Statements by Evangelion Staff

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This page is a master list of statements, interviews and other articles that serve as windows to the warped mindscapes of Evangelion's creators.

The format of the entries should be something like

  • Title (or some combination of who-what-where, if a straightforward title is not available)
  • Points of interest
  • Quotations?
  • Primary source and its availability; this would usually mean the original Japanese text
  • Secondary sources and their availability; these would be usually translations
  • Reliability level of the sources and related disclaimers (staff statements would usually be Tier 2 canon)

Reliable and well-known sources

Hideaki Anno: What were we trying to make here?

  • Points of interest: An insightful view of what Anno had in mind before the start of the TV series. (Please expand)
  • Quotations?
  • Primary source: Neon Genesis Evangelion Vol. 1 (Needs better release info!)
  • Translation: available here. (Who translated this? Where did this translation first appear?)
  • Reliability level: Solid Tier 2 canon.


Hideaki Anno: Ghibli ga Ippai Liner Notes


Anno Hideaki. Director, producer. Born 1960, Yamaguchi Prefecture, Uto City. As an animator, participated in works including "Superdimensional Fortress Macross", "Nausicaa of the Valley of the Wind". Afterwards, established the shared stock company Gainax for the production of "Royal Space Force - the Wings of Honneamise". Also acted as Animation Director for that work. Later, as director he worked on "Aim for the Top!", "Nadia of the Mysterious Seas", "Neon Genesis Evangelion", and others.

There are too many painful things for people to go on living in reality. Thus, humans run and hide in dreams. They watch films as entertainment. Animation, as a means to enjoy everything in a pure, fake world, is a realization of dreams and has become entrenched in film. In short, it is a thing where even coincidences are arranged and everything judged cinematically unnecessary can be excized. The negative feelings of the real world are no exception. If the director so desires, even malice toward others could be introduced straight into film. I guess that's one of the attractive things about anime. Changing the tribulation of reality into dreams and conveying that to the people... is that what our work is? For the sake of people who forget reality until the bill comes due, who want to devote themselves to happy fallacies. I guess that's our job in the entertainment and service sector.

One of the distinctive features of Studio Ghibli's works is that, even if there are obsessive actions, there are things which appear to have not forfeited their goal. Forfeiting ones goal leads to despair, and is a sickness that can prove fatal. I wonder if Miya-san and his people are familiar with that feeling of despair. Perhaps they don't want to show that anguish to other people. I think they specifically don't want to display the negative things called self-loathing and complexes to others. That's why Studio Ghibli's works can't show anything but superficial happiness and a reproduction of reality with all the dirty things omitted. A fiction that imitates reality, and nothing more than a single dream. I suppose that is the governance of entertainment. And I think that that is one of the reasons that Studio Ghibli's works are safely watchable, brand name creations.

I have no intention of denying that. All of Studio Ghibli's works are top level creations. But, I can't help but feel that something is missing. This is because, although the technique is there, I can no longer feel "blood", the "blood" that is surely flowing within everyone. I wonder when that happened? Studio Ghibli's works have, for me, become things that doesn't possess the image of "Anime", but rather of the so-called Japanese cinema, in other words, the Japanese movies that have now lost all their energy. That may be the reason that I feel that something is missing.

By the way, Mr. Miyazaki Hayao and Mr. Itano Ichirou are those I consider my teachers. I brag and say that I'm probably the only one in the world with that combination. I was greatly influenced, not just in the technical points of the animation craft, but in the mental portion of filmmaking. My posture on filmmaking is nothing more than an attempt to hang on to the things I learned from the two of them. I have nothing but words of gratitude for both of them.

When I helped out as an animator for "Nausicaa", there's something that Miya-san often told me. It seems to have come from a Chinese sage, but "There are three conditions for accomplishing something. Those are: Being young, Being poor, and Being unknown." And, "No matter what, make friends." So I was taught. This was more than 12 years ago. Yes, I've known Miya-san approximately 12 years. In that time, I think Miya-san has achieved various things. However, he also lost many things.

I think supporting a studio, that is, fighting to protect the organization against ruin, is painful as it piles up. A staff that strongly depends on you is also a double-edged sword. The height of the brand-name image and weight of the pressure from the world which prevents you from announcing even a short film without hiding your head under the excuse of it being an "experiment".

However, I feel that he is still trying to obtain something new. Is that trying to throw away the past? But could that be the fate of those who go on making films? In any case, 'he is a person of deep craft regarding his desires.

Finally, I'm looking forward to "Mononoke Hime", the latest in the series of seven works stretching from his masterpiece "Nausicaa" (the movie). No, I'm serious.

Postscript. Yesterday, when I was in a state of mental collapse after my latest work had ended, I was moved deep within my heart by an encouraging phone call I received. The words of concern proceeding from the receiver became joy on my end as, with a exaltant face, my whole body was buoyed. In secret, I rejoiced in receiving some recognition for myself. Thank you from the bottom of my heart.

