Highlighted in bold are those lines that provide, confirm or underline some fact about Made in Abyss’s lore. Unbolded lines are general commentary about anime/movie/manga.
2023-4-26
https://newsdig.tbs.co.jp/articles/-/456599?display=1
In the 52nd Japan Cartoonists Association Awards that took place in April (2023), a certain manga received the Manga Kingdom Tottori award, r
“Made in Abyss”. After having an exclusive interview with the author Tsukushi Akihito, we come to know of his inspiration from a manga with connections to Tottori.
“Made in Abyss”, authored by Tsukushi Akihito from Kanagawa prefecture, serialized in Web Comic Gamma with tankobon release up to volume 11. (as of April 2023)
The setting is the Abyss, the gigantic vertical hole shrouded in mystery, said to be the last region to be explored by humans.
While a multitude of delvers continue to explore deeper in search of their dreams towards the unknown, Riko, whose mother once disappeared into the depths of the Abyss, and Reg, a mechanical doll (robot) with amnesia, go on a life-risking adventure. That’s the premise of this dark fantasy.
This “Made in Abyss” was ultimately chosen as the recipient of the award in collaboration with Tottori prefecture “Manga Kingdom Tottori award”, which is awarded to authors and their works of which its development show much promise.
It’s an adventure fantasy that distinguishes itself from other existing manga. Held as an overwhelming world that brings about a balance between its dark developments and its soft and cute artstyle.
“The pictures are quite cute but in this piece of work, I would certainly prefer to properly sit down in seiza instead of trying to lie down in the deep parts or what you might call the netherworld.” -Chief Cabinet Secretary, Okayama Yoshifumi from Tottori prefecture Manga Kingdom Govt. Secretariat
And this time we were able to have an exclusive interview with the author Tsukushi Akihito.
-What do you think now that you’ve been awarded?
I thought from the bottom of my heart that this manga would be untouched by awards so I was instead thinking “is it really okay?”, I was incredibly happy.
-To those who might not have seen it, what type of story is “Made in Abyss”?
It might be best if I explain with the attention-grabbing parts.
In a world where most of the unexplored regions have been trampled, there remains only a giant, mysterious pit. You can’t see its bottom. It’s a fantasy where children challenge the giant pit with no bottom in sight. However, if you end up delving too deep into the giant pit you won’t be able to return again. If you delve deep and try to come back, you’ll vomit blood and die, so you physically won’t be able to come back.
The story is ultimately about having exciting adventures in the giant pit and things turning out for the worst.
-I wish to ask about what you might’ve taken inspiration when thinking up the story of “Made in Abyss”
I’m not just saying this because I was chosen for the Manga Kingdom Tottori award but there’s this manga called “Summit of the Gods”, drawn by Jirō Taniguchi (who’s from Tottori prefecture), and it is exceedingly touching so I started out wanting to make a story like that.
-From your point of view, what type of story is “Summit of the Gods”?
In all frankness, it’s about people who can’t do anything but climb mountains. It really is nothing else but that. It’s about a cameraman following after people who attempt the unprecedented. It’s staggering.
At first there was an element of the story where the deeper one delved the more time would be out of sync
-About the world of Made in Abyss, the giant pit that is the Abyss sits in a round planet like Earth?
That’s about right. If there was a hole on some planet, naturally, the deeper you dive into it the crazier things should become like terrestrial heat and high pressure. Perhaps it will gradually become more apparent what the hell is going on with that.
-The Abyss is surrounded by the sea?
That’s right, it’s an island.
-Surrounding the Abyss, are there any other islands?
Of course. There’s this town in the island that contains the Abyss, it itself is what you could call a national park of a fairly big country. I did make a map in advance, but I won’t put it out there (Laugh) because I want you to focus on the hole.
-I think in the story delvers appear from other countries, those people came from other islands to delve?
That’s right. They came from other countries. Most of the people who call themselves Delver officially have a license for it; the whistles are the license.
-The curse of the Abyss (strains of ascension) that appears when you come out of the hole to the surface, how did you come up with it?
It was what I had to put into the setting for something I wanted to do.
This is a little meta but, in short, I just didn’t want people to get out of the hole. When I was first thinking that I didn’t want them to leave, I simply made it so the deeper one delved the more time would be out of sync. Similar to Umashima Tarō’s story, after delving in and passing even a little bit of time anyone who’d remember you would already be dead so the thinking was that there’s no point in coming back.
However, the editor at that time told me “that’s a little weak” and asked whether I could make it something easier to understand and much more of a physical limitation, so then I said why not make it so that you die when you delve in and I updated it.
The strength of Bondrewd’s character is strong
-Among the various characters, I think the one that gets all the attention is the lord of dawn, Bondrewd. As the author, do you know how he came to be so popular among readers despite being that inhumane.
That’s also quite simple, the strength of his character is strong.
This is a lesson from my teaching counselor: if the established character is strong it will make you want to follow whatever they end up doing. So once you bring them up to that point, there’s basically no need to think about the drama as people will read the rest of the story.
That way when you make characters with high strength face each other that in itself will become your drama. That teacher has put that into practice in some of their characters so their teachings were trustworthy.
-When Reg and the others are fighting against Bondrewd, was it as if the characters were moving on their own in your mind?
That’s right, it’s something they had to do, there are rules, you know? So by giving them a certain situation they begin to do what they want, which makes it feel like after neatly editing all that you cut off the interesting parts.
-Each character’s speech mannerism has its charm. Sorry for only bringing up Bondrewd but his “Oya oya” and “Adorable, aren’t you?”, was it something you thought this character would say while you were drawing?
There’s also a lesson from my biggest counselor and it’s “Every person has their eccentricities”(lit. “with none there come 7 habits”). Meaning, no matter how much someone appears as though they don’t have a habit, if you take a closer look you’ll find they have some 7 habits.
I made it from the idea that If you apply that to characters and make that stand out, it comes out just naturally.
Also, at the moment I feel like this guy would say this, I vocalize it myself, many times. Then, the ones that feel good and I end up saying suddenly, I put into practice because it can become one of their speech mannerisms.
At the age of 30 I left Konami in an impulse
-I want to ask about your career history, you were a videogame designer before?
More specifically, I was a videogame graphic designer
-Was there something that motivated you to change jobs to mangaka?
The story is a little embarrassing but I left Konami at the age of 30.
Once I turned 30 I suddenly started feeling a certain anxiety. I was driven by an indescribable feeling of uneasiness to leave Konami on an impulse.
-In an impulse? Konami?
Yes. Sorry for the way I’m gonna say this but, I suddenly thought that I was around the half-way point before I would be unable to move about healthily.
And on top of that, in the next 30 years, time will feel much faster than the previous 30 years. As I thought about that it also came to me that it would all end without me creating what I wanted to create, maybe that’s what made me anxious.
And at the time I didn’t even think about drawing manga, at all.
-and so after resigning impulsively, what circumstances led you to choose to become a mangaka?
Nothing really, I was wondering whether it would be a good idea to turn a doujinshi I somehow made into a manga. Then that manga I drew caught the attention of an editor of Takeshobo, then they told me “why not try it”, since it’s a web manga it doesn’t matter if it gets axed at some point, and so Made in Abyss started.
Because of that I want to say to the people who plan on reading after this “the beginning of the first volume is really difficult to read so prepare yourselves” (Laughs)
I personally don’t want to see a story where someone could return after taking their Last Dive
※ Caution! Volume 11 spoilers ahead.
-Is the story closing in on the end?
I’m not even sure myself (Laughs). The end has already been thought out but it’s like, where does this even go?
-Will Riko ultimately meet up with her mother? Will they be able to head back to the surface?
I don’t know if she will meet her mother or not. And Riko and the others won’t be able to go back to the surface together. If I were to ignore this I would be breaking a promise to the readers.
So everyone’s expecting that this is a story where they’ll be able to come back, despite it being called the Last Dive, huh?
Well, I personally don’t want to see that.
-I personally think that Lyza is like a cool mom, but is that right?
I wonder about that. There’s nothing described about her state of mind when she dived in the first place, so I can’t really say anything. Honestly, Lyza went there while neglecting childcare so I’m kinda wondering what that’s about
-So is Lyza’s desire to thoroughly investigate the truth about the Abyss very strong?
Hard to say, huh? I haven’t met Lyza to ask her so I don’t really know.
-When she went to the 4th layer with Ozen, we got to see how Riko was more important to her than the relic. So I do think what’s important to Lyza is Riko, but what about that?
If there’s no lies behind those words, that’s right.
-What about Ozen’s personality? She doesn’t lie, or does she actually lie?
Ozen is like that, right? She’s covering what wouldn’t be interesting anymore if she just told you, so I think she’s hiding what to her is the real thrill of adventure.
This is not a manga I can say I wish everyone would read
-I want to ask about Prushka, when I was reading I thought “ Prushka died!” but actually…
Aaah, yeah, does that count as dying?
-About that, how is it? By becoming a white whistle, did she die? Is she still alive?
Weeeeell~ Maybe it’s safe to say she’s dead in a biological sense, because she’s in a state far removed from living beings in terms of biological principles like eating things and such… However, it also feels like it’s not quite appropriate to say she died.
-In the latest volume while Riko’s asleep, it’s not clear whether it’s her memories or what but in that space they’re having a conversation so, do you think that’s open to speculation?
Yeah, that too, won’t whatever the hell is going on with that get shown at some point? (Laughs)
-It feels as though Made in Abyss is getting noticed more and more inside Tottori prefecture. Finally, will you send a message to everyone in the San’in region?
Yes! This is not a manga I can say I wish everyone would read. I fully understand that it’s a manga that chooses its people. If you think reading the manga is draining, I think you’ll more or less be able to understand which one is for you after watching the first season of the animation. So please give it a try.
Made in Abyss, Manga Kingdom Tottori award winner, overflows with a charm that makes readers unable to break from a deep obsession. You won’t be able to take your eyes off the story.
2023-2-18
https://www.animatetimes.com/news/details.php?id=1676623513
The anime 'Made in Abyss' adapted from the manga by Tsukushi Akihito, after the release of the first season, recapitulation films and a movie, has broadcasted a 2nd Season 'Made in Abyss: Golden City of the Scorching Sun' from July to October of 2022.
And on this occasion, the special event of Made in Abyss: Golden City of the Scorching Sun ~Cave Raider Guild Great Balancing Meeting~ took place on the 15 of January 2023 in the Japan Culture Hall in Hitotsubashi.
The 7 members of the cast, Tomita Miyu (Riko’s VA) , Ise Mariya (Reg’s VA), Isawa Shiori (Nanachi’s VA), Kuno Misaki (Faputa’s VA), Terasaki Yuka (Vueko’s VA), Hirata Hiroaki (Wazukyan’s VA) and Saiga Mitsuki (Belaf’s VA), took the podium and presented the scenes that left an impression on them as well as performing a recitation of a newly written script.
