
Interview Mr. Makino Ryuichi
This interview is based on an interesting interview with Mr. Makino
in the 2000 spring issue of "AIC Comic Love":"Tracing the footsteps of Makino Ryuichi from his career
in the Game and Anime industry"
Interviewer: Okubo Kasumitsu, J.L. for AIC
Date: Spring 2000 and Winter 2001
---------- Now on to the interview ----------
O: You have been playing an active role as an illustrator in the anime
and game industries. I heard that you got your start as an animator.
M: Yes. I entered a production studio that was
doing contract work after I graduated from college and became an animator.
I became a key frame animator after working in that studio and working
on "High School-Kimengumi".
O: "Kimenngumi"? It's quite surprising to know you worked
on that!
M: I entered the anime industry because I wanted
to create action anime. But the next job I got in the studio was "Mezon
Ikoku"('86), which is a daily life drama. I still wanted to be
involved in action anime production and took some contract work secretly/behind
the studio's back. But I got caught and the studio fired me. (Laughs)
O: Oh, is that so? (Laugh) So did you freelance afterward?
M: Yes. I worked in that studio for about 2
years and worked as freelance animator after I "quit".
O: Which anime were you involved with during those years?
M: ooh
I can't remember for I tend to forget
the old work that I completed when I start working on a new anime.
I am sorry but I can't remember.
O: That is all right, besides, I think some of that anime is quite
old. People might be surprised to know that there are many animators
who belong to the "forgot my old work" group.
M: I am one of them and it works for me to cut
off old anime when I am working on new one. Of course there is some
work that I personally have considerable feelings for, but even so,
it happens quite often that I can't remember the name of the characters
or something like that (laugh) Well, it's like changing your feelings
by forgetting old things.
O: I understand that. Like you can change your feelings by flipping
a switch. What is the trigger/reason you became an animator?
M: I don't feel like to telling you the reason,
for I am too embarrassed to say (laughs in embarrassment).
O: Now I am really curious about why, based on what you just said.(grin)
M: Is not really an impressive reason
have
you ever drawn little characters on the edge of your text books at
school and animate it by flipping the pages? One picture after another
and by connecting all of those pictures, it looks like the character
is actually moving. I just thought that it was interesting and, by
extension, I was attracted to animation. And I thought, "Maybe
I should give it a try". That was the trigger.
O: I see. And would you please let us know the reason you're involved
in game production?
M: A friend asked me if I wanted to join in
the production of an adult PC game "The afternoon of Angles-Speical
episode 3". I was working as character designer in that game
and that is where I encountered game production.
O: Wow. That is a really old game.
M: It's a game for PC-8801 which was a few generations
before windows. That is pretty old.
O: Is that the first time you were a character designer?
M: Yes. I did some character design work from
time to time but that is the first time I created something completely
original.
O: Are there any particular parts you have to pay extra attention
to or feel embarrassed about?
M: No. Nothing particular. Even if it is a game,
there is no difference from making animation for I am just drawing
and there is nothing embarrassing about feeling uncomfortable to draw.
Also, there is no problem when inbetweeners were copying my character
design sheets. When I was working on it back then, the character design
sheets were like memos to myself.
O: It is true that game's scale (numbers of cels) is different form
animation. One animator is enough to do all the drawing.
M: That is right. The rough character design
sheets can make me recall the original style I drew when I need to
work on it again, that is enough.
O: Now, let's talk about the highlight of this interview "Battle
Athletes - Daiundoukai" First of all, would you please let us
know how you encountered this anime?
M: Mr. Hayashi(Hayashi Hiroki) asked me "we
are planning to make a new game, how about giving it a try?"
and invited me to join the project. And that new game is "Battle
Athletes". I read the script and thought the story was quite
interesting so I said "Please let me do it". That is how
I met this anime.
O: What was the workflow for producing this game?
M: First of all, there are 3 animators hand
out rough sketches to Mr. Hayashi. The character designs in rough
sketches we hand out in the initial period became the characters in
BA, that is "Akari Kanzaki", "Ichino Yanagida"
and "Tomoe Kanzaki". "Tomoe" is not Akari's mother
in the rough sketch; she was a classmate of Araki. Later the original
plan was changed and Tomoe became Akari's mother.
