from Love Live! and Ichigo from Darling in the Franxx influenced the way you play your characters in A Light in the Dark

Kubo: So for both of us, it probably wouldn’t just be the roles from the works you mentioned—they’re all opportunities for growth as actors.

Ichinose: These are genuine experiences that contributed to our breadth of expression.

How do you balance playing multiple characters at once and keeping track of them?

Kubo: As for keeping track of roles, I think all the characters we’ve played so far don’t necessarily influence who we play in the moment. We just get into the role and do it that way. 

Ichinose: And since all the roles are so heavy in A Light in the Dark, resetting the emotions and getting out of the characters tends to be a bit of a challenge. But at the same time, as we work professionally, we do get ingrained with an emotional switch, or an acting switch, where we switch between roles in a very natural way.

Kubo: Yes, you’re right!

How does recording for a visual novel compare with other types of voice work?

Ichinose: Compared to recording for other types of video games, in other games, it’s more typical to do small voices like “Yah!”

Kubo: And “Hah!”

Ichinose: Yeah, and “Hah!” But there is a much longer story in A Light in the Dark, and there is much more emotional continuity. Depending on the recording, we might be skipping chapters, so we have to keep track of the continuity of the story and also the emotions. 

Kubo: But there are also branching paths in the story where the user has to select which path to go, and we have to be aware of the pre-selection emotion as well as which path the user chose.

Ichinose: One dialogue path would end, and then we’d have to do a different dialogue path.

Kubo: The level of tension and excitement would have to change too. It’s one of the fun and interesting things about the project.

Ichinose: I would sometimes have to rewind the emotional state of the character and go back. 

Kubo: Right!

That general area is part of the difficulty.

What inspired you to become a voice actor, or get into the entertainment industry in general?

Kubo: I started as a model for teenage magazines, but even before then, I was always watching anime and reading manga. While modeling, I was starting to wonder if I was unfit for the job, whereas I could always enjoy anime and manga. So I always wanted to take on the challenge if I ever had the opportunity. I did tell my agency that’s what I wanted to do, but they told me off that it’s not such an easy thing. They didn’t outright oppose what I said, but they said it’s not easy. When I got the role for Love Live!, though, that was my foot in the door into a career as a voice actor.

Ichinose: When I was in grade school and kindergarten I always loved watching anime, and my life more or less involved watching anime. I did play with my friends, but if I were at home, I’d spend pretty much the whole day watching anime. As I watched anime and loved anime, my thoughts turned towards the casts in anime, towards the voice actors, and eventually I would think that I wanted to get involved in the world of these various animation stories. So when it came time to choose a future for myself, one day I went to an open campus at a voice acting school, where I got my determination to go into voice acting.

For my three years in high school, I worked part-time and saved so I would have the money to pay for my own tuition for voice acting school. I paid my way through, did my audition, and got a role. So I started from a love of anime, refined my voice, and tried it out. I have the person who encouraged me to go into voice acting back then, who told me I had a chance, to thank.

Is there anything about your performances as Mysterious Girl and Young Girl that you’re especially proud of? 

Ichinose: What do you mean by that?

In the sense of, did you think you felt you had performed well, and can look back and say “I did a really good job here?”

Kubo: For my role as Mysterious GIrl, there is a portion in the latter half of the game where she goes through an emotional explosion. I played that part thinking, “I could lose my voice tomorrow, but I’ll go through with it.” If you can experience that scene, I would be very happy.

Ichinose: My character gets a little bit closer to the main character in the middle of the story, and she begins to open up and start talking about her dreams and aspirations—like how she would like to eat sweets. Normally, that’s the kind of dream that’s easily realizable if you have the money for it, but the girls grew up in an environment where that’s not something they could afford.

How is it to play a character who didn’t have something that was so ordinary and common for normal people? That was my challenge. So this is a serious title, but there are these small slivers of hope that my character can aspire towards, and if that kind of nuance gets through to the player, I think my acting will be rewarded.

Thank you!


Bonus: Extra Question for Kubo Yurika from the Previous Day’s Fan Panel

I love the way that you portray Hanayo’s shyness and intensity. My question is: I noticed your performance of her evolved over time; what changes did you make to playing Hanayo over the years?

Kubo: It wasn’t like I really changed my approach to Hanayo—more like as the years went by, Hanayo saw more of her character, experienced more, as did I personally. I think that’s kind of what led to that natural evolution. I wasn’t very conscious of it at all.