This article reports on the matinee portion of the event!
Unlike the ‘Rally’ event that took place online, this event was held in person. The cast members had a brimming expression of joy as they saw the large crowd of spectators.
Given that the event is set in the scenario of the second season, the Village of the Narehate, Tomita announced that “If we’re unable to provide the Value corresponding to the price of the entrance ticket, we’ll be balanced at the end of the event, we’ll do our best!” provoking laughter from the audience.
After introductions, each member presented the scenes of the second season each of them thought had ‘Value,’ marking the first segment of the program.
Saiga being the first up chose the scene where the story of the Ganja squad starts, at the beginning of episode 1. Saiga talked about her reason being that she thought the audience might be taken aback by starting with the introduction of new characters and a new situation.
Isawa asked “were you all present for the dubbing of this scene?” and Terasaki replied firmly “we were!”. On the other hand, Hirata asked in a little bit of a daze “we were, right?” making the audience laugh.
Terasaki brought up that time when Ise, during the recording of episode 1, entered the studio before her own turn and praised the cast of the ganja squad after having heard their voices.
And the scene which Ise chose was the one where Reg and Faputa reunite in episode 4, reminiscing that “it was a scene with a striking encounter, filled with the painfulness of not remembering about Faputa.”
Being a scene they recorded together, Kuno praised Ise’s performance “It really was heart-throbbing. Standing beside me was not Ise, but it was entirely Reg so I was very immersed.”
Next, the scene Tomita chose was the one from episode 5 when Moogie teaches Riko the Narehate language. Tomita clarifies the reason she chose this scene is that you get to see Riko use what she learned later on so it makes you feel like she’s taking action for Nanachi and Reg.
Ise continued by saying she was happy recording with all the residents of the Narehate village since they used to record only between the three members of Riko’s Team a whole bunch in season 1.
Hirata chose the scene where Wazukyan says “Those who can choose are the challengers alone.” and turns to everyone around “ Doesn’t it seem like he’s saying something very significant?” to which Ise agreed saying “The path will only open to those who challenge, right? It’s a very Wazukyan line.”
While everyone talked about how he’s a character with lots of lines that can be interpreted in many ways, Hirata comments at the end “I was thinking how he’s an interesting person if you look at some parts of the story but when looking back at the whole thing he’s just someone who eats nothing but bugs” cracking a joke and making everyone laugh.
What Isawa chose was the scene from episode 10 where Nanachi and Mitty part ways, then Belaf says “All that you gather is your value.” She spoke of the cool aspect of Belaf’s lines she felt during recording and his state as a Narehate making her think “must be pretty difficult to capture the middleground between the human parts and non-human parts.”
On the other hand, Saiga also returned the compliment with “I wish everyone could listen to the rehearsal (of Isawa). The emotions felt through.” She also revealed that she was told by the director to “please change from Narehate form into Belaf himself.”
Before Terasaki and Kuno presented the scene they chose from episode 12, to show the audience what the atmosphere was like for the cast during recording, a very valuable video of the rehearsal was presented.
Right after the extremely relaxing and peaceful atmosphere was shown, “how embarrassing!” was expressed by each and everyone.
Terasaki looked back at her memories of the dubbing and her impression of the locale “I got the impression that Yamada-san (Sound director) was also working out on the scenes as we tried to understand them together. And what we didn’t get, we’d ask sensei (Original author Tsukushi Akihito) together.”
Back to presenting scenes, the one Kuno chose was the scene where Faputa and Gaburoon meet for the first time. She related that “Gaburoon’s VA Takeuchi’s performance was amazing every time. The inhuman manner of speech, the tone of the voice and the tempo I thought were all expressed incredibly well, as I stood aside with goosebumps on my skin.” She went on to reveal that the scene left an impression in particular “Given that Gaburoon is an incredibly precious person, precisely because of this scene I was able to put more emotion into their farewell scene.”
Isawa emphasized Kuno’s greatness saying “That Shaaa of an animal being menacing” is pretty difficult!” Kuno replied with “My throat almost burns” and Isawa agreed with a nod. There’s plenty of roles for creatures “so I get it” she said, getting fired up.
The scene Terasaki chose was that last conversation between Vueko and Faputa from episode 12. She talked enthusiastically about the ‘Value’ of that scene from last episode along her memories of recording, prefacing that after the previous episodes there was a little bit of free time so it didn’t appear like she was gonna be able to record with other cast members and she grew worried just before recording “The instant I heard Faputa’s soft voice everything up to that point came back in a flash. It made me think that she went to rest in peace without regrets after being able to express to Irumyuui what she was looking for in the first episode.”
That scene also appeared to make a lasting impression on Kuno as she reminisced about it “I finally understood the reason behind playing both Faputa and Irumyuui.”
Ise also gave praises “The second season started with Vueko’s narration and ended with Vueko’s line so in a way I think she was another main character. I think there was a lot of pressure there but with the delicate performance, the emotions really felt through.”
Tomita handed it down to the audience with “Everyone got to feel the value, right?”, closing the segment with a loud applause.
Continuing to the next segment “Let’s become residents of the Narehate Village!”
The segment was about what the cast would think they’d become if they turned into a Narehate.
By noon, Isawa, Kuno and Hirata started drawing the representation of what their desires would take form as Narehate on a sketchbook.
In the time the three were drawing, examples were presented of what a desire taking form as a Narehate look like, coming from Tsukushi’s explanations. First, Belaf who comes from “Eat me, please (80%), Faded gaze (20%), He became part of the spine of the village, being placed close to Irumyuui’s instincts,” which made Saiga, who acted for Belaf, very curious about the setting the first time she heard it.
Mepopohon’s desire comes from “I’m already fed up, I’m very sleepy (That’s how they arrived at the village). A body for being able to dream at all times.” Maa’s having nothing written but “Maaaaa” made the cast casually laugh it off. And so, the time for drawing ended. They moved to presenting.
Isawa’s illustration was in the shape of a thousand-armed Guanyin with eyes. In reality, it resulted into a shape combining both her desires as she seems to like thousand-armed Guanyin and on top of that she “would like to do many things simultaneously.”
Next comes Kuno. Her drawing was “Kotatsu-kun” in the shape of a kotatsu, the idea coming from the desire of “wanting to be inside a Kotatsu forever” meaning “It would be better to become a kotatsu myself.”
Lastly, Hirata, with a drawing in the shape of a script with limbs, it was impossible to get what desire it represented at a glance. Hirata has been wanting to play a silent character for a while, looking carefully at the illustration a line with a single word can be read “Me (B) ‘Sosu.’.” It appears that there is a pet peeve behind (B) and that is that “ (Because the character is looking back) there is no need to try and do lip syncing.” Hirata jokingly replied with “I’d like to work without troubles,” inviting laughter and finishing this segment.
Next, a segment about a play based on a script written by script writer and series composer Kurata, backed by Tsukushi-sensei’s supervision.
The story being based on the key visual for the event, which depicts the two perspectives one after another of Riko’s squad, who depart from the Narehate village, and Ganja’s squad, who had just arrived at the sixth layer.
Irumyuui picks up a pot, Ganja looks for ingredients and begin making the “Ganja stew.” Since Irumyuui knows which are inedible mushrooms and which ones are edible mushrooms, they were able to make a splendid and delicious “Ganja stew.” After that, the recipe improved over time and the “Ganja stew” was passed down to the residents of the Narehate village.
As generations went by, we follow Riko’s squad. Faputa picks up a pot and Riko proposes to make the “Ganja stew” she heard about from the Narehate village. Riko, while struggling to differentiate between edible and inedible mushrooms, heard a voice coming from the pot, who taught her about the different kinds of mushrooms. After safely enjoying the delicious meal, Riko wondered whether the curious pot was a relic or not and named it “The Rationing Pot, Talking Lag Pot”.
The curtains came down with Vueko and Riko’s words “The longing and homesickness won’t stop” and the crowd went wild. Tomita expressed her joy “Since we recorded separately, it’s the first time we’re all gathered for acting.”
An expression of relief appeared on Kuno, who had to swap roles between Irumyuui and Faputa in an instant “I didn’t have to speak in both roles during recording so I was so nervous.” Ise praised the play and Kuno turned to Terasaki with an expression of joy. Similar to Irumyuui and Vueko, they had a pleasant exchange of a parent and child and softened the mood of the hall.
The next segment consisted of asking a questionnaire about “Your Value” to the audience for things which they held with high value. A poster signed by all the cast members will be rewarded to the 3 highest values.
The first person presented “Tsukushi Akihito-sensei.” It’s clear that all about this work is valuable for him but Isawa came back with a sharp response: “It’s a competition with everyone’s own value, so that’s unfair!”
The second person answered “To attract delicious stuff.” For rewarding oneself once in a while and as motivation for working. The cast sympathized with that line of thinking.
After that they continued with some wonderful value of “ To wake up when I want to wake up” and “To get to know wonderful friends,” which was difficult to choose which one’s better.
Next value was “hair.” With the reasoning that “I thought hair was unlimited but I feel like you slowly end up paying the price with experience in life” and with the unanimous, quick answer from the cast it won first place! Splendidly leaping into first place.
The last one to be presented was “having the number plate of my bike match an important PIN by chance.” After looking at the poster trophy, it placed in 3rd with the idea that’ll make you think “I’ll have to change my PIN!”
The final ranking ended up being “Hair” in first place, “ To wake up when I want to wake up” in second place and “Bike’s number plate” in third place.
After the commemorative photo shoot was done, it looked as though things were wrapping up. The cast was about to do their send off… or so they thought, suddenly the theater went dark and a video started playing, looking back at Riko’s team adventure up until now.
At the end of the video, as the text “Animated series sequel production confirmation” appeared, the biggest applause of the whole evening roared from the audience.
The announcement was a secret even to the cast on stage, a total surprise. They were brought to much joy like the audience were.
They also presented messages from Tsukushi-sensei and director Kojima, who received the announcement. Tsukushi-sensei stated that he’ll be drawing with all his might, while revealing the dread of drawing as the author himself has to discover how the story develops and also while deciding how the story will conclude. Director Kojima talked about his excitement and desire to watch the continuation while thanking the cheering from the fans.
The cast members composed themselves and did the last send off. Every one of them thanked the audience who gathered at the event and their response to the news of the confirmation for the sequel. Lastly, Tomita commented with enthusiasm “I would like to put my soul into performing for the sequel!”
The audience was asked “Were we able to offer the corresponding ‘value’ for the ticket today?” to which they responded with a relentless applause.
