Dream Hunter: a Yoshitaka
Amano Interview
by Simone
Satta (special thanks to Yoshi Segoshi/Camui Inc.)
How
do you feel, at just over fifty years of age, being considered
yet a legend?
Am
I? A legend? Gee, I never thought of it. I honestly don't
know what to say!
You
began working in the field of animation very early, at the
age of 15. Had been difficult leaving your family so young
to chase your dreams, passing from two such different realities
like your small village in Shizuoka and a big metropolis like
Tokyo? Was ever there a moment in which you thought to give
up?
There
were moments when I was confused, troubled, wondered (and
I still do once in a while!), but never thought of quitting.
Right
at the age of 16, you carved out a space for yourself in an
important animation studio like Tatsunoko. Up to the age of
30, this was your principal job. How much of Yoshitaka Amano
is there in the characteristic style of Tatsunoko? And how
much Tatsunoko is there in Yoshitaka Amano?
Designing
an anime character starts from zero. You just rely on your
own imagination. That's the same whatever company you work
for. However, looking back at the works I've done in Tatsunoko,
there must be some atmospheric effect Tatsunoko had on me.
Tatsunoko wanted certain emotional reality in their works,
so the deformation of the character design was unconventional
compared to other, more traditional animations such as Disney,
at least at that time. I was given much of freedom to design
the visuals of the characters whatever the way I felt like,
but then again, the basic line, stories, personal character
of each individuals, etc., were set by Tatsunoko, so I'd say
it was a team work.
You
played a role of primary importance in the creation of most
of the Tatsunoko characters. Which series or character do
you love particularly?
Kashaan.
What
do you think about secondary developments that had some of
your creations (I was talking of, for example, the Gatchaman
comics published in USA or the coming soon Kashaan movie)?
I
enjoy it. Even though I designed the original, those secondary
developments are not my responsibility, so I can enjoy them
just as an audience and am very happy that my creations are
given another chance to be seen by younger generations.
One
of the principal reasons of your fame is your work for concept
and character design of Final Fantasy. How much your
work changed in this way, with the technological development
in the field of videogames, now that restrictions are certainly
lesser?
Yes,
the visual aspect of games did improve quite a bit, but it
doesn't really affect me or what I do. The only restriction
we have when designing characters and environments is our
own imagination. The improvement is on realizing what we initially
designed into the screen and not on our brain!
What
are your influences?
I've
been influenced by many artists and art movements, pop art,
pre-Rafael, etc. Among Italians, I like Michaelangelo and
Da Vinci a lot. I also love Italian pasta a lot too!
You
worked for the big companies of US comics industry (Marvel
and DC). How was working for them? What kind of approach did
you use? Is it a closed experience or you think to repeat
this experience in the future?
Whether
it's a project with a big company or a small company (or just
on my own for that matter) doesn't affect me at all. Right
now, I'm working on Hero (a graphic novel) with a Canadian
publisher. Fortunately, I didn't have to do many works that
I'm not so interested in, so I could pretty much run my imagination
free and just put it down on the paper.
You
embarked on all kinds of artistic routes. Which is the one
with that you feel more affinity?
Whatever
the media, what I do is pretty much the same. Draw the damn
images on the paper! The project team will transform them
into different media. Did you know that when I first worked
on a computer game (Final Fantasy l), I thought
I have to do my drawings in pixel. So I made the characters
with square blocks!
Which
is the work you are more satisfied of?
There's
so many that I enjoyed! It's impossible to point out just
one!
Unfortunately
arts like comics and illustration are considered minor arts.
What do you think in this connection? Had ever been a problem,
for your work in the field of "high" art, your familiarity
with these "marginalized" art forms?
Yes,
the so-called "high art" and "minor art"
are perceived under different context, historically and sociologically.
For me, it is a point of view. How a work being evaluated
under certain context. I think the boarder line is more ambiguous
these days compared to, say, 20 or 30 years ago and it will
continue that way. These days, I'm interested in initiating
the whole project by myself. I like to create an entire world
under my own theme and choose whatever the media that I think
suites best. It can be just one media, or can be a combination
of different medias, and fine art can be one of the medias
that can convey a certain aspect of my work.
Are
you a big fan of comics? What do you read?
I
am. I think Osamu Tezuka's Firebird is a real masterpiece.
Do
you know Italian comic artists and illustrators? What do you
think about them?
Sorry,
I don't know any.
What
are your current projects?
I'm
working on several projects simultaneously at the moment.
One of them is a game with which my original drawings are
directly transformed into 3D animation. I'm very excited about
it. The others include Hero (graphic novel), another
3D animation with a French company, a large exhibition in
Tokyo, etc.
The
Comics Code trademark question. Name three comics comic fans
should have on their shelves...
Firebird,
Joe of Tomorrow (Ashita no Joe), Gallery
Fake.