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Interview
with Kawamoto Toshihiro
Returning for Otakon
2005 was animation director and character designer Kawamoto
Toshihiro. For years now a mainstay at anime conventions across
North America, Kawamoto remains a strong, popular draw because
of his inspiring character designs in some of the most popular
anime in recent history. Among his most famous works include
Cowboy Bebop,
Golden Boy,
several Gundam
anime (War in the
Pocket, Stardust
Memory, 08th
MS Team) and Wolf's
Rain.
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All
right, who had broccoli?
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We sat down with Kawamoto
Toshihiro in the Hyatt Hotel in Baltimore, Maryland in a spacious
room designated for Guests of Honor. Due to the new interview
format implemented this year at Otakon
2005, representatives from Anime
Web Turnpike and Clear
Channel were also present to engage in a round-robin Q&A
session with both Kawamoto and fellow character designer Kanemori
Yoshinori (X,
X/1999, Rail
of the Star).
AA: Welcome back
to Otakon, and thank you
for sitting with us today. You're a frequent guest
at anime conventions in the United States. What motivates
you to visit American anime fans year after year?
KT: Quite often
in my work, it's very hard to get set vacation time, so when
I say I'm going to a convention, it would be a great explanation
for taking off. Otherwise, they wouldn't even let me go!
Of course, personally
coming abroad is very refreshing for myself. And to hear all
the fans, directly from the fans, about how they came about
my work, it really energizes and refreshes me. So as much
as I can, I would like to come and visit.
AA: What exactly
is it about the Gundam
universe that attracts you to it?
KT: First of
all, how I got attracted to Gundam
was not from the Gundam
world, but from the creator and artist, Mr. Yasuhiko Yoshikazu.
His art style was what really caught my attention from
the beginning. Adding to that, of course, was the director,
Mr. Tomino Yoshiyuki. When I was still a high school student,
in those days his works were superbly realistic as animation,
and that's how I got attracted to the Gundam
world.
AA: How has the
universal success of Cowboy
Bebop affected your life personally and professionally?
KT: It has made
a big... great... difference. When we first start making
Cowboy Bebop,
we never thought about it being this greatly found by fans
in the States. Work-wise, after the Cowboy
Bebop success, it gave us the opportunity to make
Wolf's Rain
and other such works. But on the other hand, because of the
success of Cowboy Bebop,
it may have tended to lock our hands into a certain direction,
and we have to renew ourselves to indicate that we can do
totally different types of work, as well... so it's both good
and bad, work-wise. Because of the such huge popularity
of Cowboy Bebop,
we had to purposely change and differentiate the characters
of Wolf's Rain
to make sure they don't get mixed up or confused... or at
least I so intended!
AA: Your character
designs are very stylized and easily recognizable to your
fans. Are there particular techniques or looks that you tend
to reuse?
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Look
deep into my eyes...
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KT: Wow, that's
something new to me. Quite often I was told that since I draw
such a different style from work to work, many people told
me that they cannot distinguish which work is mine, so that
is something new to me. Because Golden
Boy originally had the artwork of Mr. Egawa Tatsuya,
I tried to make the animation true to that character. But,
while these works were all of the similar time frame, maybe
the effects of the Golden
Boy character design might have affected me in designing
0083 and Cowboy
Bebop. That might be the reason you have the impression
that my works are easy to recognize, but that is only for
those three.
I also worked... I
don't know if you know this... but I also worked on Shiro
Masamune's Ghost in
the Shell and on Matsumoto Leiji's The Cockpit
series. And in each case, I tried to be true to the original
artwork. So if you were able to tell my work, even if I made
an adaptation to hold true to those works, then I admire your
eyes for noticing.
In many times, my fans
can't believe that both the 0083
and Cowboy Bebop
characters were drawn by me because there was such a big difference.
And there were those fans who didn't recognize that the Cowboy
Bebop character designer is the same person who designed
Wolf's Rain,
as well. Those titles that I just mentioned, did you get to
recognize me?
AA: Personally,
I have taken many art classes, so I can see certain characteristics
in following your work throughout the years.
KT: I am very
impressed that there are people who looked that deeply into
the characters.
AA: You tend
to take on anime that have mature themes. Were your choices
in those projects intentional to match your artistic style?
KT: Not in particular.
More often in my case, it's them bringing me in and
asking me to work for them, and it tends to be in that category.
I don't particularly choose in that way, it just happens to
be when they ask me, that's what they have in their minds.
AA: Then do you
believe that the people who do assign you which projects
you work on, know what style you use, so they assign these
particular projects for you?
KT: Regardless
of whether they truly understand me or my style, the fact
that they watched my past work and they thought that I am
reliable enough to work with together is a great honor for
me. For their trust, I would like to do my best and come up
to the standard they expect of me. So, whether they truly
understand me or not, that does not really much of a make
difference for me. The fact that they trust me that
much is a really big thing for me.
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Life
as a character designer
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One of the problems
is sometimes when they come to me and say, "Well, it's
Kawamoto-san! He can do it." That kind of an over-expectation
is a little too much for me. That kind of makes my heart beat
a little too high for me, maybe.
AA: Have you
ever watched an anime that you were involved with and said
to yourself, "I should have done this" or "I
should've done that differently?"
KT: All
works, every time. Unfortunately, being the nature of commercial
animation, we always have to work with the regret that what
we have originally visualized in our minds would never actually
come out on the film due to the unfortunate commercializing
mishaps that happen, such as delaying the schedule, not being
able to assemble the team of people wanted to originally to
do the work or just simply not putting in enough time to create
those works. We're constantly regretting that it's not our
best work, but to show it to the public is one of the techniques
as an animation director I have to be able to bring it up
to standard. Even though it may not be in our original image
that we have visualized, it still is at an acceptable level
for commercializing. Therefore we're constantly regretting...
that is the nature of the work.
AA: How important
is it to you while producing an anime to also be an anime
fan?
KT: Speaking
as an anime fan, as a person who watches it, I don't particularly
watch anime all by itself. I also watch the History Channel,
many movies and other stuff; anime just happens to be one
of the genre that I watch. However, there are people that
I look up to that I'm fond of. By doing anime work, if I get
the opportunity to work with them or when they recognize my
name as a workmate, that would be great. I don't think that's
the professional mentality but a very anime fan-like
mentality, and that still carries me working on anime as a
professional.
AA: Arigato gozaimasu.
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