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- Original Article:
- http://area.autodesk.jp/case/comic/asano/
- Translation notes: I wrote this late at night and sleepy, so there are a few things that need to be fixed. Spell check is also telling me that "relatable" is not a word, but I've used it too many times in this to back down now.
- Q = Question, A = Answer
- or
- Q = Questioner, A = Asano
- Part 1: You dated a girl like Meiko from "Solanin"!?
- Q: I'm so happy to be able to do this interview! "Solanin" is like my bible. I've read it a million times.
- A: Glad to hear it.
- Q: The dialogue, the characters, the plot, and, more than anything, the atmosphere were perfect. And it got me
- wondering what kind of life you lived to be able to create such a work.
- A: Up until "Solanin" I had only done short stories, so once I started on it, all I was thinking about was
- how much I could do with my first serialized story. I didn't have any money, so I couldn't hire any assistants,
- and I figured my limit would be about 1 or 2 volumes under those conditions.
- Q: It sounds like you were quite the realist with those kinds of thoughts.
- A: With the story for instance, I didn't have the means to get the resources for any large scale project, so
- I was forced to write a story drawing inspiration from the environment I was in. As a result of that, I used
- things like my girlfriend at the time, and the situations my friends were in as inspiration. And Taneda in
- the story was about the same age I was at the time.
- Q: Wow, so does that mean you were dating someone like Meiko back then!?
- A: Well, I wasn't as reliant on my girlfriend as Taneda was (laughs). But there was someone who she is based on.
- Q: I am so jealous!
- Q: I thought the way "Solanin" depicts the restless and isolated feeling of early adulthood was fantastic,
- and I take it that was based on your own feelings?
- A: At the time, while I had debuted and had published work as a manga artist, my future was still uncertain.
- The people I was hanging around with back then were all friends I had had from college, and after graduation,
- we were all in a sort of "creator without a clear future" state, which made things fun from day to day, but also
- brought on a lot of anxiety. I put those feelings directly onto the page.
- Q: Did you decide from the start that you were going to have the main character Taneda die?
- A: I did, and I had planned for it to be the climax of the story. In my mind, I felt like "since I'm a new
- manga artist, I've gotta do something like kill the main character or else" (laughs).
- Q: You said it so easily, but that's a pretty crazy thing to say, you know?
- A: That's true, but I was determined to make something that sold well. Also, the editor-in-chief of "Weekly Young Sunday",
- where I was being serialized, was once the editor for "Touch".
- Q: Oh, didn't Kacchan, one of the main characters in "Touch", die in the story...?
- A: Uh-huh. So when Taneda died, the editor-in-chief was mad at me, saying stuff like "Do you realize how serious
- it is to kill a main character!? The phone rang for days with people complaining back when we were doing Touch!"
- But I had already done it, and I remember him telling me "What's done is done, but you should at least make the
- next chapter more light-hearted" and "Don't do a funeral scene or anything like that".
- Part 2: How can creators on the internet survive in the long run?
- Q: There's something else I wanted to ask you, if that's alright. I've noticed a huge surge in recent years in creators,
- manga artists, etc. using social media to show their works. It seems to me like it's a sign of a shift in the manga
- industry, and I was wondering what your thoughts on it were.
- A: I think that the amount of manga artists and works being published have increased a ton thanks to the internet.
- And like with a lot of arists on places like pixiv, the quality of the work is really good. With it being much
- easier to get your stuff out there and have it noticed, it seems like debuting as an artist is at least much, much
- easier than in the past.
- Q: That's very true.
- A: Along with that, though, is it seems much harder to rise above the pack. The publishing industry still has a
- culture of treating content creators as artists, and that often leaves open possibilities of doing something
- different, whereas the internet has a bias towards things with an obvious entertainment value or strong impact.
- I personally think that there are cases where talent as an artist doesn't always equate to content with straight
- entertainment value.
- Q: Like with anonymous content creators, you focus more on the work they're doing rather than them as an artist,
- right? But it makes it hard to feel any assurance that "this person is going to last", doesn't it?
- A: That's right. When they release work that sells, I think that it depends on whether people are viewing the work
- as a product of the artist, or whether people are viewing it by itself will determine how well the creator will be
- able to manage to survive off their work in the long run.
- Especially with stuff shared online, people enjoying a particular work doesn't often translate to them
- actively watching out for the artist's next work. I think it's very hard for creators who have gained popularity
- on places like Twitter and other sites to maintain that popularity and generate future sales as an artist.
- Q: Well said. I wonder what would be the best way to rise above the pack once you've gained popularity through
- social media. Of course with the assumption they continue producing entertaining content. In your case, for example,
- "DeDeDeDe", the serialization you started after "Oyasumi Punpun", made it onto the 2016 "This manga is great!" ranking.
- What did you think when that happened?
- A: In the past I cared a lot about rankings and stuff like that, but this time not so much... We're in an era where
- even if you're high in the rankings, you don't necessarily see a noticeable increase in sales. When I was on "Hot-blooded
- Continent" they didn't increase that much, for example. These days, unless you're featured on "Ame Talk!", I feel like
- you're not going to see much of an effect.