My master, the Lord Miyazaki Hayao-sama. From a (self-proclaimed) prodigal son, Anno Hideaki.


Hideaki Anno: Protoculture Addicts #43 (NewType 11/1996)

"Evangelion is my life and I have put everything I know into this work. This is my entire life. My life itself."

"Evangelion is like a puzzle, you know. Any person can see it and give his/her own answer. In other words, we're offering viewers to think by themselves, so that each person can imagine his/her own world. We will never offer the answers, even in the theatrical version. As for many Evangelion viewers, they may expect us to provide the 'all-about Eva' manuals, but there is no such thing. Don't expect to get answers by someone. Don't expect to be catered to all the time. We all have to find our own answers."


Yoshiyuki Sadamoto: Evangelion Manga, Vol 2, Commentary

"The design concept in Eva was that the characters themselves should lean towards a relatively subdued appearance. But the plug suits! Gaudy as hell. Embarassing--I mean, they almost look like, y'know, body paint. Naturally, I thought the cos-players wouldn't even consider attempting it."

"But there were, at the December '95 Comic Market, the February '96 Wonder Festival, at the... You know, I hate crowds, so ordinarily the whole cos-play scene is no more than a distant reality. But this... this, I had to see. Specifically, I had to see the girls in sky-blue wigs, wearing white plugsuits. Mmmm. I had to see it."


Yoshiyuki Sadamoto: Interview with Yoshiyuki Sadamoto (Der Mond)

The Initial Title was Alcion (Arushion)

In the first place, just what kind of story was Evangelion in the initial stages?

When the very first meeting was held before the title had even been decided, Anno had already provided the theme of "a battle between gods and humans". Both Anno and I -- our generation -- was influenced by Go Nagai, so making something on a grand scale meant it ended up like "Devilman". The character design request from Anno was that "the lead character is a girl, and has an older-sister type figure like Coach next to her," so it was structurally similar to "Gunbuster". So I first designed an Asuka-type girl as the lead character, but after "Gunbuster" and "Nadia" I felt some resistance to making the lead character a girl again. I mean a robot should be piloted by a trained person, and if that person just happens to be a girl then that is fine, but I couldn't see why a young girl would pilot a robot... So I remember saying to Anno, "It's a robot story, so let's make the lead character a boy." And just about that time, I was watching the NHK [public TV channel] program "Brain and Heart" and learned about the existence of the A10 nerve, and I told Anno about the idea that popped into my head at that time. That was the idea where "the dead mother is inside the robot, which is operated by mental/psychical bonding with the child. Moreover, parent-child relations are parched/strained due to the death of the mother at a young age." As soon as I had this idea I was filled with confidence that "This will work!" and I just whipped out a setting drawing. That setting drawing became the character chart for the Planning Papers.

What points did you take care for with that character chart?

An easily recognizable silhouette is also important, but I designed the characters so that their personalities could be more or less understood at a glance. For example, even the color and length of the hair expresses personality. I thought that Asuka would occupy the position of an "idol" in the Eva world, and that [Asuka and] Shinji should be just like the relationship between Nadia and Jean. And then I set Rei as the opposing "Ying" portion. It was my idea to have her wrapped in bandages. The most difficult was Misato. So I thought it would be interesting to have someone like the older girl next door as a military person. I really wanted to make her a character who changed her clothes constantly, but I have no fashion sense so I wasn't able to do it. (laugh) I imagined Misato as a looser girl who, taken to the extreme, would be sleeping with all the men at Nerv and so on. Furthermore, she would not think too seriously about all of that... Gendo and Fuyutsuki were modeled after Commander Ed Staker and Col. Alec Freeman from the TV series "UFO".

Were there any title proposals other than "Evangelion"?

One of the names proposed by Anno was "Alcion (Arushion)". But a robot story title that doesn't have a voiced consonant sound in it just isn't catching. So I pushed "Evangelion", which had been rejected once, as sounding stronger. We had talked a lot in the beginning about wanting a title like "Space Runaway Ideon (Legendary Giant God Ideon)", so I think I did push that. And to tell the truth, the story composition is also similar. For example, Nerv can be considered the same as the Solo Ship fighting a lonely battle against both humankind and the Buff Clan, and then there are the incomprehensible robots that can only communicate with children and tend to geo berserk, etc. It might not be an exaggeration to say that if you add "Ideon" and "Devilman" together and divide by two, you get "Evangelion". (laugh)At that time the media venue also had not been decided yet, but I really wanted to do it as a TV series or movie instead of as an OVA. Sure, you can do higher quality with an OVA, but I felt that OVAs were a minor media compared to TV, so it was out of self- gratification [that I wanted to do it as a TV series]. When you are in Tokyo and constantly reading the anime magazines, you succumb to the illusion that OVAs are a major media. But when you live in the provinces like me, the anime selection at the video rental shops isn't that great, so you think of it as a more minor world.