Otakon 2022 Interview: Mikami Masafumi and Kiral Poon (Gugenka, Inc.)

This interview was conducted at Otakon 2022 in Washington DC. Gugenka, Inc. is a company that describes itself as “Sales of digital goods and technical research on Japanese animation using advanced contents such as VR/AR/MR.” Mikami Masafumi is the CEO, and Kiral Poon is the CTO. 

How did you get into the business of 3D, VR, AR—these sorts of subjects?

Poon: Do you mean academic side, or…?

Anything, really. If there’s an academic element, then definitely talk about it. If it’s sort of an amateur hobby, or…just what inspired you to take this up…

Mikami: We were originally making AR stuff for movie promotions, and we slowly moved that content into VR. That became for VR anime promotion, where we promote anime with our VR abilities.

Poon: One of the examples would be the Sailor Moon VR that we built. That is also, like, a movie for Sailor Moon Crystal promotion, and then we did the VR game for the event. And in the end now it’s on VIVEPORT for free, but it was originally promotional content.

I first became familiar with Gugenka through the HoloModels app.

Poon: Really?!

Yeah. I found out about it from a reader, actually.

Poon: When did you hear about it?

A couple of years ago, I think?

So what was the origin of the decision to make virtual AR models? Was the plan from the start to work with established properties?

Mikami: The way it started off was, you know how we have anime figures in real life, right? What if we could make digital versions of anime figures?

In physical figures, it’s probably not a real surprise to see on your figure rack a Dragon Ball character and a Re:ZERO characters side by side. But then in VR contents, it was an uphill battle to get the understanding to have two characters of different IPs sitting on the same app.

Poon: I’d like to actually convey my two cents on that. Japanese companies are really, really, really restrictive on the IP stuff. The more I work with them, the more I think that’s so crazy about it. Masafumi back in the day, he tried very hard. One problem is, how can you line up two different IPs together without any problem with the IP company. Cause they usually want to have their own world, right? When it’s in the real world, it’s just figures, so they don’t care about it. But in digital, they usually have control with their applications. So Masafumi was actually the producer. He is the one who actually produced it and persuaded those companies to do it together. The reason he can do that is because this company has a long history with these companies and these movies. He already knew these people, and that’s why he did it. It is not easy at all, in my opinion.

I’ve heard similar things about the game Super Smash Bros. When it comes to the director, Sakurai, it’s only because he has such a strong reputation in his industry that he’s able to convince all these different…

Poon: Yeah, exactly. In Japan, when you work, it’s not only about ability, but also about how people trust you. So that’s the case.

I also want to point out why this app exists, which is that there’s limited space around the world. We usually line up a lot of figures—I buy my own figures too—they take up a lot of space. In AR applications, you stick them into the space, and you can display them anytime. It’s just like an RPG item box, where you just bring it up anytime—exactly like that. That’s really convenient, and you can do more than with actual figures. You can move the pose and change the face. With real figures, you have to change the parts, and there’ll be lines on the face you don’t want. But with digital figures, you don’t have that problem. So that’s one of the main reason I can tell you why we created them.

You actually anticipated my next question!

[laughter]

So moving on, Gugenka has collaborated with virtual stars of all kinds. You have Vocaloids like Hatsune Miku. You have Virtual Youtubers like Kizuna A.I., Tokino Sora—and I remember that when I got the Gugenka HoloModels app, there was Shinonome Megu

Poon: You did a good job. People don’t even know that one.

So what do you think about the fact that people are embracing virtual characters, and have you noticed any changes in the degree to which people are embracing them?

Mikami: Right now, everyone has their own different characteristics, and everyone would probably be able to express themselves differently in different bodies. I believe that our app would enable everyone to express themselves in their own body of their choice.

Around the world, the COVID-19 pandemic has brought the concept of virtual spaces to the forefront, as friends, families, and businesses try to gather online through various chat programs but also in creating virtual space. How has the pandemic affected your approach to virtual spaces? Has it cast a new light on them?

Poon: So with virtual space, during the pandemic, we have actually been trying to increase our opportunities with all these restrictive companies. In my point of view, usually Japanese companies tend not to do remote work and exhibitions lots online. But because of the pandemic, they start thinking about it, and they approach us. Of course, sometimes we approach those companies—“Hey, do you want to do it?” Usually, it’s the case that they will ask us about doing online exhibitions. Before, there were, like, no exhibitions, but because of the pandemic, we have those events hosted by Gugenka.