The event ended in success, with the exaltation and anticipation for what’s to come.
Translation provided by edelweiss
2022-12-17
OP’s note: “As we wrote earlier, Akihito Tsukushi attended the Comic Fiesta 2022 festival this weekend, where he held a live session with sketches and answered questions from fans. Not much information was obtained from this event. We are waiting for the full recording or a transcript. For now, there are only a few photos, as well as a couple of questions and answers that were asked to Tsukushi-sensei.”
A: Nanachi! Because, when the manga first started coming out, its sales weren't very good. But, after Nanachi came out, the manga became a hit.
A: ...A lot can happen until that moment. They could just… say goodbye to each other.
A: Yes. And it might not be a "happy end".
Crowd: WHAAAAT?
Tsukushi: Do you like good or bad endings?
Crowd (chorus): Good ones!
Tsukushi: Well, until the end of the manga, it'll be mostly good moments. *big grin*
A: I still have a lot of drawing to do before that happens, so please support me!
A: I always have to submit the required material within the designated time frame. But, to tell you the truth, I always go over the deadline. Even now, I'm still working on the manga while traveling here in Malaysia.
A: The Fourth Layer.
by Fumihiro Kawachi
2022-08-27
Made in Abyss: The Golden City of the Scorching Sun is on the air now to critical acclaim. The first season aired in 2017, with the second half of the "highlights" version of the film in 2019, and this was followed by the completely new film "Made in Abyss: Dawn of the Deep Soul" in 2020. Now, the second season of the anime is finally on the air.
The original manga features Riko, a girl brimming with curiosity and energy, and Reg, a robot who has lost his memory. They "delve" into the Abyss, a vast and mysterious sinkhole*. The entirety of the series has been directed by industry veteran Masayuki Kojima. We sat down with him to hear more about his approach to the original manga and what he emphasizes in his work.
*Translator Note: I decided that the term “sinkhole” is the best encapsulation of the concept of a large vertical hole, since sinkholes exist as natural phenomena in places like Russia, New York, and Japan.
“Our basic policy is to be faithful to the original work"
A chance encounter between Belaf, resembling a white dragon, and Riko and her group.
– After the first season, the first and second "highlights" movies came out,
followed by the new film, and now the second season of the anime is on the airwaves. What was your first reaction when you learned about this project?
Well, airing for a second season means that people liked what we did the first time, so we are ecstatic about that. The plan was finalized around the time the prior film finished up, and we began working on the show about two years ago. So the "Golden City" portion of the story still had a lot of unfinished details in the manga. While Akihito Tsukushi had a final idea in mind for some aspects, some of them were still undecided by him. So we were sort of planning the structure of the show while consulting with him as he developed the manga.
– What sort of things did you discuss with Mr. Tsukushi about the original work?
There had been a lot of goings-on in the original up through volume 8, so we had to have a series of meetings about how those different threads in the story would be closed. By this I mean, it was my first time making an anime without having the original content all the way through the end of the second season. Ultimately, we felt a bit bad towards Mr. Tsukushi about the anime getting underway without the original work finished. I'm sure it put a lot of strain on not only him, but also the screenwriter, Mr. [Hideyuki] Kurata.
– That being said, you got the original team together from the first season on board, including Mr. Kurata.
Something I find with this sort of workflow--and not just with Made in Abyss--is that if you are
missing even one person from a particular part, the work will just turn into something totally different. So being able to have the same team as we did in the first season really gave this second project momentum.
– Were there any challenges during production?
There weren't as many characters in the first season, and it was a more simple narrative. As the story progresses, you start to see more characters and more action, though. (Laughs) So in that sense, the second season has double or more complexity than the original. We kept in mind how to distribute all of that content across the episodes*, so our main challenge was implementing that. There was also the question of how faithful to the original we should be, which is something we put all of our energy into.
*Translator Note: The director used a vague Japanese metaphor about how many “calories” the work has, essentially trying to describe how much “meat” (content) they put into it. This metaphor doesn't simply doesn’t sound correct in English, so I chose the more straightforward “how to distribute all of that content across the episodes”
– What are some areas you paid particular attention to when depicting the fantasy aspects of the Abyss?
Well, I don't see the manga as a fantasy work. The story of the Abyss and the world depicted there aren’t just pure fabrication. So our approach was that what we depicted had to be realistic and faithful to that "reality." We'd create the imagery and plan our work based on how to keep that realism in place.*
*Translator Note: The director’s wording is a bit vague here, essentially saying that “the Abyss is real,” but this doesn’t sound correct in English, so I tightened this section to better convey the idea he wants to express, which is that it has a “sense of realism.”
"Without the backbone to the story, the tragedies of episodes 7 and 8 wouldn't make sense"
Riko finds herself working with the Narehate Village, where she had only just arrived.
– In the first season, you were personally responsible for storyboarding over half of the episodes.
This time around, I did storyboards for ten episodes out of a total twelve. I like to do as many of the storyboards as possible when I work on a project. With Abyss, that meant being able to convey that "this is how I want all of the scenes to look and feel." For example, deciding ahead of time how the light should hit the characters' faces or how the background should look makes the process of drawing them later more efficient. The team all get a chance to see these storyboards, so it puts us on the same page about the aesthetic we are going for and aligns our trajectories.
– So it's a more logical approach to moving the work forward. What points in particular did you focus on when depicting the three protagonists (Riko, Reg, and Nanachi)?
In the second season, the characters all go about their own activities. We tried to emphasize how they would each react to the events when they reached the Narehate Village. I think here is where you start to see their traits as different characters come out more than in the first season. Riko goes about doing the sorts of things you would expect of her in the Narehate Village, while Reg, for his part, has some of his past come up. As for Nanachi, we see just how important Mitty is to her. With the three of them together, it naturally becomes an ensemble cast, but this time around, they are mostly going alone on their own adventures, so I think it lets the viewer glimpse deeper into their respective states of mind.
– How did you try to depict Riko's growth?
Riko does seem to grow and mature in her own way. However, she's still a child whose inner self fundamentally remains unchanged. If anything, what we want to depict here is how her energy and dynamism* is a constant in her. Of course, that energy was on display in Season 1, but our interpretation was that it's sort of updated and stands out more in Season 2.
*Translator Note: The original uses a term that loosely means “ability to take action,” “stick-to-itiveness,” “decision-making ability,” “enthusiasm,” or “dynamism.” This term is traditionally difficult to capture in English, so I went with “energy and dynamism” as a reasonable encapsulation of the concept, i.e., that Riko has a certain bravado.
--That really came across in that scene where Riko tears off the tentacles around Vueko while talking. (Laughs) This latest season features, in addition to Riko's story, the story of Vueko and the Ganja corps, who entered the Abyss in order to reach the Golden City.
Episodes 7 and 8 are set in the past and describe how the Narehate Village came to be. The original manga features three protagonists, but from the standpoint of Season 2, I feel that Vueko of the Ganja corps and Faputa, the "Narehate Princess," are protagonists in their own right. Vueko's early life came up in Season 1, but we felt that without going into detail about Vueko’s attitude towards Irumyuui or the backbone to that story, the tragedies of episodes 7 and 8 wouldn't make sense.
– In that sense, Wazukyan is another intriguing character, wouldn't you say?
To be honest, I don't even fully understand what makes Wazukyan tick. (Laughs) It seems almost like he's carrying some vast, unknowable past.
“The Narehate Village is vast, but narrow: a closed, insular world"
“The Narehate Village is vast, but narrow: a closed, insular world"
– What image did you have in mind when depicting the Narehate Village, which is the main location in Season 2?
The Abyss sort of comes across as being a vast and endless hole, right? Yet the Narehate Village, despite seeming like this vast tower, is a very closed and narrow world. I think that idea of a "closed world" fits quite closely with the overarching themes of this season. That's why we really thought about how to depict that space. We paid particular attention to the backgrounds in the village. We create a kind of wall that's always present in the background, which conveys a sense that this place is expansive, yet also small. It's not stifling, but the layout still makes it feel like a closed society.
– So you really went the extra mile in getting the finer details down.
For instance, when creating angled shots where a character appears in the foreground*, you have to adjust the depth of the space, the distance between objects, and so on. I had a lot of discussions with Mr. [Yoshinori] Hishinuma, who worked on the art direction, about things like adding distant objects into those scenes and elaborating other small details.
*Translator Note: The Japanese animation industry uses a lot of obscure vocabulary to describe animation styles. In this case, the term “nameru ga” has no analogue in English, and is only used by people in the animation field, so I decided that describing it verbatim as “an angled shot where a character appears in the foreground” would be the best way for the readers to understand what is meant.
The team apparently created over 190 Narehate.
– The designs of the unusual Narehate who live in the village are outstanding. Some are cute,while some are creepy.
We created over 190 Narehate characters. We had to design a lot of this from scratch, but I never expected it to grow to such a number. (Laughs) Designing here means everything including the coloring and the way the characters move, in a way that makes sense for their body type.
"The characters have to move in a careful and deliberate way"
Irumyuui, in a transformed state, embraces a newborn creature.
– In the latter half, the secrets of the Narehate Village are laid bare. Was there a particular episode that you feel strongly about?
I'd say it has to be around episode 7 or 8. While the content is shocking, more so than that was our emphasis on the flow of time. We wanted to show the natural flow of time and changes that occurred to the Ganja corps in the past. Depicting that in the form of an animated work turned out to be unusually difficult. Episodes 7 and 8 are structured to be almost from the first person perspective of Vueko, so there was the risk that if we didn't convey that rhythm correctly, people would be lost as to who's perspective we were even showing.
– It was shocking scene after shocking scene...just what exactly were you cautious about?
Episodes 7 and 8 don't contain "action" scenes as such, so the characters have to move in a careful and deliberate way to get the idea across. It's important to keep those subtle details there so that the viewer can get absorbed in the plot. Otherwise, they won't feel any connection to it. That careful work by the animators is what I think contributes to those shocking scenes coming across as even more impactful. These details may seem to be very minute in the grand scheme of things, but they're very important.
Wazukyan, a character even the director said he doesn't fully understand yet.
– That scene where Vueko looks on and trembles at the knife Wazukyan is holding was particularly gruesome. I found myself sinking down in my seat and shrinking just like Vueko.
Wazukyan's behavior, and the sound effects, too, made it quite an extreme scene, for sure. (Laughs) We hope the viewers will visualize whatever their imagination allows when seeing the knife. That being said, we did not specifically intend to convey anything sensational over the course of these episodes.
