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—by Charles McCarter
You may not know his name, but you definitely know his work. If you've seen
GUNDAM 0083, or GOLDEN BOY, or
more recently GUNDAM: THE 08th MS TEAM or COWBOY BEBOP, then you've seen the handiwork of one of the
best character designers and animation directors in the business today, Mr.
Kawamoto Toshihiro.
Mr. Kawamoto made his first American appearance at
Anime Expo, and he soon found himself overwhelmed with the fans who knew of
his work and wanted to ask him questions. But he also gave as good as he got.
During one of his autograph sessions, he was asked to sign a cel from GUNDAM 0083. He remarked, "I remember this cel. You know, I
checked every cel of this series personally."
Easygoing and low-key, Mr. Kawamoto even spent some time
exploring Anime Expo alone, without the aid—or the protection—of an
interpreter. But he found the experience enjoyable.
EX was fortunate enough to be able
to secure a one-on-one interview with Mr. Kawamoto during his busy weekend. He
is a dedicated, meticulous professional, but he is also very easy to talk to
and has a very good sense of humor. His passion for his work definitely shows
through, as does his personality.
EX: How did you get started
in the industry?
KT: I liked anime a lot, of course. GUNDAM and MACROSS were big hits, and
created a lot of fans. I was inspired by all of this, and applied for a job,
despite not knowing anyone at all in the industry. I got lucky and was accepted.
It's actually relatively easy to become an animator—the
door is wide open and they are always looking for new people. But getting ahead
and moving forward, going higher up the ladder, that requires a lot of technique
and creativity. In the end, most of the people who started around the same time as
I did are no longer in the industry.
EX: Were there any particular
shows that inspired you?
KT: Mostly MACROSS, and also
Gainax's DAIKON films. I was amazed that amateurs could
create a work of such high quality. But I can't exactly choose one particular
series that made me say, "That's what I want to do!" However, I can say that
the character designs of Yasuhiko Yoshikazu were very inspiring to me.
A lot of people got inspired by Yasuhiko in the same way. And
when I started working there were a lot of people who felt that strongly about his
work. A lot of others wanted to work with him. In fact, [fellow Guest of Honor]
Kamimura Sachiko is probably one of those people as well.
EX: Oh, so you've worked
together before?
KT: Yes, we both worked on VENUS
WARS. She was the animation supervisor. We both worked with Yasuhiko
on that.
EX: Let's talk about your
character designs. Your recent work, such as BEBOP and MS08, looks very different from GUNDAM 0083.
Why do you think that's so?
KT: Well, as the show progressed, I thought that the
character designs for 0083 were too detailed, and I wanted
to change that. So in my next work, I reduced the number of lines and made it
more simple. It matched the director's style for the project, clean and
simple—something similar to Miyazaki's stuff. This simplification or lack
of detail matched the direction perfectly. So after that, I kept with a more
simple style for the most part.
EX: (Producing a picture of
COWBOY BEBOP's Faye Valentine.) But I don't really think
that they're simplistic. After all, what about this?
KT: Ah well, of course, a woman should always be
adorned beautifully (laughs).
EX: In that case, what
about [BEBOP's resident hacker] Ed?
KT: Well ... (laughs) Basically, though, my character
designs are dependent upon what the director wants—they can be simple or
very detailed.
EX: What are the most detailed
designs you've ever done?
KT: Well, I was the animation supervisor for the GHOST IN THE SHELL PlayStation game opening. And the Director,
Kitakubo-san [one of last year's AX Guests of Honor], was
very detailed about what he wanted. In the game, most of the cels were actually
drawn on the computer, so it wound up having a gradation effect of four or five
shades, rather than the one or two associated with traditional cel animation.
EX: Which style do you prefer
to work in?
KT: Of course, my preference is for simple styles. I
usually do many key drawings in a very simplistic style. But whether it's simple
or complex, I want to keep the quality high and produce a good final product to
all who rely on me to create something. The latest incarnation of this is, of
course, COWBOY BEBOP.
EX: Well, BEBOP
is great.
KT: That's the result of a truly great staff. People
like Watanabe-san and Kanno-san and all the others. The staff make the end product
what it is.
EX: Did you work very closely
with Kanno Yoko on BEBOP?
KT: Only on the jacket designs for the album. Most of
the time, composers don't get involved with the design of soundtrack covers and
jacket designs. In her case, however, she had specific ideas in mind which made it
challenging to work on them.
For example, BLUE (the third soundtrack
album), has a lot of illustrations. And she asked that they all look like "fake" art.
I was kind of surprised, I mean, how was I supposed to draw a "fake" looking Spike?
I donated one of the pieces, an original watercolor, to the
charity auction. [Editor's Note: And it sold for $1,200!]
EX: Are you working on a new
project now, or are you just resting after your work on BEBOP?
KT: The industry doesn't really allow you to rest. Right
now, I'm working as a key animator on the ESCAFLOWNE movie. And
I'm also working on another movie that I can't talk about.
Image Copyright © Sotsu Agency, Sunrise
Image Copyright © Sunrise |
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