Reasonably reliable sources with limited availability

Interview with Hideaki Anno and Kihachi Okamoto (Writer/Director)

(Circa 1996) Kahachi Okamoto's IMDB page Source: 『写真(えいが)』の話に来ました

Translation/Summary by symbv (Incomplete)

Okamoto said that he watched Evangelion twice though he watched the ending first. He said the reference material he received along with the video has "controversial" written in it. He did not understand at first but later knew why once he watched the whole series.

Okamoto - Gun Busters is easier to understand. The final episode in the second video is black-and-white. I think it might be done to make it stand out - I men the "Okarinasai" at the end.
Anno - My generation was the age when black and white moved to color. I would like people living now to see how great to have color lol. That was 35 monochrome.
Okamoto - I love black and white. Perhaps nearly half of my works are black and white?
Anno - Recently there are more black and white CM on TV. Poster too. Somehow it is getting popular.
Okamoto - And then there is partial coloring.
Anno - "Part Color"... Everyone is now so familiar with beautiful full color, so on the contrary they see that as ununsual.
Okamoto - But development cost is high. In the past development solution for black-and-white was always available. Now you need to order it first and then they make the development solution.
Anno - If it's color development can be done in the same day. For black and white, they told me to give them 2 days and it became a problem to me schedule-wise. If there is a rush, they would not get it done unless they have 2 days.
Okamoto - But that thing does not fade. Print is easy to fade as time passes by.
Anno - It becomes reddish...

Then some talk about Okamoto's Nikudan. Anno watched it twice and Okamoto said it's more than enough...Anno said he still remembered a lot of the scenes and how they are edited and linked.

But the ones he watched most are "The longest day of Japan" and "Okinawa Battle". He even played it as BGV when he was doing storyboarding at one time, and then slowly his attention was drawn to the video and ended up spending 3 hours watching it.

Then Okamoto talked about his filming Okinawa Battle in Okinawa and the problem with lack of manpower and resource, ended up doing one of the characters.

Then Anno said it's easier in anime -- if one more character is needed just draw him. But Anno said anime and real life both have aspects that the other side may envy. For example in anime, the camera does not move, and the shadow and body motion needs to be made realistic. Even with CG it has become easier, it still has that CG feel. Anno then said for anime the main work is still about fixing the motion. Scrolling and wrapping the background is particularly inefficient. Then more flattery from Anno about how Okamoto's tempo and scene cutting is suitable for anime. And then Anno talked about frame aspect ratio -- love Cinescope and miss its disappearance. Hate standard ratio and also not like Vista. He loves the way when Cinescope aspect is used audience have to follow the scene by moving their heads which is something not possible with TV watching.

Skipped the part that talks aobut "Blood and Sand" and "Sengoku yarou", and use of long shots. Except that Anno mentioned the fun thing with anime is that the photographer doubles as the actor in anime and in real-life you never see cameraman doubles as actor.

Very technical talk about how many frames of films to use for one blink. Anno said 6-7 frames, if he does not want the scene to get noticed, he put 6, if he wants to make sure it gets noticed he put at least 9 frames. And he said that if it is familar and static scene, even 2 frames can leave an impression. 3 frames may already make it too slow. But if it is fighting it needs 7-8 frames. Took 12 frames in film, cut may be 5-6, depending on how the pictures look. And of course in dialogue how to cut is already predetermined. He said he spent 12 hours to cut 20 min of animation. The longest time took him 24 hours.

Skipped the part about talking with the audience.

About line of eye sight:
Anno - In the case of anime, the acting and performance usually does not take that much into account. One reason could be the character design. The eyes of the characters usually stress on the details of the eyes and this make it difficult to put acting by using line of sight. However, in Eva the char design is comparatively easier to do such acting, so I put some effort into that. Like where the character is looking at in that scene, or whether the audience are going to see the eyes or not...
Because it is so fundamental I took great care about it. So unusually I put instructions in the storyboard like "Eyes are looking here". As I am influenced by director Okamoto, I used camera line of sight more than usual
Okamoto - if possible, line of sight should be on somewhere close. And on direction, A would look at B and then speak, and B would look back at A in reacton. It has to be like that...
Anno - for me, camera line of sight is often on the front. The drawing staff usually hates it. Drawing frontal face is more diffcult and often it could not be done well. But if the line of sight goes the other way, it becomes hard to use it to act.
Okamoto - There is power if the guy's sight is close to you
Anno - yes, that's it. That has energy in it.
Anno - I don't like switching between front and side. It is easier to frame the position of eyes of the characters if it is a front to front exchanges between the lines of sights of two persons. Anime is at the end a 2D thing so the amount of information is limited. When it is cut to a new scene, the audience will try to search for something to focus, and if it is a face, it will be the eyes they look first. So when the eyes have expressed the information, you can cut to another scene already. In tv anime, static scenes are many. I think this is the proper way to go. Although I think acting by eyes is very important it is also very tedious. I don't mind putting effort into doing it but somehow when I look at it later I have a feeling that it won't get noticed, or nobody cares. And then I get a bit irriated.
Okamoto - Perhaps because eyes in anime characters are so big...
Anno - That has many physical reasons. If we do not make the eyes big and treat it as a symbol for the characters, it will become difficult for many to draw.
Okamoto - but one can act just by eyes. Like the position of the iris...
Anno - true, but as the end we only have the drawings to fall back on. If we overdo that kind of serious acting, it carries a risk of looking ridiculous. Character Design is a difficult thing.