The acts themselves may be miserable, but Season 2 made us keenly aware of where to set that line and thinking about what your goal is for showing certain scenes. If you don't, the work just won't go to plan at all. If you wanted to make things gruesome, there's no limit to what you can do. But shaping it into a specific work or story with a message requires you as a creator to have that clear line in your mind and adhere to it, sort of as the internal code of ethics of that particular work of art.
The second installment will be published tomorrow. Stay tuned for more!
Fumihiro Kawachi
2022-08-28
https://futabanet.jp/seiyuumen/articles/-/85918?page=1
Now in its second season, Made in Abyss: The Golden City of the Scorching Sun is drawing major attention from anime fans. Featuring careful and subtle directorial work by Masayuki Kojima, it conveys complex, impactful emotions while keeping the power of the original work by Tsukushi Akihito intact. This is the next part in our interview with Masayuki Kojima, director of Season 1 of the anime (2017), the two-part "highlights" film version (2019), the film Made in Abyss: Dawn of the Deep Soul (2020), and ongoing with the rest of the series today. We sat down with him to learn more about the appeal of the girl Riko, robot Reg, and Nanachi from the Narehate Village, as well as Vueko and Faputa, new
characters appearing in Season 2. He also talked with us about anime that particularly inspired him, as well as lots of details about how he goes about his work.
“The Narehate Village is styled like a sort of Middle Eastern bazaar or a sort of traditional street arcade like in Ueno, Tokyo"
Vueko and Irumyuui. Just what will this water ultimately do...?
– The opening scene to Season 2 was outstanding, as expected. It feels that as you watch the story develop, the opening scene starts to reveal different things based on what we know so far.
The opening scene was handled by Takushi Koide, who is one of the junior directors. I think he got just the right balance down. I'm very satisfied with the final product. As you work your way through the original manga, there are a lot of "a-ha!" moments in the opening scene, and even if you haven't read the manga and are just jumping into the show, the opening is designed to grab your attention.
– The background music produced by Kevin Penkin is also drawing attention.
We basically just give Kevin creative freedom when it comes to the music at this point. That's because he himself is an ardent fan of Made in Abyss (Laughs). At first, we felt we would use some of the tracks from Season 1 and have fewer new tracks in this season. However, Kevin has a really deep understanding of the original works, so he went ahead and created a wide range of tracks for us. When it comes to a setting like the Abyss, you could easily make an endless amount of eerie and hair-raising music. But we wanted to shift the focus here to music that really conveys the energy in the Narehate Village. For instance, in the scene where the Narehate fight against the Fuzosheppu, the interpretation we took was that this is almost like a "festival" for the Narehate Village, so we had Kevin just play it straight with a festive kind of tune. (Laughs)
Nanachi and Majikaja. Majikaja guides them through the Narehate Village.
– (Laughs) The way you depicted the habits of the characters in the Abyss, from the way they eat, to biological processes like passing waste, to the movement of their eyes and reaction to smells...it's all fantastic. What is your general feeling about this "physicality" in the show, and how did you approach it in particular?
The original manga is very detailed about bodily and physical acts, after all. Take the act of eating food. If you don't depict each piece of food realistically, it starts to drift away from the intent of the original. Our feeling was that even parts not directly related to the main plot thread have to be realistic, otherwise we would lose that unique Made in Abyss feeling. That's why even things like smells and bodily acts had to be done correctly, which imparts that reality.
– The scenes where Riko gets an upset stomach and eats at Moogie’s restaurant are humorous, but they also feel concrete and realistic. The strange energy of the market scene was also really impressive.
Thank you. For the Narehate Village, we took inspiration from things like Turkish bazaars and the backstreets of the "Ameyoko" arcade* in old Ueno, Tokyo. We really wanted the viewer to come away with that unique feeling of a market.
*Translator Note: See https://en.wikipedia.org/wiki/Ameya-Yokoch%C5%8D for context.
"Voice actors with unique and impactful voices bring persuasive power and onscreen presence"
Faputa and Reg. Faputa and Irumyuui are voiced by Misaki Kuno.
– The voice work for Riko, Reg, and Nanachi by Miyu Tomita, Mariya Ise, and Shiori Izawa is outstanding. What was your overall reaction to their work in the studio?
They've really mastered the roles, to the point that I don't need to tell them anything. The work goes really smoothly. Miyu Tomita, who plays Riko, always goes above and beyond. You ask her for one thing, and she gives you that tenfold. She was still in high school during Season 1, but I've always felt she had an outstanding sense of intuition. Some time has passed since Season 1, so I was a bit concerned before the recording session if she'd be able to master the role again, but when we did a test cut, I soon learned that was a groundless worry on my part. (Laughs) Similarly, Ms. Ise and Ms. Izawa deftly captured the parts of Reg and Nanachi.
Riko and Vueko. The way the voice acting comes alive for them is part of the appeal.
– Anything you'd like to add about some of the appeal of characters new to Season 2?
Well, I'm really glad we got Yuka Terasaki in the role of Vueko. She has a lot of experience as a voice actress. She quickly picks up exactly what I'm looking for and puts it into practice. Season 2 has some narration by Vueko, and I felt we needed to get the screen presence just right for this season as a whole to work. I think she did a bang-up job of giving the character that presence and impact. For Faputa, we decided on Misaki Kuno during the audition. At the time, I somewhat thought she might take the Faputa character in a different direction. But it was largely unknown at the time. That's because Faputa as a character is multi-faceted, and I personally wanted the same voice talent doing Irumyuui and Faputa. There was something intriguing about Ms. Kuno's voice, and ultimately Mr. Tsukushi and I both gave her our vote. I'm sure it was challenging for her, but she really brought depth and complexity
to the character.
– So, stepping back, what are the essential factors you feel make a voice attractive?
Well, in a word, it's about uniqueness. Taking that to the extreme, even if you don't have acting talent, if your voice brings something surprising, that can be very intriguing. Of course, the voice has to match the work in question, but that's not necessarily the most important factor. If the voice is appealing, it naturally makes the character more convincing. So I tend to find voice actors with that sort of tone to be more appealing.
“Considering how to get the viewer more absorbed in the story”
Nanachi and her friend Mitty. Being such good friends, their story is painful to watch.
– You have been directing anime since the 1980s. What led you down that path?
Hmm...that's a tough one. I always liked anime, as well as film. I think it comes down to that. In my time, movies by Hayao Miyazaki and Isao Takahata* were big, and seeing those in theaters may have made an impact on me. Since anime are, after all, drawings, as a child, I somehow thought they couldn't compare to the impact of live movies. But when I saw films by Miyazaki and Takahata, I realized that animation has its own vernacular way of creating realism. I also felt that animation has something that just can't be conveyed with live action. I discovered that when I was in high school, and thought to myself that I wanted to be professionally involved in that.
*Translator Note: Miyazaki and the late Takahata are associated with Studio Ghibli.
– That's amazing! So you took an interest in video production early on.
I'm not sure I was able to fully articulate the idea at the time. But I do think I've carried that same feeling with me since then. With anime and manga, you can abstract certain elements like the characters and background in order to control how much information appears in a frame. I would think about what sort of cuts would look more attractive, or what angles would get the viewer more into the action. I found it very interesting to think about, and it started occupying more of my time.
– So the works of Miyazaki and Takahata continued to have a big impact on you.
That's right. Takahata's work really taught me a lot. Takahata was not an illustrator as such. Yet all of his work somehow has his signature style. As for how he was able to do that, I believe it's because he as a creator had a clear idea in mind of what the characters had to be, and that comes across in the work. That really taught me the basis of directing anime, and I gradually came to understand better.
– Are there any new challenges you would like to personally explore going forward?
Frankly, there is nothing specific I have in mind. However, whenever I work on something, I always ask myself, "Well, I wonder if we could have done things this other way..." In that sense, all of my work has been about repeating that process of reflection. What I wasn't able to convey in Season 1, I chose to incorporate in the film. And what I couldn't incorporate in the film, I chose to fit into Season 2. So if Made in Abyss continues as a show and there is a Season 3, I'd like to bring what was left on the cutting room floor of Season 2.
The fate that awaits Vueko is a particularly high note of this season.
– Made in Abyss: The Golden City of the Scorching Sun is nearing the end of the story. What should viewers pay particular attention to?
When I work on an anime that has an original manga, I feel like I'm essentially translating it. With Made in Abyss, we really focused on translating the charms of the original manga into a moving image. I hope people will see it for what it is, which is a work that doesn't necessarily have all the answers, but rewards careful observation.
– Lastly, where do you think this series fits into your career?
I really feel lucky to have gotten a chance to work on it, as it lets me leverage all of my skills in one place. It lets me bring my expertise 100% to bear on the final product, so I hope I'll continue having a chance to depict the world of the Abyss and its charms in the future.
Director bio:
Masayuki Kojima
Born in 1961 in Yamanashi Prefecture. Animation producer and director. Made his directorial debut in 1982 with the Azuki-chan anime. Major directorial works include MASTER KEATON (1998), Hanada Shounen Shi (2002), MONSTER (04), Taiyou no Mokushiroku (2006), the film Forest of Piano (2007), the film The Tibetan Dog (2012), and Black Bullet (2014). Has been responsible for all installments in the Made in Abyss series ongoing since 2017, including the films.
Work details:
Made in Abyss: The Golden City of the Scorching Sun
Broadcast starting July 7, 2022
Broadcast details
AT-X: airing Wednesdays at 10:30 PM
Repeat broadcasts: Fridays at 10:30 AM and Tuesdays at 4:30 PM
TOKYO MX: airing Wednesdays at 1:05 AM
BS11: airing Wednesdays at 1:00 AM
Sun TV: airing Wednesdays at 1:05 AM
KBS Kyoto: airing Wednesdays at 1:05 AM
TV Aichi: airing Thursdays at 2:35 AM
Saga Television: airing Sundays at 1:25 AM
Amazon Prime Video: streaming Wednesdays at 1:00 AM
Introduction:
The Abyss is a vast sinkhole, the last remaining unexplored area in a world where every corner has been mapped. The vast, vertical hole is of depths unknown and is inhabited by strange and bizarre creatures. Therein rest valuable relics that cannot be made by humans anymore. The mysterious nature of the Abyss enchanted people and drove them to adventure. As these adventurers repeatedly braved the depths of the Abyss, they eventually came to be called Delvers. Riko, an orphan who lives in Orth, a town built on the edge of the Abyss, dreamed of someday becoming a great Delver like her mother and unraveling the mysteries of the Abyss. One day, a White Whistle belonging to Riko's mother, Liza, is found, and this leads Riko to delve into the depths of the Abyss. Reg, an amnesiac robot picked up by Riko on her journey, decides to join her in search of his memory. Riko suffers from the sting of the Orb Piercer's poison in the 4th layer. Nanachi, a Narehate, comes to
her aid. Nanachi joins the group, and the three continue their adventure towards the deep 5th layer, where Bondrewd awaits. There they meet a girl named Prushka, a sheltered girl raised by Bondrewd who has never left the Abyss. She becomes absorbed in Riko's tales of adventure and wishes to join the group, but is tragically used by Bondrewd in an experiment.