- Q: Are you serious!?
- A: Of course there will be differences in effect depending on the author and the work. What sells these days are works
- that are "easy to understand that you can relate to", and the stuff you'd call "moe", but if that's all you focus on,
- I think it leads to a bias in the range of how things are expressed.
- In the past if I drew what I thought was good, it would sell, and I felt there were people out there that would
- understand it, but lately I don't feel that as much anymore. To put it in really simple terms, "Do what the market
- likes and you'll sell!" is the atmosphere that seems prevalent lately.
- Q: It does seem like there is a growing divide between "making something that sells" and "making something worthwhile".
- Especially since if you make something that is easy to understand, fans will more readily endorse it.
- A: Take Twitter, like we were just talking about, when I passed 100,000 followers, I realized I couldn't care less about
- that number anymore. What caused that realization was seeing how the sales for my newest volume were actually lower
- than my follower count.
- I joined Twitter mainly for my work as a manga artist, but once I realized that any announcements I made didn't really
- have much of an effect, my interest slowly waned. Most of my followers aren't so much interested in my work as a manga
- artist so much as stuff like my random drawings and my personal life. It's distanced from my main work, which has made me
- go "hmmm" at times.
- Q: I make full use of Twitter myself for my work as a writer, and have gotten more than 90,000 followers, which makes
- me a "social media personality" I suppose, but when creators try to make things with the goal of appealing to their
- followers, I feel like they begin to lose something important to themselves as artists.
- A: It may sound harsh, but things that are easy to understand, things that are simple and light-hearted are definitely
- easier to read and are perfect to pass time with. If you say that manga has its origins in being something to pass the
- time with, then you could say it's a perfectly reasonably path for those creators to take.
- To each their own, and if that's the type of stuff they want to do, that's great, but looking at a situation where
- people are creating light, simple content because they feel that's all they can do, I'd say that can be quite dangerous
- if you look at the long term.
- Q: If all you make is stuff that people can easily relate to, you start to worry about people getting tired of it,
- but it becomes harder to try something different, which is sort of the dilemma of creating "relatable" works.
- A: When "Attack on Titan" became a runaway hit, and you wonder why it garnered so much attention, setting aside the
- obvious condition of it being entertaining, back at that time there was a flood of moe manga, and it was a situation
- where there weren't many "big stories" being done.
- With "Attack on Titan" a young artist finally came up with an big story, which I think drew the attention of the
- higher ups in the industry. And if there aren't people out there who can create stuff like that, the industry is in
- trouble.
- Q: I know what you mean. "Attack on Titan" is definitely not something that everyone will find relatable, right?
- But because that was never the intention behind it in the first place, it became a major hit, even being turned into
- a movie. Keeping a distance between the work and the readers has become important I think.
- A: That's right.
- Q: Or for example, if you look at your works "DeDeDeDe", "Punpun", etc., and you consider if they're easily relatable,
- I really can't say they give off that feeling. The sense of "distance" I get when I read "DeDeDeDe", for instance,
- makes me personally think in some sense it was a sort of respect for the industry, or maybe a sort of rebellion
- against the current state of content creation.
- A: Right, right. It's true that I don't aim for relatability in the manga I create. I take credit as the author on the
- work of mine that gets published, and people can decide whether or not they want to buy it based on whether or not
- they're willing to following along with the author's(my) whims.
- So I'm different from the large amount of manga artists out there right now creating relatable content, and while I
- do try to expand my horizons by using stuff like CG, I ultimately continue to create things using mostly the same
- methods I always have. And I don't think that will change any time soon.
- Q: "No matter how treacherous the path, and no matter if it stretches to the ends of Earth (-Taneda)", right?
- Part 3: You said you're using CG in your art, but what made you want to do that???
- Q: A moment ago you said, "I do try to expand my horizons by using stuff like CG", and I'd like to talk about that a
- little bit. When it comes to your work, especially with "Oyasumi Punpun" and your newer stuff, it seems there is a
- much greater level of detail in it, including the backgrounds. Is that related to the "3DCG" you were talking about?
- A: Up until "Solanin" I usually focused more on the story rather than the characters themselves. I was never that
- skilled in the art I drew, but with "Punpun" I decided I definitely would not compromise with the art, including the
- backgrounds.
- Q: Punpun was a weekly serialization, wasn't it? It's amazing you were able to do such detailed drawings on a weekly
- basis for 6 and a half years.
- A: Right. It made me think long and hard that "if I'm going to do this without compromising on the art and the backgrounds,
- then where can I cut back?" And the answer that I came up with was "simplify the main character's design".
- Q: Aha! (laughs) So Punpun came to be from a process of elimination? Not something cool like "using a
- simple form makes it easier for readers to project themselves onto the main character"!? (laughs)
- A: More like if I can draw the main character in 5 seconds, I can spend more time on the other stuff, right? (laughs)
- That was the solution I found to do what I wanted to do.