O: Are there any big differences between the characters shown in the
game from the original character design?
M: There were 2 different Araki handouts at
first, longhair and short-hair Araki. The staff decided that the
long-haired Akari was better so I cleaned up the sketches based on
the longhair design. Another difference is that Akari's hairstyle
is rabbit ear-like in the final character design sheet. In the initial
design, the "rabbit ears" are more like worm's antennae.
The other characters have no differences from the initial character
design.
O: You took the shape of the characters that were in your mind during
initial planning period? That is amazing!
M: There is nothing changed in the game, on
certain levels I did sharpen the image of characters at very beginning.
Later, when producing OVA series, I had a hard time while changing
the design of character's clothes. There were many retakes of Mylandah
and I had to redraw it many times. It was the situation that people
usually said " Get hooked on and unable to escape"(bitter
smile). On top of that, Mylandah's image in my mind has black hair
without highlights in it. But when I finished the drawing alone with
my image and took a second look at it, I was, like, "uh..hm..something's
wrong with her hair.."(smile) Well, her hairstyle is fixed at
some points. There is another version of her hairstyle.. it is short
hair cut with waves. I personally preferred the short hair Mylandah.
O: I would like to take a look at it if there is any chance. When
did they decide to produce the OVA series?
M: It was pretty fast after game is produced.
Let me think
I think it was decided when we were making a short
film for Sega Saturn edition of the game.
O: That is early. Did you have a hard time when they decided to produce
the OVA series?
M: Yes. I was doing both game and anime at the
same time. The character styles were changing gradually when I started
the production work for the OVA. I cried out quite often when I was
finished drawing, like, "Oh! NO! The size of the body parts is
not in balance!!" " ARH
the hairstyle! Her face! Everything
is not in right position!!" The staff was asking me to make characters'
legs more slender in the OVA series and the game would have been changed
by that. I can't go back to where I was once I changed the style,
and that only exposed I am not a handy man.
O: Now you mentioned it, the character's legs were thicker and do
look childish.
M: I WAS planning to make those characters more
lolita-ish. But when they asked me to make the characters' legs more
slender, the other upper body parts had to balance with slender legs,
later, the faces has to take the balance with slender body parts that
I had to make look more grownup. At the end, character designs were
totally changed. An animator who I was working with was joking about
it and asked me "New character design again? " (laugh)
O: What other work was there after character design?
M: I was only working on character design in
the OVA series. Later, they decided to make a PlayStation game and
I was working on fixing the character design and new illustrations
for a short film in game.
O: No time to take a break?
M: I was also working on the illustrations that
were published in comic magazines and merchandises during that time.
There was lots of work back them. The toughest time I had is while
making game manual for there was a lot of artwork that I had to finish
in a short time. After that, CD-ROMs, CD
etc. I have been walking
with Akari for a long time, now that I think about it.
O: Are there any obstacles by being hooked up with Araki?
M: There is disadvantage for going out too long
with one character (bitter smile). I get used to the character design
and am able to draw it without thinking too much. In other words,
I will draw it by fewer lines. But, as I said I get used to it that
the image of character will come up easily in my mind that even I
use less lines to draw the character, it will not become another character.
O: Guess it's not as good as people say "It is easy if you get
used to draw it" in the anime world. That is difficult to judge
what is good or bad. Now, would you please let us know is there any
particular places you paid more attention to in BA?
M: What I am going to say right now that Mr.
Hayashi is sharing the same opinion with me. We decided to use different
silhouette to distinguish characters and start the character design
work. We tend to make the character have particular image so that
even if there is different animator drawing Akari or Ichino with different
styles, people can still distinguish the character by one look. The
point is to make hairstyles with strong personalities. If you put
a strong "personality"="mark/characteristic" on
the character, you can say "oh! That is Akari" by one look
at the silhouette. We emphasize at the hair styles and design it by
the thought of people can easily distinguish characters.
O: The hairstyles are quite amazing. The personalities of characters
are strongly shown by their hairstyles.
M: My way of defining it is "it is the
tool to fly"
O: You mean?
M: Oh, I mean it is "not normal".
It is impossible in reality.
O: I see (laugh). And you are aiming at what by Makino's "format"
(hairstyle) style?