For example, the closest one would be the MF Bunko J one that we just did with Kadokawa—the light novel one. It’s a really popular real-world event in Japan. And there’s live concerts, like the Sanrio Virtual Fes. We tried to make it realistic, and we have a very good reputation on that event with VRChat. And of course, we also connect with all these partners from Japan—VRCast and other platforms. And I connect with all others across the world and have partnerships with them, like VRChat. After that, people started realizing what we’re trying to do to make people closer in distance, and display things in HoloModels, and also create your character through MakeAvatar.

You’ve worked on many events, and I know it’s hard to pick a favorite, I guess, but I’ll ask anyway: Do have any events you’re surprised that you managed to work on?

Poon: I guess I’ll let Masafumi answer first, and then I’ll answer.

Makami: I would say Kitty-chan’s Sanrio Virtual Fes is probably my favorite. I can take pride that I participated in it. The reason is that the people who are enjoying the real stuff Sanrio produces, as well as the artists and VTubers—they all come together in one event, so I thought it was a good event.

Poon: I’ll add two cents about the Sanrio virtual event because there’s not many people who know about the event in the US. After I did the panel, people were all surprised. This is a real diverse event that includes actual artists like AKB48—famous, real artists like HoneyWorks. There were also virtual artists like Kizuna A.I. and other VTuber characters. And then there’s also the system that we created so that we can bring this all in, and with synchronization with the timing we can make it feel like a live event. 

What that means is, what if you join late but your friends have been in for five minutes? In a usual game, well, you start from zero, and you play it, right? But in real life, you’ll be seeing things five minutes late. What you’re seeing with friends is the same thing, and when you wave, and when you sing, you’re doing the same thing. This is what makes a huge difference with the Sanrio Virtual Fes event. We created a synchronization system to make sure everyone had the same experience, same timing to all these artists. And it’s a huge event because there’s more than a hundred songs. I didn’t sleep for two to three days just to check the songs, and it was crazy. I wish one day we could join us for the second one. So that’s the Sanrio Virtual Fes.

That actually makes me think: Sometimes, due to the pandemic and the increasing use of online spaces, people want to get together for a karaoke session, right? But due to the differences in synchronization, it can cause problems for people who want to sing together. Is there a possibility of creating a space like that for regular users?

Poon: So there’s a lot of problems in terms of people’s preferences. During the event, there’s a separate instance we created to adapt for each person. For example, if your computer is weak, but you still want to enjoy the event, there’s something called shitei [appointed] instance, which means you are pointed to that instance, and we make sure you can have the best experience in that instance. But because it’s a social VR, if you want to see the group, there’s something called jiyuu [free] instance. But if it crashes, or you just want to enjoy the experience with your weak computer, you can still go to the appointed instance. 

But also, furthermore, for the paid content, there’s outfits using the MakeAvatar app. It’s like when you dress up as Mickey—or Marvel characters because Disney owns Marvel—and you go to Disneyland. So it’s the same thing as when you go to Sanrio Puroland; you dress as Mochipoly, as they call it. It’s really cute, and you can buy the hat from Kitty, or Keroppi. 

There are two reasons for that. First, is because of the story. It’s best delivered that way. It feels like part of them, and it’s real good. When you look at pictures, it’s really nice. Second, is the performance. We want weak computers to also get in easily. So we think about all that and plan the event that way.

I know a lot of people around my age became anime fans in part or in whole due to Slayers

Poon: Ooh!

So I was pleasantly surprised to see both a HoloModel of Lina Inverse—I saw the author, Kanzaki, constantly promoting it—

Poon: Man, I’m surprised you know Slayers, and that we did that?

And you created the Slayers 3D Live event. Were there any fun, creative challenges involved with working with this property?

Poon: Actually, Masafumi was talking about Sanrio, but my favorite event was Slayers. The reason for that is the equal system that I was trying to build. I’m actually the director of the concert for the live event in Tokorozawa Sakura Town. 