However, Prushka changes form and becomes Riko's White Whistle, and they all advance to the Capital of the Unreturned in the Sixth Layer. That's where they find the Narehate Village, a place where Narehate live with a unique set of values.
Credits
Original work: Akihito Tsukushi (Takeshobo Web Comic Gamma)
Director: Masayuki Kojima
Deputy director: Hitoshi Haga
Series composition/screenplay: Hideyuki Kurata
Character design: Kazuchika Kise (Production I.G), Yuka Kuroda
October 2017
https://febri.jp/topics/madeinabyss_interview1/
Made in Abyss is a unique fantasy story where young Delvers venture into a super intense world. What has the anime version achieved, with its countless uncompromising depictions that caused so much buzz? Where are the roots of this work? The one who adapted the material with one or two peculiarities, veteran director Kojima. We asked thoroughly about the behind the scenes of this production.
-This interview takes place just after the broadcast of the episode where Riko and Reg were attacked by the Orb Piercer. That was a heavy installment, wasn’t it?
Kojima: I felt nervous about whether we’d receive a complaint. Still, maybe there’s a lot of people who’d find it difficult to watch. Fortunately, I think they received it well (Laugh).
-Hahaha. I thought that today I would ask about what your thought-process may be during production. First, tell us about how you ended up taking on the job as director.
Kojima: Muneki Ogasawara of Kinema Citrus got in touch and said “There’s this project lined up, what do you think?” and then he lent me the first volume of the material. I just looked at the cover and the first colored page and thought “I’ll do it”.
-It was an immediate decision it seems.
Kojima: The reason being that I thought for sure it would be interesting. Including the drawings, the worldbuilding is properly done. I didn’t understand the contents of the story at the time, but I did have a hunch that it should be something fascinating. Then it was just better than what I could imagine when I had begun reading. It’s not like I’ve read many in the Isekai or Adventure genres, but “Made in Abyss” (abbreviated as “Abyss” hereinafter) was particularly realistic. In a sense, it had a modern feel. Like it captured, in drawing, fearlessly, what would actually happen if a boy and a girl would go on an adventure in this sort of world. What showed that “fearlessness” portrayal was precisely episode 10, which was on air the other day. In the manga, that set of circumstances was quite harsh, but we were conscious of depicting that properly in the anime as well.
-I want to ask about the staff, character designer Kazuhika Kise, monster designer Yoshinari Kou and head designer Takakura Takeshi. The staff is full of very competent faces. How did this happen?
Kojima: About Kise, of course I knew about him but this was the first time we had worked together. My first impression of him was that he wouldn’t be someone who’d work on something like this (laugh), but when I saw the designs for the characters he presented, I thought he was amazing, after all. Particularly when I had him as the animation director for episode 1, that was truly the right choice. Kise himself is someone who’s also been involved in direction, so his understanding of the storyboard is on-point. He would see the key frames presented to him, and if there were inconsistencies between the storyboard and the timing for the movements, he would adjust it when he moved on to the animation direction stage. When I looked at those corrections, I would think “yeah, yeah, that’s what I wanted to do” (laugh). I once again felt Kise’s real strength.
-In a way, he would step into the realm of directing as he took a look at the drawings.
Kojima: Of course, I think mine and Kise’s style for direction and storyboarding is different. But even if that’s the case, he has the tolerance to match my own. I think that’s truly wonderful.
-And Yoshinari was not only in charge of the creatures’ design but also worked on the key frames, right?
Kojima: That’s right, the scenes where the monsters appear—It’s not the case with all of them, but I think he did work on them as much as possible.
-In the scenes in which Yoshinari was in charge, the monsters that appear have no solid lines.
Kojima: That’s something that’s pretty difficult for anyone other than Yoshinari. Because Yoshinari’s drawings have movement, they’re created without a solid line. At the storyboard stage, I would draw it thinking ahead that “from here to here I wish for Yoshinari to work on it” (laugh).
-So whether he could or couldn’t actually depended on the situation at the time (laugh).
Kojima: Yeah, I was able to have him draw quite a few of those scenes. Needless to say, from the key frames— or rather up to the animation, it was all drawn digitally by Yoshinari alone, so it took quite a lot of time. Normally you would have the in-betweens, the pictures that come between key frames stitched together in the animation, but in Yoshinari’s case those in-between pictures would also flabbily move. That’s exactly why the movement turns out that way, and so if he wasn’t the one to draw everything himself on his own then I think his superbness wouldn’t shine. I thought I would ask him whenever I figured I could have Yoshinari lend a hand.
-And specifically what sort of thing would Takakura do?
Kojima: To begin with, he would work in prop design but more precisely— however strange it may sound, he actually worked on a lot of different things. From the first meeting with the author Tsukushi Akihito, he would continue researching more and more about the setting of the “Abyss”. For example, “what does Orth cultivate?”, “what do its residents eat?”, that sort of thing.
-That’s how it was, huh?
Kojima: which is why I wonder whether Takakura is, in truth, the one who understands the world of the “Abyss” the most (laugh). In the first episode, though only for an instant, a gondola used for going down to the Abyss appears but the structure of the gondola itself is not shown that much in the manga. And so, after having firmly set foot in the world of the original work, I had him build on the designs. I would also, for example, when looking at the end product of the key frames and thinking “hmm there’s not enough detail”, I would ask him to enhance the detail during the animation director’s correction phase, and have him draw the pictures of the title cards. He really worked in many different positions.
-This was the first time collaborating with series composer Kurata (Hideyuki), but how did you go about shaping up the composition of the story?
Kojima: First of all, the big thing was to determine what we would do about Nanachi’s arc, as well as what we would do about the prologue section of the adventure, if we were to portray up to volumes 3 or 4 from the original material. You’d understand after reading the manga that until Riko begins her adventure, there’s a fair amount of material. I myself was thinking of containing it all in just 3 episodes, but in there we would have to explain the setting of the Abyss itself too, which makes it troublesome.
-So there was a lot of information to depict.
Kojima: I think it was Kise who suggested it, to have it start when Riko meets Reg for the first time. I thought that was a great idea, but we’d have to present the world as we progressed on the story. Lastly, Kurata successfully dispersed that as it went along and it came up as something beautifully put together.
-I see. And then the one who carries the big role in the middle portion of the story is, of course, Ozen. I feel like she’s a character with many peculiarities
Kojima: When I first read the manga, I didn’t fully grasp Ozen’s character. She had an easygoing appearance. However, in the anime, in order to portray Ozen’s human side, we moved the scenes in which her memories with Lyza take place. That was all Kurata’s work. Ozen’s conversation with Lyza in the anime was moved later, to the end of episode 8, compared to the manga. The contents are the same, but, due to the restructuring, Ozen’s character becomes easier to understand.
-I can understand her aim, or rather, the principles by which she acts.
Kojima: What she does is really cruel (laugh), but it’s like she’s doing what makes sense to her. In the end, by portraying that, I do wonder if all her actions up to that point became clearer.
-Meanwhile, in episode 10 appears Nanachi who is very popular even in the manga.
Kojima: Going by looks, I think everyone likes Nanachi because they have a cute appearance. However, their charm doesn’t come just from looks but also from that hidden part inside of them which acts as a backbone. Particularly, their relationship and their natural look when they’re together with Mitty is very charming. That part, I thought, would be better to do carefully.
-And, as a result, you’ve properly depicted, directly, the aspects of life and death.
Kojima: That’s due to the original material. What I think is interesting is that the mental state is quite different from that of Japanese people of today. In episode 2, it turns out that Lyza might’ve died and the people of the city of Orth celebrate it. From that perspective, it differs from our view of life and death.
-Certainly, that’s exactly it.
Kojima: When Riko said she would travel to the Abyss, Nat, who was originally against it, ended up letting her go. Normally, letting children go to a place that dangerous, in Japan, would be unthinkable. In terms of a basic sense of values, we are different from the people of the Abyss. Furthermore, “Made in Abyss” is the story of those bound by the charms of the Abyss. And I think that part of “it wouldn’t do as a Japanese person’s mentality” is the appeal of this work.
-Putting the charm of the Abyss against one’s life, the former outweighs the other.
Kojima: It extends to Mitty’s chapter. It's a brutal story, right? It was all about how we could capture the actions taken by Reg, but it’s not like he lacks any kindness. If we’re talking about kindness, he is not, in the least, any different to us, but the way in which he acts on it is completely different. That’s why I hope that with the values of today’s Japanese people, you won’t end up thinking that Reg’s actions are weird.
-As the director, what is the appeal of Riko and Reg?
Kojima: As for Riko, it’s that she is incredibly mentally strong. I think you know what I mean when you watch episode 10, but, regardless of whether it turns out that she may die, she clearly understands what she needs to do. She’s still a child, her experience doesn’t amount to much but, she has the ability to judge properly. In that sense, Reg is the one who’s weak.
-I guess so
Kojima: In a way, the one closer to the point of view of those watching is Reg. He came from the Abyss, lost his memories and everything he comes to see is a first for him. That’s something we were conscious about.
-In this series there’s also a lot of episodes where the storyboard was handled by the director himself, right? For a TV series I thought that might’ve been quite daunting.
Kojima: As long as there’s time, I like to work on the storyboard myself as much as possible. Particularly, this time, I think that in order to show the world of “Abyss” that you have to factor in the lights and shadows which make up the shading of the screen. As one might guess, you can’t control the coloring just yet, but I thought I would subdue the lighting and shading at the storyboard stage. In that sense, I thought that doing the storyboard by yourself can make it easier to create the picture.
-For example, in the latter half of episode 2, like in the conversation between Riko and Leader (Jiruo). The subject of their conversation was memorable, thanks to the incredible directing job with the lighting and shading.
Kojima: In a TV series, I think you should always try to do as much as you can (laugh). When it comes to expressing the psychological side of a human, with lighting and shading, you must set up a plan to some extent. I think this time, in particular, it was important to have that sort of reality.
-Though the designs look manga-like, it seems like the composition took on an extreme inclination towards realism.
Kojima: Based on the original, that’s how it is. Even with this character design, the things that happen have a serious tone. And so, when I first read it, I really thought “this is worth it” and that there are “a lot of elements to work with”.
-And lastly, director Kojima, you’re a huge veteran who’s been working on animation since the 80s. What type of work is “Abyss” for you?