About Director:
Skipped the part about old time directors and struggles with studio about rights to edit, except Anno said that for anime sometimes it needs to do editing without having all drawings. But he thinks editing is fun. Gather extra cuts and then try to experiment by switching the cuts or rearranging order and that is interesting. And even the question of whether to cut 2 frames or not can make a difference.

About Storyboarding:
More flattery from Anno about watching "Ghost Train" and Okamoto said because of AD'S mistake he once needed to take 140-150 cuts in one day.
Anno - for movies, consensus is impossible
Okamoto - Director must be a dictator
Anno - He is a despot. Nothing can move forward if we have to wait until someone else makes a decision and approves. Also the personal character would nto come out. In anime, a overall design called storyboard is made from the very beginning. And the production system is based on that design, so it is easier to unify opinions.

On the other hand, there is an image that the director's job is over once the storyboard is decided.
Okamoto - since we are on it, in Gunbuster and Eva last episode, there are parts in black and white, that flashback, that kind of stood out. It used quite a bit of sketch like drawings. Did the storyboard also cover that?
Anno - It was put in there.
Okamoto - Oh, those sketches were interesting. It somehow feels it's moving.

Anime vs real-life film:
Okamoto said real-life is not necessarily better. Anno said many anime directors want to do real-life. Many simply put drawings in place of real-life images and they seem to want to push anime to look closer to real life film. And both think it is not a good idea.

Final comment by Anno - Animation is a kind of static world, but there is a yearn for thrill when it switches from one static world to antoher static world and that cut to new scene is a most efficient way to get such thrill. And he thinks Okamoto's style of film cutting has similar effect
Anno - in a tv anime, 30 min of video has a limit of 3500 pictures. So the images cannot move as much as I want. And how to squeeze out the best from the image in such lack of motion, it is all in the cutting.


Hideaki Anno's Roundtable Discussion

Excerpts from a roundtable disccussion with Hideaki Anno at the Anime Expo '96 convention. From Animerica vol.4, no.9. Source: http://masterwork.animemedia.com/Evangelion/anno.html

On the unique appearance of the Evangelion Units...

ANNO: There is a monster in Japan called the oni, which has two horns sticking out of its head, and the overall image of the EVA is based on that. I wanted also to have an image that beneath the image of that robot monster is a human. It's not really a robot, but a giant human, so it's different from other robot mecha such as those in Gundam.

On Gunbuster's alternate future -- is it dominated by Russia?

ANNO: There's a Japanese Empire. In the year 2000, the U.S. and Japan had a war, and Japan occupied Hawaii. Sorry.

On the decision to have the final episode of Gunbuster in black-and-white...

ANNO: When you have color, you have an extra dimension of information. Color would have gotten in the way of the sense of scale we wanted to portray with the black hole bomb. Also -- no one had ever done it before.

On the date 2015 which figures in both Gunbuster and Evangelion...

ANNO: The date is from an old show I liked as a kid, and it was also the year in which Tetsuwan Atom took place.

On his favorite American animation...

ANNO: Tex Avery, Tom and Jerry. I don't like Disney.

On anime creators who inspired him...

ANNO: Outside of my staff, Mr. Yoshiyuki Tomino. Tomino's Mobile Suit Gundam and Space Runaway Ideon are my favorite anime besides Yamato. Hayao Miyazaki, with whom I worked on Nausicaa, animating the scene where the God-Soldier fires, was also a mentor to me.

On computer games...

ANNO: I myself have no interest in them; however, I am interested in computer graphics for animation.

On how the protagonist of Evangelion reflects Anno himself...

ANNO: Shinji does reflect my character, both in conscious and unconscious part. In the process of making Evangelion, I found out what kind of person I am. I acknowledged that I'm a fool.

On his religious beliefs...