So we actually have the live event, and then the sequences. We have HoloModels of Slayers, and usually it would be a waste that you can’t use them on other games. It’s really expensive to build a really high-quality CG model. We have the models, we have the live event in Sakura Town in real life, so it feels like Lina Inverse is there, and she does the song. Then, we host this event online in NeoChat so everyone can join. And then in the end, it’s sold on blu-ray. So this whole flow is the equal system that we try to tell those IP companies that we can balance promotion and also maybe earning a little money for the company. That’s why it was my favorite event, because all the systems of the Sanrio event are based on the Slayers event. 

I’m surprised. Even though I didn’t do a lot of promotion for it, I’m surprised that you and—actually, one more person at the panel, he said he knew it, and he actually joined the event. I’m actually touched because I want North America—like myself from Canada, and there’s also the US—I want them to join us. But there’s limited resources, and there’s a problem that we didn’t have enough English translation at the time. So in the future, I’m trying to push everyone to do more English support. Good question. I want to talk more about Slayers!

Kiral, one of your interests, as written in the Otakon guidebook, is creating technology to help make life easier for animators. There’s an ongoing issue about animators being overworked and underpaid?  Do you think your work can help deal with this issue?

Poon: Do you know Dragon Ball Super: Super Hero? That is one of the good examples of using good 3DCG in movies that doesn’t feel weird. Because sometimes it feels weird in 3DCG. There’s one good example, that you can have an efficient way of moving, and then you can have more stories to deliver to people. 

So that is great, and it’s efficient, but to your question, can it solve the overtime and overwork problem? In some ways, but it comes down to the culture in Japan. Let’s say you need less people for the same project, right? Well, you just hire less people for the same work—there’s a chance like that. But it depends on the company. They could be, like, “Oh, there’s less work now, so now everyone doesn’t have to be doing overtime, and they can go home, right? So there’s two approaches, and it comes down to culture, I think, partially. But the reason I want to focus on technology and I keep improving that, like with Slayers, is to try io make it more toon-like with cel shaders—to make it more efficient. But can that solve the core problem is the question.

Are there any Gugenka products or services that get less attention that you think people should know more about?

Mikami: In regards to what I want people to know more about, it’s basically everything: HoloModels, MakeAvatar, virtual events. But I kind of believe there are two major points that I think we need to focus on to have a wider number of people know about us and these events. 

One is that there is a time difference between Japan and the US. While we were able to get past the problem of distance because we could bring people together from vastly different parts of the world, we can’t really get past the problem of time at the moment. So, I believe what we want to do in the future is maybe have different events for different time zones to address the time issue.

The other thing I want to focus on is basically localization of the English versions for these apps that we have. We need to be able to disseminate this information about the apps and events, and it’s not as easy as Google or word-for-word translation because sometimes they miss the mark or have different words we would like to use. Also, the thing about media is basically that over here in the US, it’s not like we have a strong understanding of where the media pipelines are. So I believe what would be best is if we could get to know the media people here, and how to best communicate with our fans so that we could disseminate the information to everyone interested in an effective manner.

Poon: I actually have the same feeling. When we do the panels, people actually come to me and say, “I didn’t know Gugenka before—MakeAvatar, HoloModels—but now I’m going be a core fan and support it.” So I’m touched, and also really happy that people enjoy our service. 

Like, with MakeAvatar—I don’t think you even know this much yet—but this allows us to use different parameters. The tech part is really hard—I tried so hard on this tech from January—and finally, you can use different kinds of morphs to different kinds of faces. The idea is, usually anime characters are a little bit more the shounen young type, but I want elderly people to also be cool. Even if you’re old, you should be really handsome because you do your own thing. You could be chubby, you could be muscular—allowing the diversity is human, and it should be possible in your own character. That’s why we have all these features.

Of course, we have the SD character, that is, the small one. The main reason we built this one is because we support Quest, cell phone, and browser, so we want the workload to be lower. But we have new, high-quality MakeAvatar that allows you to change clothing and stuff. And the business model would be to buy the cosplay—the costume—and the IP company gets paid, and the user is happy. So you can export to VRChat, VirtualCast, to see online on Vroid Hub, or browser games. 

We think in the future maybe we can do more promotion in the US and more people could take advantage of this. You could become a VTuber easily. I could host a panel and just teach you to use the app, and you could be a VTuber for free. And we have the face-tracking support in this, which means it can detect your muscles and move. In normal characters, it only supports simple expressions like A-I-U-E-O and smlle, angry, crying—that’s it. But we support really detailed motions on this.

Thank you!