Kojima: Including the composition, I believe it’s a work where I’ve used everything that I’ve cultivated over my career up to this point. Basically, I enjoy portraying humans, but in the original material, including how real the characters feel, it feels like it was created by walking away from stereotypes. What the characters think, how they act. Pursuing that with diligence is the style I like. In that sense, as well, it was a work truly worth doing.
October 2017
https://febri.jp/topics/madeinabyss_interview2/
Made in Abyss is a unique fantasy story where young Delvers venture into a super intense world. What has the anime version achieved, with its countless uncompromising depictions that caused so much buzz? Where are the roots of this work? The scriptwriter, Kurata Hideyuki, who splendidly recreated the original story during the anime adaptation. What did he see in the world of “Made in Abyss”
Nanachi’s arc
-I first want to ask about the circumstances by which you got to work on it?
Kurata: I previously had worked on the series Scorching Ping Pong Girls for Kinema Citrus before this series, once that had finished I got approached by animation producer (Muneki) Ogasawara and was lent a volume of the original material. I realized later but I’d already read the first volume.
-Is that so!
Kurata: Another thing is, Me and the author Tsukushi have an acquaintance in common and I had already met him at that person’s new year’s party some years prior. At the time, I got the first volume of “Made in Abyss”(abbr. As “Abyss” hereinafter) from the author Tsukushi himself. However, the setting of the first volume is really interesting but it ends just as they begin their adventure. Moreover, at the very beginning of the story Riko gets strung up naked and I remember I thought “Yikes?! This is an erotic manga?!” (Laugh). So when I received the story, while reading through the volume I kept thinking “I feel like I’ve seen this setting somewhere”, in reality I’d already read it. Such a rude anecdote though (Laugh).
-As you took on the job, did your opinion change after re-reading it?
Kurata: It did greatly change. The setting of course comes upfront in the first volume but after the second volume the characters start taking action and as a manga, it suddenly becomes quite interesting. Probably, the fans of the original became interested with Ozen’s arc at the end of the second volume and I’m sure there’s plenty of people who were pulled by Nanachi in the third volume. The way of drawing manga by Tsukushi gradually evolved, and I was able to understand that process.
-The anime ended up in the middle of the 4th volume, with the arc of Nanachi and Mitty.
Kurata: That’s right. When I received the call it might’ve been around the time the 4th volume was released on sale, at the time the most exciting part was of course Nanachi’s arc, so I thought it was the obvious choice to make that the climax.
-The script was yours and Keigo Koyanagi’s job, right?
Kurata: When I write scripts on my own I tend to fall behind on schedule, and with Made in Abyss I thought it would be much worse than usual. I calculated the difficulty of the drawing for the animation and on top of that it was already decided that the last episode was gonna take a 1 hour slot, and so in order to not break the schedule I asked for Koyanagi’s assistance. We had worked together during “Scorching Ping Pong Girls” and it came out pretty good so this time I asked to split the work half and half.
I myself never thought of “Abyss” as grotesque
-I see. This came up during the interview with director Kojima as well but the starting 3 episodes that you were in charge of turned out to drastically restructure what the original story had done, right?
Kurata: I thought there was a lot of exposition in the first volume. The world setting itself is incredibly interesting, I think if it had been made as a game I would definitely have played it but as a single threaded story it might have characteristics which might be difficult to comprehend. And even still, questions about what type of world is the Abyss and how its people live is basically explained in expository text and dialogue. As a result, there’s a vast amount of special names that come up, so there was also the fear that if we were to leave that in the script the anime would become a slog. And so I wondered if there was any good idea for the restructuring.
-I hear starting with Riko meeting Reg was Kazuchika Kize-san’s idea.
Kurata: That’s right. Seems like Kazuchika-san was worried about that too. With a scene becoming of “Made in Abyss”-starting with the scenario where Riko is mining and in those 30 minutes we slowly understand what these kids are doing. And as the camera pulls up, they are living in the city of a giant hole. I thought it would be nice with that composition. And since animation has movement and audio, and the original is written in dialogue so we could redact to a degree… And while I say that, among those lines of dialogue there’s tons of foreshadowing so it was hard to check with Tsukushi-sensei (Laugh).
-One funny thing for me was when Riko goes up to the Seeker Camp. She vomits as a result of the curse and when I saw that I got reminded of that scene in “R.O.D” where you were in charge of scriptwriting in which Anita vomits.
Kurata: Ah, but that episode (Episode 6) was one of the episodes in which Koyanagi-san was in charge of the script (Laugh). Nonetheless, I think that fundamentally any human would pee so they would also puke. Of course, in Bishoujo that just wouldn’t happen (Laugh), but “Abyss” is already placed in that setting; if something goes wrong you might get injured and you’ll vomit due to the curse of the Abyss. In that case, why wouldn’t we show it? If you go to the internet you’ll find opinions about how “Abyss” starts like a cookie-cut fantasy but it really has a grotesque development, but I myself never thought of “Abyss” as grotesque.
-If they’re a living human being I suppose that’s clearly how they’re supposed to react.
Kurata: Also, when we met to speak with Tsukushi-sensei I found out we shared a lot of movies and books we’ve watched and read. For example, Discovery Channel, National Geographic documentaries and as for movies, “127 hours” from director Danny Boyle, as well as Jiro Taniguchi-san and Yumemakura Baku-san’s “The Summit of the Gods”. They go on adventures as they please but they take the responsibility themselves. Having watched and read these works, you can see how these appear in Tsukushi-sensei’s work as the rules he puts on the world of Made in Abyss. Meaning, if someone is poisoned a certain amount of process is necessary, but that’s not something that’s always pictured.If I had to say, “Abyss” is closer to a show like “Crazy Journey!” than any run-of-the-mill fantasy (Laugh).
-Why would they go to a place like that (Laugh).
Kurata: As well as “Uemuranaomi story”; why would someone go to a place as cold as that? But if there’s people who go there it’s definitely for a reason, right? Riko indeed does but isn’t the city of Orth like that as well? Because people who were drawn and gathered by the dungeon called Abyss ended up creating a city. In a way, it’s like the gold rush I think. When people hear you can make money, they gather, make a city, live there and die… that cycle is packed in there. On top of that, it has an atmosphere like that of a time when kids were recruited as the workforce before the industrial revolution, the kids themselves don’t even find it particularly distressing… If you think of it that way, you come to understand that it’s not like many other adventure fantasy series.
-So you’re saying that despite the world looking like it’d be fun, it’s more like a half-crazed world with a different moral compass than in our own.
Kurata: The protagonist is a cute girl but what she’s doing is nothing less than climbing mount Everest. Also, speaking of Riko, in the story the aspect of “having to properly kill and eat” is depicted. That has its charm and it’s something unlike other normal heroines. At her age she already knows what she must do and is also reckless about it. Riko’s mind is filled with nothing but venturing and you can see that at the beginning of episode 3.
As a scriptwriter I took more care towards Mitty than with Nanachi
-In the story, Riko says she’s going to the abyss to meet her mother.
Kurata: Relating to that, right around the beginning of our meetings I asked Tsukushi-sensei something about that. She says she “wants to meet her mother” but does she actually want to meet her? I mean, after all, doesn’t she have close to no memories of her, having been separated since the age of 2? So rather than “wanting to meet her mother”, her desire of “wanting to delve into the abyss” is much stronger. Ozen said it as well, that Riko died once in the abyss, and so as someone born in the abyss, she instinctively tries to head towards the core of the Abyss. If that’s the case then that’s where her incentive lies. The more I think about it, the setting is strongly polished. This series is fun for theorizing.
-I see now. Nanachi, who is also very popular in the original story, appears at the end part but, what type of character do you think they are?
Kurata: Just like other fans of the original story, I was looking forward to their appearance but personally I don’t have any particular attitude about them. A big part of that is that I don’t have an inkling of being a furry (Laughs). Nanachi leaves a lot of hints, or rather they’re a character with a lot of depictions that leave implications like “They’re this type of kid”. In the original story, their past is already portrayed from their perspective, so you also come to understand their personality and what they think. As a character in the story, It’s possible to handle all that in a way that feels right. What I mean is, as it’s easy to feel overwhelmed with all the emotional parts that Nanachi has, it could feel self-conceited. And so it’s necessary to keep the necessary lines and cut all the ones that are not- I was trying to make a composed judgment like that.
-So as a scriptwriter you needed an objective take on a character who has plenty of emotional scenes.
Kurata: Actually, I took more care towards Mitty. Her introduction in the flashback scene too. After all, it’s all pictured through Nanachi’s eyes, so how was Mitty able to get so attached to Nanachi in such a short amount of time. The fact Nanachi survived among those circumstances is thanks to the help of none other than Mitty but what Mitty thought of Nanachi doesn’t even appear in the original story.
Thanks to Nanachi holding those feelings of remorse and being beholden, the readers can empathize
-Indeed...
Kurata: We don’t even know what Mitty thinks in the first place- Or rather, in-story Nanachi says that “those are just reflexes” but that’s also just Nanachi’s own opinion and in actuality it may be that, like vegetable people, she also has consciousness. That’s personally what interested me the most. Also, in the scene of the last episode when Reg shoots Mitty; it’s one of the more intriguing scenarios in the original story, but certainly, consciously taking a human life is an incredibly difficult thing. Is there something so different in an emotional level between Reg shooting the Scarlet Maw and Reg shooting Mitty. If we’re talking simply about the act of taking a life then both are the same, right? Once you begin thinking about that, gradually your thoughts follow an uncharted path. Nanachi says that “After I die, Mitty will be left behind, which would be really pitiful” but that’s euthanasia, right?
-In a sense, it’s about being able to justify the taking of a life.
Kurata: Perhaps but it’s never clear if that decision is the correct one, the answer’s not even given to us in the original story. You come to understand later in the story that Nanachi themself is solitary, bashful and a loser, and while having to live among Bondrewd they had to make sacrifices out of plenty of people. They’re a character who holds those feelings of remorse and being beholden, which is why the people who are reading can empathize with them. After all, people tend to feel sympathy when they find others who have similar weaknesses to them. Though I personally enjoy more watching humans like Riko who go all out (Laughs). I do fully understand how everyone comes to like Nanachi, however. I was well aware that as the story of “Abyss” expanded, they came to carry a very important role, which is exactly why I was conscious to not overthink things too much.
-Okay, then lastly, what’s an aspect you wish for the fans to enjoy the most?
Kurata: I think this is a series where it’s a lot of fun to think of theorizing about the information that has been presented so far and looking back on it and going “Ooh! So that’s what this meant”. So I hope you will revisit it. Also, as the fans everyone is, I’m sure they must’ve wanted to get to see Bondrewd. Of course, we also wanted to see Bondrewd’s shenanigans but that depends on the “Irredeemable” patronage of everyone (Laughs). At this rate it will really be the end of our journey (Laughs), so please keep on supporting us here on out.