ANNO: I don't belong to any kind of organized religion, so I guess I could be considered agnostic. Japanese spiritualism holds that there is kami (spirit) in everything, and that's closer to my own beliefs.

On whether he is a vegetarian like Nadia and Rei ...

ANNO: I like tofu. I just don't want to eat meat or fish. It's not for religious reasons.

On expressing himself through animation...

ANNO: Animation makes sense to people in the process of their seeing it. So when people get confused by my themes, or cannot get the overall message, the connection is not really going through, because it didn't satisfy that person. So there would be less meaning for that individual. There has to be a relationship that comes into being between the person watching and what the character's saying in the animation itself.

On what he thought of Patlabor 2 and Ghost in the Shell...

ANNO: I haven't seen Ghost yet, but I think that Patlabor is really good. I liked the scenes better in the second film.

On Evangelion's success...

ANNO: As for all the merchandising, it's just a matter of economics. It's strange that Evangelion has been a hit. Everyone in it is sick!

On his next project...

ANNO: Another TV show, probably some kind of space adventure.

On The Wings of Honneamise...

ANNO: The director of Honneamise, Hiroyuki Yamaga, is pretty serious as a matter of character, certainly -- so he doesn't really think of compromising with the audiences. Therefore it wasn't a radical film from Yamaga's perspective. There's something like a sequel planned, but it's been stopped for now. Yamaga wants to make it 'the final anime of this century'. He wants to make it happen.

On the future of the anime industry...

ANNO: The creators have to change their frame of mind for the field to advance. And it doesn't look too hopeful in today's Japan. It's in a critical condition right now. I don't think there's any bright future. That's because the people who are producing it are not doing well. But there's also problems in the people who are watching it. The people who make it, and the people who want it, they're always wanting the same things. They've been making only similar things for the past ten years, with no sense of urgency. To get it going once more, you need to force people to go outside, to go out again.

On recent attempts to adapt anime from novels...

ANNO: There are many novels written today which are made with the intention that they will be animated -- so it's not that big a step. I think that Legend of the Galactic Heroes was well done, but then, it was that kind of a novel.

On his feelings about the current trend toward Japanese historical content in manga and anime...

ANNO: I have no interest in it; they are searching for a theme.

On his hobbies and interests...

ANNO: My hobby is scuba diving, and besides science fiction, I like to read romance novels written by women. Since I'm a male, I don't really know the emotions of women. And because I want to understand their feelings, and create more realistic female characters, this is something I have to pursue.

To an American fan who boasted of having spent all his schoolbook money on anime goods...

ANNO: You're a fool. Study harder. If I could go back in time and tell my college-age self something, I would tell him to study harder, too.

On where he would like to travel...

ANNO: I want to see the universe, outer space -- it's one of the places I want to go while I'm still living. When I was a child... I thought that it would be possible to go out into space when I grew up. And that's not possible now. But I'd like to go to the moon, or ride on the space shuttle.

On getting into the anime industry...

ANNO: If you want to get into anime, my best advice to you as a creator is to please have diverse interests in things besides animation. Look outward, first of all. Most anime makers are basically autistic. They have to try and reach out, and truly communicate with others. I would guess that the greatest thing anime has ever achieved is the fact that we're holding a dialogue right here and now.

On his favorite Evangelion character...

ANNO: Asuka , because she's cute.

When told that the American audience favors Misato ...

ANNO: I'm surprised. In Japan, the overwhelming favorite is Rei . They can't handle strong women such as Misato and Asuka .

On Evangelion's last two episodes , which upset many fans...

ANNO: I have no problem with them. If there's a problem, it's all with you guys. Too bad.


Interview with Toshmichi Otsuki (Neon Genesis Evangelion producer)

(Courtesy of Mainichi News) (Awaiting original source link) (Circa 2006)

exposition:

'Toshimichi Otsuki, working as producer in tandem with director Hideaki Anno, helped create "Evangelion," a manga that changed the cartoon business in Japan.

Evangelion led the way in forming the foundations of the anime business by pioneering what have become manga marketing staples such as screening on late-night TV, software sales and merchandising.

But, as an interview with Mainichi Manga Town's Kei Watanabe showed, Evangelion has not entirely been a bed of roses for the man who started as a humble producer and is now the managing director of King Records.'

interview:

Interviewer: A DECADE HAS PASSED SINCE EVANGELION FINISHED SCREENING ON TV. WHAT ARE YOUR THOUGHTS ON THE ANIME NOW?

Otsuki: It's probably been a tough 10 years from the point of view of an anime producer.

I'm now 44 and I made Evangelion when I was 34. It's about the time in your career when you start thinking about taking the next big step.

In those 10 years, I've produced works like "Shojo Kakumei Utena" (Revolutionary Girl Utena) and "Sokyu no Fafuna" (Dead Aggressor), but nothing I've done has surpassed Evangelion.