M: I learned this when I was making family PC
games. The resolution of console game machines is very rough. Therefore,
no matter how specific you draw, it is hard to make great differences.
The first part for people to distinguish from one to other is by looking
at silhouette. Even though the abilities of game machines are getting
much, much better now, that point doesn't change at all. Therefore,
I came up the idea that if it doesn't make any difference, I will
exaggerate the hairstyle. This is why I did it.
O: I think people just need to experience many things to learn more,
so that you may find the experiences useful later.
M:
games to me are not right path but
that experience helped me a lot later.
O: Really?(Laugh) That is why the attractive characters of Makino
style were born by that hard work and experience. Does any animator
influence you?
M: The people I have been working with so far
definitely influence me. And I am greatly influenced by cartoonist
Mr. Hosono Fujihiko and animator Mr. Yamauchi Noriyasu.
O: Now you mentioned them, I do feel like your work has their style.
M: Mr. Yamauchi is very good at drawing girls
bottoms, right?
O: I knew you are going to say that! (Laugh)
M: I personally think I am greatly influenced
by Mr. Yamauchi. I call him "Master" whenever I meet him
personally and he always thinks I am joking. But I AM serious by calling
him master just he won't admit it. (Laugh)
O: Have you ever worked with Mr. Yamauchi?
M: No. Unfortunately I never had the chance
to work with him. I meet Mr. Hayashi and Mr.Nishijima Katuhiko quite
often in private.
O: I see. I heard that your personal interest are computers and you're
very good at them.
M: Uh..I was saying to myself that "I will
not be able to understand this thing" at first. But when I was
involved in game production work I felt that "I can't understand
the size of dot if I don't know computer" so I decided to make
myself study it again. Well, the other reason is I want to play PC
games... it's a mixture of personal feelings.(smile)
O: How about now?
M: I power up my FM-TOWNS to Windows and use
it to play games, net surfing, and drawing. I have a machine in AIC
but it is not as powerful as my own machine at home. Therefore I do
most of the digital painting at home.
O: Do you have your own homepage?
M: Yes. I have my own homepage with an orthodox
format. I didn't update it quite often for I have been very busy recently.
But I do upload original illustrations when I have time. I was planning
to upload illustrations at first but there were problems with tools
and capacities so I gave up. But I don't care that much, for that
is my interest; I am taking my time to work on it.
O: I think fans have to check it if there are many of your original
work.
M: I also have BBS on my website that if anybody
hasn't visited it yet. I welcome you to take a look at it. But I gradually
realized the difficulties of hosting a BBS.
O: Can you tell us more?
M: If you put the things you are going to say
in words, it is possible that what you write is not 100% what you
want to say or the nuance changes. Sometimes you will hurt somebody
else by it, even you don't mean to. That is why I said it is difficult.
I am paying a lot of attention to what I write. I hope other people
are aware of what they said within morals.
O: Would you tell us what you've been working on recently?
M: I am taking a break recently (Laugh). I am
helping Mr. Hayashi, Mr. Kajishima's work and as key frame animator
in "Sol Bianca". I am working as a helper now.
O: Is there anybody bringing game or animation projects to you? Fans
are concerned about volume 2 of your art book.
M: Uh..I can't say. (laugh). This is just a
thought, it will be fun to make male version of BA. There will be
lot of handsome guys that show up in the anime but will have serious
hard fights like cartoonist Mr. Katsuhiko Shimamoto draws in his comic.
O: That will be fun! (Laugh) One last question, what is your message
to the hard-core fans of BA and BA freaks?
M: Sure. I don't know who are those reading
this interview but if you are interested in "Ryuichi Makino"
please visit my homepage . I have my profiles and original images
there. How about that? (Laughs in embarrassment)
O: Thank you for taking some time for our interview.
Now on to new interview added by the AIC English website editor:
J: You mentioned you are attracted by animation, what are the anime
that made you want to be an animator?
M: "Gundam Wing". Precisely speaking,
the character designer of Gumdam-Yasuhiko Yoshikazu's work attracted
me. He makes the character movement so lively, as if they are real.
I think I wanted to move one picture and make it move beautifully
is why I wanted to be animator.