October 2017
https://febri.jp/topics/madeinabyss_interview3/
Made in Abyss is a unique fantasy story where young Delvers venture into a super intense world. What has the anime version achieved, with its countless uncompromising depictions that caused so much buzz? Where are the roots of this work? We asked the author about it.
-When did you first hear about the plans to turn this piece into anime?
Tsukushi: I think it was around the end of the year before last but when I heard from the editor I thought that it must be for a 5 minute anime… (Laughs). At the time I didn’t really understand anything about what happens with the time slot and all that. And then as production started, the editor approached saying that he would like to aim for the sixth volume to come out by the end of the anime’s broadcast. At the time I had just worked on volume 4 so I still needed to draw 2 more volumes, I had to really pick up the pace so that was the first time I even considered bringing an assistant in (Laugh).
-So rather than joy, the first thing that came up was the logistics and the pressure (Laugh).
Tsukushi: The excitement for the anime adaptation washed away with all that (Laugh). That was my first impression but while the thing with the adaptation continued, when I started thinking “Amazing!” was actually when director Kojima (Masayuki) sent me the storyboard for the first episode. When I saw that I was greatly impressed… Previously, when I worked on a videogame company the project I myself had been the character designer of had an anime adaptation so I was sure I understood everything about working cooperatively. But, looking at the storyboard for the first episode, starting with Kurata (Hideyuki)’s outstanding ability of composition, it turned into this level of quality by people way better than me. That impressed quite a lot.
-I guess that’s when you realized the outcome of the adaptation.
Tsukushi: In truth, I never liked the first chapter (of the original). It’s hard to read and it feels like there’s no setups. That’s why, since I wanted to redraw it at some point, at the very first meeting I asked them to give the start a little brushup. As a result, It turned into something quite high-leveled, making me think “This is quite absurd! If this was turned into a movie it would become incredible”.
-I see. I want to come back a little bit, what sort of things did you talk about on the first meeting with the staff?
Tsukushi: The first meeting happened at Takeshobo, me and the editor were waiting and then about ten people from the anime staff came. Everyone had a casual look but among them the one who looked the shabbiest was director Kojima (Laugh). Gave the impression of an actual mountain hermit.
-hahaha
Tsukushi: Nevertheless, the anime staff lead by the director, were filled with curiosity. I wanted to create a grounded fantasy and so I drew the “Abyss” — In other words, a fantasy with no magic or swords. That’s why, for example, take one machine, what type of energy powers it, by what means does it move? I drew it thinking about those sorts of things.
-it’s a well-thought out setting, or rather the realism of the “Abyss” exists over the worldbuilding.
Tsukushi: What made me happy was when at the meeting I was asked in detail about those sorts of things. “What powers the city of Orth?” and “Is the fuel used in the households supplied by firewood?” and the like, all in all I was questioned thoroughly.
-I think the worldbuilding like none other is one of the charms of this work but at the start of serialization, how much of the setting was already worked out?
Tsukushi: I did think things in advance relating to the main story’s setting, though it’s not like I worked out the details that much. I also think things on the spot as necessary, and I also like to make exciting excuses (Laugh).
-From the beginning “Abyss” started as a web comic, which circumstances led to its serialization?
Tsukushi: Originally my editor read my doujinshi work and contacted me for an opportunity to commercialize. “I’m making a new web magazine so I would like you to publish it there” is what he told me. From his perspective it felt like he was telling me “do it 1 or 2 times and if that’s too much you can quit'' (Laugh) then I just said “Well, I’ll take you up on that as an experiment”.
-It was that type of energy, was it?
Tsukushi: At the time I had thought of two projects, the first one was a multi-protagonist story about girls getting in robots which move through different kinds of powers. The other one was about diving into a hole. Then, after showing those two to my editor he said “what about the one about the hole?”.
-The work that was chosen there was “Abyss”
Tsukushi: In order to begin serialization, a proposal is required so I prepared a summary, character table and other materials. At the time I planned for it to be completed in 20 chapters (Laugh). Even now, I’m still kind of continuing with that plan.
-That idea of the “Hole”, where did it come from?
Tsukushi: I like video games so much I worked for a videogame company, among them dungeon crawlers are my favorite. After all, the first one I played was “Wizardry”.
-The Abyss being divided into 7 layers is certainly a video game-esque setting.
Tsukushi: When I proposed it to be divided into layers originally was because I thought it would be interesting. You can see the whole map and wonder what’s the next layer, what lies in there. Only being able to see a little might be more exciting, right? That’s how “Ghosts ‘n Goblins” and “Mashin Hero Wataru” do it but knowing how much left there is until the endgame is more interesting. That was my first idea, and then I expanded on that so that when moving between layers the environment would change drastically. Then I mixed it with the in-universe world’s advancements in technology, making the setting more detailed. In the old map that appears in the first chapter, the first layer is written to be about 1,000 meters but in the map that appears in the latter half it turns out to be about 1,350 meters. Along with the advancements in technology, new information becomes available and gets updated.
-One bit of this worldbuilding is that the characters are manga-esque or more like they have a cutesy design.
Tsukushi: “Despite the potato-ish characters, it turns into something frightening” is something I get told very often (Laugh). However, when I was a high school student I couldn’t draw anything but old guys and creatures. Putting in detailed wrinkles and warts lit me with passion (Laugh). After that, I formed part of a drawing club… that’s what it was called but in truth it’s not like we studied manga or arts, we simply hanged out, drew pictures and went to the game center (Laugh).
-It was a very lazy club, was it? (Laugh)
Tsukushi: Now that you say it, we were a group of meek hooligans (Laugh). I joined that club and when I became a second grader a younger student joined. That kid drew these pictures with a cute appearance. They always made a fuss about him, so I thought to myself “Times are changing!” (Laugh). But this kid’s drawings were not only cute, it had its charm and elegance. Then, at a point we got to work together and I had to imitate his artstyle. That was the starting point… anyway, after graduating, through “this and that” we did some things together and now he’s been my assistant.
-Is that so? (Laugh) Still, you developed a super intense story with those cute characters. In the anime for example, around episode 10’s developments were exactly what I wouldn’t expect from this, right?
Tsukushi: As a child, you didn’t play with insects as a hobby? It was, after all, very easy to get your hands on these guys that looked like the very realistic figures made by Kaiyodo (Laugh). A long time ago I used to pack them in a cage and once I had made myself believe like it was paradise, my mother had one day caught a female mantis and so-
-Aah! I feel like I know what happened after that… (Laugh).
Tsukushi: Once I put the female mantis in the insect cage, the massacre had started (Laugh). In a single day it had completely eaten everything and layed eggs. However, after that female mantis died the eggs hatched. Past the pile of corpses new life was born. It’s such an incredible world. For that reason, even if the design is potato-ish I can show stuff like that. That’s something that’s always in my mind.
-It’s the sensation of the mixture between the characters’ cuteness and the cruelty of the world. Were the protagonists Riko and Reg a combo from the beginning?
Tsukushi: At the beginning, I thought the protagonist would only be one. It would’ve been a story of a single boy taking the lead. But, around the time serialization begun I thought wouldn’t it be lonesome to delve alone? It’s better to have a partner so the one who had to carry that previous protagonist’s boyishness was Riko.
-I see, so that was the process.
Tsukushi: That’s the reason for Riko being the proactive one. On the other hand, the object of the readers’ empathy, who are from another world, is Reg. In a sense, it’s like a window into this world for the reader. There’s also this famous free game called “Cave Story”, that game starts with the protagonist awakening after losing his memories, as the game progresses he slowly becomes clear that he’s a robot. Stuff like what exactly are you or the thing you believed to be a “Cave” not actually being a cave, that feeling I think is reflected on Reg. He’s ridiculously strong, mysterious and also keeps moving forward in order to unveil that mystery surrounding himself.
-Speaking of Riko, For what purpose does she aim for the bottom of the Abyss? She is tentatively looking to meet her mother but somehow it feels like that’s not the only reason.
Tsukushi: I guess that’s so. In a sense, Riko has a few screws loose. In other words, the place Riko longs for is just in front of her. In that case, one would think, why would I have to be secluded here? Though she understands the perils that may await she wants to go so it’s unavoidable. The one and only biggest amusement is right in front of her so no matter what dangers she faces, Riko would enjoy it from the bottom of her heart.
-So in a way it’s like an obsession with the Abyss.
Tsukushi: You could say it’s an Abyss addiction. I’ve said it in another interview but Riko is someone who has chosen an exciting suicide. She wants to feel, smell and experience all types of things. You’d come to realize that in the scenes where they’re having a meal. Riko doesn’t hesitate at all when it comes to eating. When you die you have to relinquish the money you’ve made or the relics you’ve excavated, and the fame, all of it. But I think that the act of eating and the experiences are something you carry even upon death. It becomes a part of oneself.
-That type of madness stirs her up.
Tsukushi: That’s right. Riko is someone who would do whatever you told her not to. That’s why she’s truly a troublesome kid (Laugh).
-Certainly. When did you get an idea of what you were drawing?
Tsukushi: It was in the middle of volume 2, around the time Ozen makes her appearance. At the time, I had the chance to meet with a coworker from when I worked at the videogame company, that coworker happened to attend Koike Kazuo-sensei’s private school and he ardently recommended Koike-sensei’s book. I gave it a casual read at the beginning but then I found it really interesting. First, how awesome of a person he is, the amount of mangaka he’s produced… It started with Koike-sensei bragging about himself (Laugh), but then there were written things like “I want you to not worry about creating the drama” and “I’ll tell you about how to write compelling characters so that comes first”. The contents written there were all pretty obvious but Koike-sensei did not only put into words that obvious stuff but also organized it. What everyone does by feel was written there in minute detail. The self-bragging from before was also one method of giving you interest in the character that is “Koike-sensei”.
-So then, after reading that, which characters were…
Tsukushi: Ozen and Maruruk. Actually, Ozen was supposed to be a tall and huge old man. A very quiet man but one who would be strict towards Riko and Reg and teach them many things. That was my thought-process but after having read Koike-sensei’s book and looking back on that I though “This won’t do” (Laugh). It was not something you would call a well-defined character.
-Then that huge guy transformed into a woman, furthermore with a strange hairstyle.
Tsukushi: Like Koike-sensei said, characters need a mystery. What brings this character happiness, what would make them irritated; you create the outward look while keeping all of that in mind. Like that, whatever character you create will surely become an interesting character, and then having those characters collide is what creates drama.
-You mean that above all the most important things are the charming characters.