Interviewer: WHAT WERE THE TOUGHEST TIMES?

Otsuki: Without doubt, the hardest thing was when we couldn't make the opening deadline for the movie back in 1997.

We couldn't release a complete work and were forced to bring out a movie in both the spring and again in the summer.

We had been working on the movie version while the TV series while still running for the first time, but I knew by the end of 1996 that we weren't going to make the deadline, so I made the decision to create two movies.

Anno-san never apologized, though. The end result was that we got almost the same amount of people in to watch both movies, which made the distributor, Toho, very happy, but it was really tough to make the decision to split up the story.

Even then, we still had to work up until the very last moment to get the second movie out on time. I went home to catch up on some sleep without even watching the movie.

Another difficult matter was the scheduling of the end of the TV series.

I have absolutely no recollection of having seen the rushes before the shows aired. Before I knew it, I was seeing things like (Eva) Unit 03 fighting on the screen and thinking: "What the hell is going on here?"

Interviewer: DESPITE EVERYTHING, YOU WERE AN ENORMOUS INFLUENCE ON THE ANIME WORLD.

Otsuki: There have been two major changes in the anime world since Evangelion came out.

The first is that TV networks have expanded their programming to include more manga. There's also more manga being shown on satellite and late-night TV. I think Evangelion proved without a doubt that anime could be a powerful business.

The other transformation Evangelion brought about was changing the face of (the central Tokyo district of) Akihabara.

Up until then, Akihabara had only been a place where people bought household appliances and electronics, but anime gradually began to make its presence felt more and more.

At the time, people could only buy either laser discs or video cassettes, but we still managed to change Akihabara so that it became a place that went from selling appliances to selling software.

Personally, I think the "Evangelion Effect" mainly extends to these two things.

Interviewer: AT LEAST YOU WERE A PIONEER IN THE CONTENTS SALES BUSINESS...

Otsuki: Maybe, but I haven't managed to come up with a hit since Evangelion, which makes looking back at that time a somewhat bitter experience.

What that all adds up to is that I've basically only being doing routine work.

I've got none of the excitement that I had at that time. Of course, I've got some good plans on the drawing board. But, ideally, now would have been a better time of my life to have come up with something like Evangelion.

Interviewer: WHY CAN'T YOU COME UP WITH SOMETHING LIKE EVANGELION?

Otsuki: When Evangelion came out, all I could think about was getting director Hideaki Anno's work out into the world, and getting the idea across to the world about just how good a work it was.

Anno-san concentrated on producing the work itself, while I concentrated on basically every other task associated with it.

It was me who made the orders when we needed to produce more laser disc and CDs and it was me who met with all the sponsors and the TV network people.

I only had one person working under me at the time, and we were constantly unable keep up with production demand for products because they kept selling so quickly.

Looking at the structure of the anime business now and the situation then was unthinkable. You could never work that way now.

Interviewer: DO YOU THINK THE SUCCESS OF EVANGELION CAME ABOUT BECAUSE IT WAS SUCH A GOOD PRODUCT?

Otsuki: I hardly said a word about the actual anime, itself. Up until that time, there had never been an anime about gigantic robots battling these mysterious monsters invading the planet, while at the same time focusing on what was going on in the minds of the main characters. But, Anno-san said that was the type of work he wanted to make, so I told him I would be backing him up while he made it.

In terms of doing something that had never been done before, it was almost as though we were a "pre-Colombian Columbus."

I can still clearly remember going to one advertising agency while on a search for sponsors and doing a presentation about Evangelion.

When I'd finished, one of the agency bigwigs turned to me and said, deadly serious, "If you bungle this project, you're fired."

When I went to the toy manufacturers, the reaction was pretty much the same.

I suppose the idea of a record company executive trying to sell an anime was unprecedented. Everything we did then was unprecedented.

But there was undoubtedly a thrill with every breakthrough we made.

Interviewer: WHAT CAN TODAY'S ANIME WORLD LEARN FROM EVANGELION?

Otsuki: Now, there seems to be an atmosphere of "get whatever you can" and all the talk is about "rights, rights, rights."

Focusing on promoting yourself and your works is not good enough.

You've got to make yourself feel good first by wanting to create a sellable work and a work that will make you satisfied.

When Evangelion was screening, I never once mentioned King Records on any of the LDs or CDs or commercials that were available at the time.

The only thing I ever talked about when I was selling Evangelion was the director, Hideaki Anno. I backed him to the hilt and asked Anno-san to express himself as a director.

And we achieved everything we did because that was all we did when it came to Evangelion. (By Kei Watanabe) [Mainichi Daily News / May 06]

Interview with Yoshiyuki Sadamoto, Animerica Vol. 6, No. 8

ANIMERICA: When did you first decide to become a manga artist?

