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Amano Yoshitaka is one of those people who follows his dreams.
He was drawing since he was a child, and cannot remember a time
when he wasn't drawing. At age fifteenwhile still a high
school studenthe got his first job at Tatsunoko Studios.
He stayed there for fifteen years, creating some of the most
popular and enduring characters of the anime world. But he felt
it was time to move on, even though others questioned his
decision to leave his job and go off into an unknown future.
"But once your life is too stable, your creativity dies," he
believed.
Since then, Mr. Amano has worked in a variety
of jobs as well as a variety of media. He has done animated film,
printmaking, and other forms of illustration. He has done artwork
for novels, exhibitions, and video games. His art is recognized
by several different generations of Americans, whether it be for
his work on KAGAKU NINJA TAI GATCHAMAN (known
to Americans as either BATTLE OF THE PLANETS
or G-FORCE) or on the astounding juggernaut
that is the FINAL FANTASY video game series.
Mr. Amano's latest work, HERO, is described by its creator as "a legend
of the future."
HERO is a man who falls
in love in the twentieth century. He is reborn 10,000 years and
many lifetimes later as a prince. But the prince has a yearning for
a past love, and without her, he is doomed to immortality.
Accompanied by his cyborg companion, the prince must explore
multiple worlds if he is to find his beloved. And only in seeing
her can he find eternal peace.
Mr. Amano believes that this is his life's
work. And, fans of the latest SANDMAN
graphic novel will be pleased to know that he will be collaborating
with Neil Gaiman on the story. HERO will
go through a variety of incarnations and mediums before it reaches
its final form, which will be an "animated 3DCG
opera."
EX had the opportunity
to talk with Mr. Amano about HERO and some
of his other works and how he creates such enduring artwork.
* * *
EX: Let's start
with HERO, your new project. I understand
that you envision this as being a multi-media project. Where did
you get the idea for the story from? And how do you envision this
ending?

AY: The idea spawned from opera. I
wanted to do something like Wagner's Ring [of the Nibelung] or
Mozart's Magic Flute as a motion picture. But, I also felt that if
I could be original and create a legend of the future it would be
amazing. And I wanted the result to have a happy ending.
I wanted to draw a world where the images
could be expanded freely with no constraints. And in that case,
the work naturally became HERO, an original
work... Because after all opera has set music and set lyrics, and
does everything within those frames.
EX: Have your
previous works been leading up to HERO? If
so, how do you think they have influenced it?

AY: My previous works were not
stepping stones. Each of them had their own purposes, with
definite conclusions.
EX: Now that the
Exhibition is underway, and the preparations for that are over,
what are you working on now?

AY: I'm working on two new video
games: EMBLEM OF ERU for Capcom and FINAL FANTASY IX. I'm also designing art and
costumes for KAIJIN BESSOU, a play
starring Bandou Tamazaburou. Finally, I am also drawing for
an original book about HERO.
EX: Can you tell
us something about this project that you haven't told anyone
else?

AY: I've had a habit of chewing on
my pencils since I was young, so my pencils are all tattered now.
Pens and markers are really hard, so it makes my teeth hurt.
EX: Let's move
back a little bit and talk about some of your earlier works. GATCHAMAN, for example. When you were working
on GATCHAMAN, did you ever think that a
whole generation of American children would know your work on
this show?

AY: No, not at all.
EX: How do you
feel about being recognized for working on this show?

AY: I might sound a little cliche,
but GATCHAMAN represents my adolescence.
I can see how I was back then when I look at it. I had researched
the various customs when drawing even the costumes for the
background characters, so I feel that it was a record of how I was
back in the 70s. So, I feel that it brings me good memories.
EX: What was
your inspiration for the character designs, especially the bird
costumes?

AY: I don't remember too clearly, but
a bird theme was the concept that we all decided upon in the
planning stages.
EX: What are
your memories of your early days at Tatsunoko?

AY: I just hated working, and I was
always running away from it. I didn't want to go to the office,
and when I didn't go for a long time, they sent me a telegraph.
Like "Contact us." [laughs] It really was a tough time.
EX: And now, a
question that I'm sure a lot of people have on their minds. What
would you like to say to your fans who are confused by EGG OF THE ANGEL?

AY: That was a rather private story,
so I'm sure it's nearly impossible to understand it. So, it
might be better for them to watch it more for the visual images
than for the story.
EX: Second only
to FINAL FANTASY and GATCHAMAN is VAMPIRE HUNTER D.
In fact, you are probably more famous for your illustrations than
the author is for his novels. How did you come up with the idea
for D's design?

AY: Well, this may sound strange but
for D I had drawn a macaroni-western
in my own way.
EX: Another
long-standing rumor to ask about: Is it true that you really
didn't like the first VAMPIRE HUNTER D
movie?

AY: Yes, it's true.
EX: How involved
are you in the current D movie in production
by Madhouse studios?

AY: I am involved only as the
original character planner.
EX: What do you
think it is about D that has captivated
the imaginations of fans around the world?

AY: I would wish for them to be able
to read the original novels, and not see just the images. I'm sure
that if they do, it will be even more splendid. But as for
people's liking of D, I think it is a
longing for something strong, beautiful, and inhuman.
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