- Q: I don't know whether you're a genius or just crazy...
- A: Actually, at the point in the story where it was turning towards the end, I had it all planned completely in my
- head, so as "Punpun" went into the latter half of the story, I focused a lot on the art. That was also the period
- where I thought to start using both digital and analog together in my work.
- I do my digital work in another room, would you like to see it?
- Q: Please!
- Q: Is that frog what I think it is!!!!!!!!!!!!!!!?
- Q: Wow! It's the one in front of the pharmacy in "Solanin"!! A real one!!
- A: Oh, yeah. They gave it to me after they used it in the "Solanin" movie (laughs).
- Q: I'm getting pumped up! Oh, oh! Can I take a picture with it before I leave!?
- A: Sure, go ahead. (laughs)
- Q: Just...wow. Sorry, but I can't help but being excited. Anyway, what kind of things can you do with "3DCG"?
- A: 3DCG stands for 3 dimensional computer graphics, right? Manga is of course flat and only 2 dimensional, so after
- I create something in 3D, I then convert it into 2D.
- Q: Huh? Why would you do that? Doesn't it take more time to make a 3D object when all you need is 2D?
- A: In the past, before I started using digital techniques, I used pictures for the backgrounds. One of the reasons
- for that is I felt if I left the backgrounds up to an assistant, it definitely wouldn't turn out how I wanted it to be.
- Q: Really? So there is a bit of a perfectionist in you?
- A: I'd say I'm simply not good at letting other people do things. And if the picture composition was perfect, I felt
- it was safe to leave the rest to an assistant.
- Although that meant I had to go out every week to take pictures, which I fell behind on. And when there was a scene
- I didn't get a chance to take a picture of, I went to draw it and then realized "this building doesn't have a back!".
- Q: It's hard to visualize every detail of a panel before you draw it, isn't it?
- A: From that, I thought if I create the entire thing in 3DCG to start with, then I can see whatever angle of the
- background I want at any time.
- Q: It seems like a very fine line between being a long detour and a shortcut...
- A: It's hard to pinpoint what the most efficient technique is, isn't it? But this method gives me a sense of security.
- I began using CG around a year and a half ago, and around a year ago I began using the program "3DS MAX".
- Q: You were able to learn it in only a year? When I think of CG, I think of Hiroya Oku of "GANTZ" fame, who is well-known
- as a manga artist who has mastered CG, but thinking about mastering CG to that level, it's hard to imagine it beating
- out the usual "manga artist and assistants" setup...
- A: That's true. However, I like to keep as few assistants as possible, and I wanted to be able to use CG and manage
- my projects by myself as much as possible, so I chose to learn it from the beginning with just me and my current
- assistants.
- Q: So does that mean you mostly taught yourself...?
- A: At first I bought a book about it and started from the beginning, but it didn't get me very far, so through
- Autodesk I was introduced to a 3DS MAX training program by the Too corporation, and I learned through that.
- Q: You were really dedicated, weren't you?
- A: My assistants and I all like video games, so maybe because of that interest in CG we were able to quickly learn
- the techniques. But we're still very much beginners.
- Take this for example. I wanted to have a scene where this big space ship collides and crashes, so I tried to create
- it here. With my old methods, I'd have to find a high spot somewhere to take a picture to achieve this perspective.
- Q: To get that perspective, wouldn't you have to be in a helicopter or something?
- A: Exactly. Take Hanazawa Kengo's "I am a Hero". In order to draw the scene where it goes from Odawara to Tokyo,
- he had to use a helicopter and record the scenes, but I don't have that kind of budget, so if I could make it in CG,
- I thought I could at least save myself that trouble.
- Q: That story is mindblowing.
- A: With CG, once you create something, you can use it as much as you want, and if you change its layout, you can make
- it look different easily, right? And since complexity helps tell the story, I'm grateful to have these techniques.
- Q: I get the feeling that in the near future you'll have created an entire city in CG.
- A: That's the idea. If we can create it all by ourselves, all that's left is to decide how much can be used in the
- story itself. Like, with this CG here, it was only used in about 5 or 6 pages. Since we went to all the trouble to
- make it, I wanted to at least use it for one chapter, you know?
- Q: Normally when someone spent all this time and effort to make something like this, they'd probably want to use it
- for 2 or 3 volumes, but to only use it for 5 or 6 pages!! Looking at it from a director's point of view makes it kind
- of scary.
- A: I genuinely enjoy making things. And when you're doing stuff that other people aren't doing, no matter what you
- make, it has newness, a freshness to it.
- Especially in regards to CG, there aren't a lot of manga artists using it, and a whole genre of "stories that are
- possible through CG" is basically untouched. So anything you create in that subtext will be new and fresh. And
- it's also great from the point of view of expanding the possibilities of what you can do with manga.
- Q: To see vast new possibilities in manga through the use of technology is quite impressive. To think that further
- evolutions in the field are yet to come is truly astonishing. Thank you very much!
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