Sadamoto: Right about the time I was in elementary school and middle school, Mazinger Z by Go Nagai, and Leiji Matsumoto's Battlefield manga series were just coming out. About that time I thought it might be nice to become a manga artist.

ANIMERICA: How did you go about designing the characters for The Wings of Honneamise? Did you use real people as reference?

Sadamoto: I designed them from several meetings with the director, Yamaga. Basically, I drew faces that look similar to my friends, but some of the characters were designed using actors as reference. For example, Shirotsugu was designed using Robin Williams (The World According to Garp) and Treat Williams (Hair) as reference, and the director of the Space Force was based on Lee Van Cleef.

ANIMERICA: How did you come up with the unique designs for the clothing and uniforms of Honneamise?

Sadamoto: As you can see in animation and manga, Japanese typically look on Western designs as otherworldly. So to avoid that stereotype, I tried to capture the essence of the oriental world, such as China or India.

ANIMERICA: What were your influences during the time you designed characters for Nadia?

Sadamoto: The basic direction was toward a Jules Verne (20,000 Leagues Under the Sea) style, so I looked toward Disney's movie and a television special on the Wright Brothers for inspiration. However, I didn't want my designs to be confused with Hayao Miyazaki's Castle in the Sky: Laputa.

ANIMERICA: Since Nadia was set in the 19th century, were there any particular impressions you wanted to leave the audience with?

Sadamoto: Of course we were trying for an element of nostalgia, but since this was a world within a dream, we wanted to make sure the audience didn't concentrate too much on realism. We wanted to leave the impression of a world where anything could happen.

ANIMERICA: What made you decide to draw the Evangelion manga?

Sadamoto: It's hard to put into words. All can say is I had a desire to draw it.

ANIMERICA: How did you come up with the characters for Evangelion? Did you design them with actual people in mind?

Sadamoto: It half feels like God came down and guided my right hand. There were some television dramas and specials I used for reference, but mainly I designed them according to my individual preferences.

ANIMERICA: While you were drawing the battle scenes, were there things you noticed, things that were particularly difficult, or things that were particularly interesting?

Sadamoto: I think the battle scenes in the comic can't hold a candle to the scenes in the animation. With that in mind, I made it my motto to make the battle scenes as easy to understand as possible. My heart's desire is to have the time to add more pages to those scenes.

ANIMERICA: How many people are on your production staff? Are the duties clearly divided, like they are with American comics? And how long does it take to turn out one comic installment?

Sadamoto: I use two or three assistants to lay down the screentone, and recently, I've drawn quite a few rough backgrounds and given them to assistants to fill in details. Including the story and pencils, it usually takes about three weeks for one story. Unlike American comics, I do all the basic parts of the comic myself.

ANIMERICA: Why do you think Evangelion has become such a record-breaking hit?

Sadamoto: I think it's a combination of many factors, but simply put, it stumbled upon what the era was looking for. That about sums up my impression.

ANIMERICA: What made its popularity different from that of other productions?

Sadamoto: There's the anime mania; it even drew in adults who would normally never watch an animated show.

ANIMERICA: It's popular in America also. What do you think is the basis of that popularity? And if you have the feeling that people in other countries would be enthusiastic about it also, could you please tell us why?

Sadamoto: I thought only the Japanese would be keyed in to this story. If it's true that it has become popular in many countries, then it means that the whole world feels the same disease of the soul. This isn't something we should be happy about. [LAUGHS]

ANIMERICA: Who is your favorite character? Which character do you have the most fun drawing? Who is the hardest to draw, and why is this so?

Sadamoto: The female characters are the most fun. The main character, Shinji, with his subtle expressions, is the most difficult.

ANIMERICA: Do you like drawing cute animal characters, such as Evangelion's Pen-Pen the penguin or Nadia's lion cub King?

Sadamoto: I love it. But when I'm designing them, I'm actually selling you on the humanity of the pet. More than the cute exterior, I find the essence of the character to be the most important.

ANIMERICA: How are you presently involved with the new game/manga/animation project Blue Uru?

Sadamoto: Presently, I'm working on the game.

ANIMERICA: I've heard your wife is also a manga artist. How are your styles different?

Sadamoto: We're completely different, but I find that I've become somewhat influenced by her tastes as a woman's comic artist. She is very helpful when checking on my n?mu (full-size pencil layouts with dialogue included).

ANIMERICA: You and your wife have also collaborated on projects together. Could you tell us some of the good and bad points of that kind of working relationship?

Sadamoto: Those individual points that could never have come from me are both the best and worst points of collaboration, in comics or animation.

ANIMERICA: Can you tell us what new projects are in the works and what kind of vision you have for the future?

Sadamoto: I really haven't thought of projects that I would do purely on an individual level. I'm involved in Blue Uru and other Gainax productions. I hope you'll enjoy them.

