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by Roderick "Agitator" Lee
Takagi Shinji is a rising animation director, or enshutsu, at Production IG.
He also has the fortunate distinction of being one of only two IG
people who was not sucked into the recent EVANGELION movie project.
(Our own Scott Frazier is the
other). Thus, while all the rest of the IG staff found themselves
immersed in the frantic schedule of trying to complete the unfinished
footage for EVANGELION: DEATH AND REBIRTH, including prospective
Guests of Honor mecha designer Takeuchi Atsushi and director Yamazaki
Kazuo, Takagi was able to escape with Scott for his first visit to
the States, literally half a world away at Katsucon 3.

Takagi on stage at Katsucon 3... |

...and surrounded by fans. |
On the final day, EX had a chance to interview Takagi after he
had experienced a full weekend of another kind of frenzy, surrounded
by a sea of U.S. anime fans. Assisting in the interview was Scott
Frazier, who provided translation.
EX: How did you enter the industry?

Takagi: Unlike many other directors, I did not train in school as an
animator. Instead, I studied electrical engineering at Tokyo
University. A fan of shows such as YAMATO, MOBILE SUIT GUNDAM
and MIRAI
SHONEN CONAN when he
was growing up, I decided to take an animation course as an
elective while continuing to work toward my EE degree. One of my
instructors was a Mr. Miyamoto from Tatsunoko, who stressed the
importance of obtaining a degree and made me promise to continue
with my studies. In return, upon receiving my degree, I was
able to sign on immediately with Tatsunoko as an Assistant Animator.
While
there, I continued my training under top name director
Nishikubo Toshihiko, who was then the series director for
ZILLION. Mr. Ishikawa was then president of IG and also in
charge of all production for ZILLION. Ishikawa took note of
me and brought me into IG.
EX: How would you compare your experience between long-running
TV series and video games?

Takagi: Since the focus of the two are different, producing video game openings
allows for greater flexibility, both in content and production technique. I
hope to use his video game work as a springboard into directing actual TV,
OVA, or film series.
EX: What are some of the challenges in combining computer
animation with traditional paint-on-cel?

Takagi: The largest task consists of combining the three
dimensional look of computer animation with the two dimensions of
traditional paint-on-cel. Making the two appear as a seamless whole
involves either bringing the three dimensional feel "towards" the two
dimensional appearance or to do the exact opposite and integrate into
the three dimensional rendition.
For
me, this was largely a learn-by-doing process since when I
started working with computers, they were still very new to the
industry, so there was no one to learn from. In the case of the
PANZER DRAGOON OVA,
the first computer production from IG, I
moved toward the two dimensions. Now, with greater experience behind
me, I am more comfortable with blending in either direction.
  
Scenes from the PANZER DRAGOON OVA. |
EX: As an animator, what are your thoughts on the North American
industry? (Before attending Katsucon, the two spent a couple days in LA giving
Scott the opportunity to take Takagi around some of the American
studios.)
Takagi: The largest difference is in the aim and vision of the American studios in
contrast to the Japanese ones. Both American studios and audiences
are larger than their Japanese counterparts, so the direction of focus
tends to be different. I found the American approach more
comprehensive; US studios, in Takagi's view, look at the entire
process, from inception to final product as an entire unit, and make
production decisions with this one vision in mind. Japanese studios,
it may surprise some fans to know, being smaller, often tend to view
each major step along the process individually and not always as part
of an integrated whole. For the Japanese, each step is usually
decision unto itself, while in the US, there is typically one unifying
vision.
EX: What are the differences in directing an action-oriented
comedy series such as RANMA as compared to a more low-key like
OISHINBOU?

Takagi: The most difficult task for any series is understanding the vision of the
series director. Once over this
hurdle, it really is not that much different. The ease or difficulty
rests entirely on the existence of a directed series vision, and, not
surprisingly, strong series directors will have devised these single,
directed visions before production begins. In their absence,
animation directors like me are left to guess a series director's
intentions and ideas.
EX: What is your favorite part about being an enshutsu?

Takagi: The entire process. I like watching an idea blossom into a full
fledged production.
EX: Of which of your works are you most proud?

Takagi: I think probably RANMA NETTOUHEN
episode 142 (the penultimate one), because I was able to assemble all
the elements into a convincing whole. (RANMA fans will recall
that the NETTOUHEN series closes with a two-part story.) The primary
series director worked on both parts and
produced one set of storyboards for the entire story. And though
series directors typically work on the first and last episodes of a
series, I served as animation director for episode 142 and was
proud to have contributed to the closing of a very popular series.
EX: How has the industry changed in the past ten years?

Takagi: Personally, in the last ten years I have had the opportunity
to meet an incredible
range of new people developing new ideas. No single industry event,
technique, or title can replace ten years of meeting good people and
learning from them. With regards to a larger world view, it is not always
easy to see the changes from within.
Only after some time has passed is it possible to reflect back and see
how far the industry has come.
EX: How do you see the industry changing in the next
ten years?

Takagi: I see more computer work as the most obvious and most promising
trend in the industry. For this I can feel some pride because when
I first started out, I had privately predicted that the computer
would soon be involved in the process, and now I am seeing exactly
that occurring. Many are now discovering that computer techniques, such as
those employed by Animo,
allow for producing effects that in the past
would have been exceedingly cost-prohibitive with traditional
paint-on-cel or just plain impossible.
EX: Do you ever watch anime, or does just the thought of it
make your skin crawl?

Takagi: Yes, but I have very little time. One of my current favorites is
EVANGELION for its
richness in stories and characters.
EX: How do you relax?

Takagi: I have been very busy, and for the longest time,
when I finished one project, all that was left to do was to begin
thinking about the next one. When I do have some free time, I like to tour
and also watch movies.
EX: What are your plans for the future? If you complete
freedom to any project you wanted, what would it be?

Takagi: My next immediate project is an interactive movie from IG that
will run on the Playstation.
My
dream project would be to produce an animated theatrical
version of an old Hakusensha manga title, HAMIDASHIKO by Mihara
Jun. The title roughly translates to "The One who Sticks Out". A
human drama set in contemporary England, HAMIDASHIKO involves
four characters with a history who come together again when one of
them develops some sort of problem (the one who sticks out). The
depth of the story is in the character interaction and I would
relish the opportunity to bring this to the big screen.
EX: After three full days of an American convention, how was
your experience?

Takagi: I had a very enjoyable experience at Katsucon, but my only regret is that I
cannot speak English, so I could not relate to the fans directly.
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