J: Hm
Gundam Wing is robot animation and I know you are very
good at drawing female characters
you also mentioned you want
to make action anime in the interview. What changed your interest?
M: (grin) To many people's surprise, I didn't
like drawing female character at all in the beginning. Female Characters
need to pay more attention to draw and it's too much of a bother.
But when I took "The afternoon of Angles- Special episode 3"
game job, I have to draw it for there is no male characters in it.(laugh).
After a while, my female character Design are proved by people without
my knowledge and that how I get into it.(laugh in embarrassment)
J: I see. You start your career from unknown young animator and would
you tell us how did you enter anime related job after college.
M: There are some links between anime college
and production companies or studios. Anime college will introduced
groups of graduate students to Production Company. I entered the studio
as I mentioned in the interview by the connection of college.
J: But what about those people who has no connection?
M: I think the only way is knock on animation
companies' door directly and tell them how much you really want to
be an animator. But you have to prepare that the payment you got will
not be able to support your life in Tokyo in first few months. Normally,
people hire you for a period of time, as trainee for you are not useable
at all. What I mean is, no matter how good you are, the real animation
work is very different from what you learn by yourself or in college.
The animation company will not pay trainees.
J: Than how do people support themselves as trainees? Have part time
job?
M: (laugh) you won't have time to have part
time job. I think most of people live with their parents.
J: It sounds like it is quite difficult work as animator.
M: It is not difficult at all to be animator;
it is difficult to keep going.
J: Can you tell us more?
M: First of all, new stuff is hired as inbetweener
and those works are boring/donkey works and not creative at all. You
just keep copying the same page with little or a lot of facial or
body movement between key frames. New stuff will not involve in creative
jobs, you just practicing how people talk or walking, and that is
very simple work repeat again and again. Besides, anime company pay
you by the numbers of in-between frame you work, no matter the in-between
frames you got have to take 3 hours to finish or just a simple mouth
movement takes you 3 min to finish it. One frame is one frame, no
more no less.
J: Did you experience that in your first job?
M: Yes. I knew that I couldn't survive by the
wage I got if I kept working as inbetweener. So I kept asking them
let me be a key frame animator for about a year.
J: Is working as inbetweener essential to people who want to be animator?
M: Yes. You will at least work as an inbetweener
for about one or two years. Cause you need practice to get used to
the animation production works.
J: What about they teach in anime college?
M: Anime college will only teach you basic drawing
technique. They will not teach you something very Practical. This
is a common agreement in anime industry that you don't really need
to go to anime college to learn those things. If you can draw, you
can just enter Production Company, and practicing something useful
there. You spend the same period of time (minimum: 2 years) paid college
fees to learn nothing practical or paid yourself in production company
to learn something practical, which will you choice?
J: Does the salary of key frame animator different from inbetweener?
M: Yes. If you are key frame animator, one cute
counts your payment. About how many frames in one cut is different.
But you get pay more.
J: That is very interesting. But allow me back to being an inbetweener
for a second. I heard that if you are not good you got more wages.
M: That is true. People who draw good deal with
difficult in-between frame that required better skills or technique.
And of course you spend a lot time on it but..one frame is one frame
you
can only accomplish this much for it takes time and got paid by this
much. For people who draw bad, because they are bad, they draw faster
and they finished more frames then good drawer, so they got paid more.
Beside, good inbetweener have to fix bad inbetweeners works sometime.
It is like, work hard but pay less, word less but pay more. Quite
unreasonable, isn't it?(smile)
J: Yes. It is. A little question, what are the action anime you work
secretly in the first studio and got fired?
M: I don't think there is many people know it,
the name is "Tobikage" a minor animation but female character
was design by Mr. Hirano.
J: Thank you very much. Any words for people want to be animator?
M: (Serious face) I think people must very serious
about your feeling of being an animator. There are too many things
will happened to make you feel frustrated if you take it less than
committed. Please go for it as you really mean it.
I am "real" "real" seriously meant it. "Ganbatte!"
J:Thank you very much and also thank you for design this month's free
wall paper for us.
M:Thank you too!
(end of interview)
If you have question to Mr. Makino, please send it to here with the topic name: "Question to Makino"
»» Back to Mr. Makino's profile and filmography
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