ANIMERICA: As you're both an animator and a character designer - which profession do you prefer?

Sadamoto: I like both, but the work of character designer seems to fit my personality better.

ANIMERICA: What would you say is your fondest memory of working in animation?

Sadamoto: There are so many that I can't pick just one, but I'd say it's all the people I've met and all the strange foreign countries I was able to see while researching projects.

ANIMERICA: How do you spend your days off?

Sadamoto: I tinker with motorcycles or cars, go riding, build models, play with my kids, or when nothing is pressing, I just do nothing.

ANIMERICA: You mentioned motorcycles and cars. What kinds have you ridden in? Do you have any fond memories or ambitions regarding them?

Sadamoto: I'm in love with Italian cars, but because of short availability, presently I have only two English Lotuses and one French Citroen. Basically, I like foreign cars because I feel that through them, I can get an understanding of foreign cultures.

ANIMERICA: Do you have any advice for your American fans who might want to become manga artists?

Sadamoto: I'd say more than the desire to become a manga artist, figure out what you would like to say and pay attention to that. Remember that manga is only one medium in which to present your ideas, and put your best effort into it.

ANIMERICA: Do you have any messages for your English-speaking fans?

Sadamoto: Thank you for following the Gainax productions up until now, and I'll be working on more projects in the future, so I hope I can continue to count on your support!



Kazuya Tsurumaki: Q&A from "Amusing Himself to Death"

  • Article from Akadot by Owen Thomas
  • Amusing Himself to Death: Kazuya Tsurumaki speaks about the logic and illogic that went into creating FLCL. The except is actually from a Q&A at Otakon.
  • Source: page 1, page 2, page 3

When Tsurumaki visited Baltimore to speak to American fans at the recent Otokon Convention, predictably, many of the questions were along the lines of, "Hi, I really loved FLCL [or Evangelion], but could you please explain this part of it to me?"

Tsurumaki answered all questions genially with a self-deprecating and often mischievous sense of humor. For example:

Why does Haruko hit Naota over the head with her guitar?

Kazuya Tsurumaki: Naota is trying to be a normal adult and she belts him to make him rethink his decision.

Why does Evangelion end violently, and somewhat unhappily?

KT: People are accustomed to sweet, contrived, happy endings. We wanted to broaden the genre, and show people an ugly, unhappy ending.

Why is the character of Shinji portrayed as he is?

KT: Shinji was modeled on director Hideki Anno. Shinji was summoned by his father to ride a robot, Anno was summoned by Gainax to direct an animation. Working on Nadia [Nadia: Secret of the Blue Water, one of Anno and Tsurumaki's earlier projects] he wondered if he still wanted to work like this. He thought that working on Eva could help him to change.

Is there any particular reason why so many Gainax series feature very anxious, unhappy young male protagonists with no parents?

KT: Yes, the directors at Gainax are all basically weak, insecure, bitter, young men. So are many anime fans. Many Japanese families, including my own, have workaholic fathers whose kids never get to see them. That may influence the shows I create.

Could you explain the mecha bursting from Naota's head in FLCL?

KT: I use a giant robot being created from the brain to represent FLCL coming from my brain. The robot ravages the town around him, and the more intensely I worked on FLCL the more I destroyed the peaceful atmosphere of Gainax.

Why doesn't FLCL follow one story?

KT: In the third episode Ninamori was almost a main character, a kid who, like Naota, has to act like an adult. After episode three her problem was solved so we wrote her out. She has many fans in Japan and we got plenty of letters about that decision. For FLCL I wanted to portray the entire history of Gainax, and each episode has symbols of what happened behind the scenes on each of Gainax's shows. Episode one has many elements of Karekano; episode two, a lot of Evangelion references, etc.

Where does the title FLCL come from?

KT: I got the idea from a CD in a music magazine with the title Fooly-Cooly. I like the idea of titles that are shortened long English words. Pok?mon for "Pocket-Monsters" for instance, and an old J-pop band called Brilliant Green that was known as "Brilly-Grilly."

Is there any reason why the extra scenes added to Eva for the video release were cut in the first place? Did you think the story would mean something different with them intact?

KT: The scenes that were added to Eva for its video release aren't that important. We added them as an apology for taking so long to get the video out. Maybe they'll help people understand things, because the episodes were done under tough deadlines the first time around.

Can you explain the symbolism of the cross in Evangelion?

KT: There are a lot of giant robot shows in Japan, and we did want our story to have a religious theme to help distinguish us. Because Christianity is an uncommon religion in Japan we thought it would be mysterious. None of the staff who worked on Eva are Christians. There is no actual Christian meaning to the show, we just thought the visual symbols of Christianity look cool. If we had known the show would get distributed in the US and Europe we might have rethought that choice.

Rumor mill tier

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