Tsukushi: As I kept thinking of what happened with Riko and her mom, Ozen’s character emerged. Same deal with Marulk. Right at that point in the story I was told many times “You have a manga titled Made in Abyss but no maids have appeared” (Laugh). Then I thought I might as well.
-That was the reasoning? (Laugh).
Tsukushi: However, having a simple maid would’ve been boring so I left the maid’s gender vague. When I started wondering “who’s tastes lead to Marulk having to wear that?” it suddenly turned into something interesting.
-Could it be that Nanachi was also a character created by that method?
Tsukushi: Yes (Laugh). Nanachi’s manner of speech was also one of those tools to making up the character. There’s a famous saying: “Every person has their eccentricities”. People have habits not even themselves realize they do. Having that in drawing and applying it into action is what builds the characters.
-Nanachi happens to be a very popular character even in the original manga, right? Does that sort of response influence the process of the work’s creation?
Tsukushi: It certainly does. If I looked away and drew for nobody else then that would be just like looking at a wall and throwing a ball, it’s much more enjoyable if it comes back. Bondrewd appeared precisely because of that type of response. After Ozen’s part in the story, I took a look at a BBS and the readers’ reactions and I saw something written like “The adults that appear in “Abyss” look frightening but everyone’s just nice adults who seem to take good consideration towards the children”. Then I decided upon Bondrewd’s personality from me wanting to have a villain who’d have you at a loss for words.
-I see, I’ve been only asking about the original work but this time I want to also ask about the anime adaptation. What’s your favorite thing about the anime?
Tsukushi: First of all, how entertaining it is. Also, it may be obvious, but the huge quantity of information. Manga is drawn on paper so fundamentally there’s no sound or color. In “Abyss” I try to simplify the background as much as I can in order to decrease the amount of workload of drawing as much as possible, and there are some panels where I put objects to create a certain atmosphere. But in the anime all that is tackled straight on. I understand very well how troublesome that is, I absolutely think that is truly amazing.
-Certainly, the craftmanship of those backgrounds is stunning.
Tsukushi: And on top of that the sound is incredibly good. The clattering sound Reg’s arms make is great, and the shroombear’s cry, the human-like cry made me laugh unintentionally. The scene from episode 10 where Riko’s arm gets broken too, it’s ten times more brutal than the original. In the stages of the storyboard there already were detailed directions but there was absolutely no holding back on its depiction. I think director Kojima was prepared for it but what I thought would be omitted in the anime was depicted straight on.
-Episode 10’s scenario was truly shocking.
Tsukushi: The idea is that in order to portray their liveliness, carefully depicting how they’re going to die leaves a much stronger impression. The opposite is also true. That’s why what’s more important than that brutal depiction is Reg’s reaction to Riko’s suffering. By depicting how painful his emotions are, you can properly relay it to the people watching. Which is why I was extremely grateful that they bravely animated that scenario
-This interview takes place before the broadcast of the last episode but with this I’m looking forward to the whole ordeal with sending Mitty off at the end.
Tsukushi: I know, right? Just looking at the storyboard looks like they also tackled this one straight on.
-Seems like there’s still material left to continue, after the anime’s broadcast finalizes, I wonder what sort of developments will we see?
Tsukushi: I’ve already spoken about it to the people of the anime staff but there actually are some setups… For the time being, I have decided how it will end though I can’t speak about it here yet (Laugh).
October 2017
https://febri.jp/topics/madeinabyss_interview4/
Made in Abyss(hereinafter as “Abyss”) is a unique fantasy story where young Delvers venture into a super intense world. What has the anime version achieved, with its countless uncompromising depictions that caused so much buzz? We asked the ideas behind the soundtrack of this work to Kevin Penkin, a young composer based in London in charge of music.
I thought that the uniqueness of modern music fit the world of “Abyss”
-One of the aspects of this work is the unique music which you wouldn’t normally listen.What kind of approach did you have going into this series?
Kevin: I started by taking inspiration from the original story I was given and expanded what came to my head with that. While I read the source material, I thought about what music would match the characters that appear in a certain scene. Having that in mind I first made 10 demo tracks and had Director Kojima, Yamada (Haru) the Sound Director and people of the staff listen to them. Since the beginning, I’d wanted to put on some more modern-sounding music in contrast to how unique the world of the source material is.
-There’s also plenty of songs with not-so-simple orchestration.
Kevin: I went to a contemporary music school but you would also study classical music together with modern music there. Having quite a different rhythm and harmony to classical music, I thought modern music would actually fit with that uniqueness of the world of “Abyss”.
-Specifically, which artists did you take inspiration from?
Kevin: not quite inspiration but I’ve certainly been influenced by artists which I find quite interesting like certain Icelandic groups, Sigur Rós and Ben Frost, as well as the American-based Nico Muhly. Also minimalists like Steve Reich and John Adams. Each of them has a very interesting sound.
What music was gonna be put in what scenario was left to them so I was surprised every week
-During music production this time, was there anything you had to keep in mind?
Kevin: The main characters introduced in “Abyss” are Riko and Reg, and later Nanachi. 2 to 3 small children are inside the big space that is the Abyss. I had a lot of interest in that contrast in imagery. As I was thinking on how to express that in music, I thought, what if I had a couple of people record in a big recording studio?
-So you overlapped the conditions when recording music and the situation with Reg and the others, I see. Do you have a personal favorite track?
Kevin: It’s Hanazeve Caradhina. I had the pleasure of Takeshi Saito (From SNARE COVER) singing for that one, his voice was truly impressive. I was so glad that they used it as the opening song of episode 1 too.
-It was a very dramatical song
Kevin: Also, if I can mention another one, I like Nanachi’s theme. Nanachi has two theme tracks, a light one and a dark one. The latter uses synthesizer and bassoon instead. I can’t explain it but I’m quite fond of those instruments’ timbre. Matching up with the dirtied timbre of the bass soundtrack is also fun.
-How was it watching the finished product?
Kevin: I thought the work by Kinema Citrus was honestly perfect! This is a little unrelated to music but the story and art were absolutely wonderful. Even if I hadn’t worked on the music, I think I would’ve enjoyed it as a fan myself (Laughs). What music was gonna be put in what scenario was left to them so I was surprised every week at the same time as everyone.
-And lastly, could you give the fans of the series a message?
Kevin: It was an honor being able to do such a unique work. The source material is also a work with really wonderful art direction but I was grateful I was allowed to make the music for it as I pleased. At the moment, it’s still being broadcasted so we still don’t know how the last episode is gonna turn out… I’m excited for what’s coming.
October 2017
https://febri.jp/topics/madeinabyss_interview5/
00:00:00.000
Made in Abyss: The Golden City of the Scorching Sun Golden Week Special
Date: May 5, 8PM onward
Guests: Miyu Tomita (Riko), Mariya Ise (Reg), Shiori Izawa (Nanachi), Masayuki Kojima (director), Shinpei Yamashita (producer)
Copyright Akihito Tsukushi, Takeshobo, Made in Abyss: The Golden City of the Scorching Sun Production Committee
00:04:53.300
Announcer: Introducing the Made in Abyss: The Golden City of the Scorching Sun golden week special! Yay!
All: Yay!
00:05:09.900
All: Happy birthday to you, happy birthday to you, happy birthday dear Tsukushi-sensei, happy birthday to you! Yay!
Ise: Happy birthday!
Tomita: What about these crackers?
Ise: Oh, that's right, we have these crackers.
All: One, two...[bang] Yay!
Ise: Oh, wow, that was great.
Tomita: So, without further ado, birthday congratulations to Tsukushi-sensei.
All: Yay!
Ise: He looks cute!
Ise: We've got him zoomed in real big here.
Izawa: Yeah.
Tomita: I brought my own Tsukushi-sensei today. I mean, someone gave me this earlier. It's a little acrylic figurine. Yay! Anyway, congratulations!
All: Congrats!
00:06:05.000
Right: So, once again, you're watching a special golden week feature on Made in Abyss: The Golden City of the Scorching Sun, where we'll be bringing you all the latest news. Today we are pleased to announce that it's also creator Akihito Tsukushi's birthday! Hooray! So before we start the main event, we wanted to celebrate him a bit. One announcement we want to make is that Tsukushi-sensei was unfortunately unable to make a live studio appearance due to his busy schedule...
Izawa: What? Why!
Tomita: ...but in his place, we have a life-sized cardboard cutout of him!
Ise: Wait, this is life-sized?! He's a lot bigger than I thought!
Tomita: Also, since today is Children's Day in Japan, we have these props behind us...
Izawa: That's right.
Tomita: Look at all these decorations.
Izawa: This is crazy! Isn't this going too far?
Ise: This is wild...
Tomita: These streamers are actually different sizes: you have the adult and child versions, apparently.
Izawa: Oh, so this is the dad? And this is the mom? And this is the kid?
Tomita: Yeah, the bottom one is smallest!
Ise: How cute...but kinda creepy.
Tomita: We hope the studio gives you some visual interest to check out while you watch! Although Tsukushi-sensei is not in attendance today, we managed to get him to call in via a live stream at the last minute in between his work. Let's get him onscreen. One, two...
All: Tsukushi-sensei!
00:07:26.000
Tsukushi: Good evening! All: Good evening!
Tsukushi: Thanks for having me!
All: Oh, look, Mitty and Nanachi are here! Thanks for taking time out of your busy schedule! And congratulations on your birthday!
Tsukushi: Thank you so much!
Tomita: So once again, it is my pleasure to introduce the birthday boy, Tsukushi-sensei, creator of Made in Abyss. Thanks for calling in!
Tsukushi: Thank you! I'm hard at work on the manga!
Tomita: Wow, you are?!
Ise: Do your best!
Izawa: Did you have any cake today?
Tsukushi: Cake? Oh, well, I haven't, but...I just received this delivery of fried chicken!
Ise: Wow, that chicken is huge!
Tomita: We actually have a cake featuring your portrait on it here in the studio!
Tsukushi: What?!
Tomita: It might be hard to see...here, let's lift it up. This huge cake has your face on it.
Tsukushi: So you're gonna smash it in two in a little while?
Tomita: Yeah, we're gonna cut an abyss into this cake!
Izawa: Yeah, and dig up what we find!
Tsukushi: Cool, I like it!
Tomita: We know you're quite busy, but could you tell us a bit about how you spent your birthday? It's already 8PM.
Tsukushi: Well, actually, it's been really fun. I got together with another mangaka and we did a little sleepover with all of us working on our drafts right up to the deadline.
Tomita: Oh, I saw that on Twitter! So you're in the midst of that now.
Ise: So you're all supporting each other through that last spurt. How charming.
Tomita: Give it your all! Our last live show like this lasted six hours. I think this is the first time we get together again since that, isn't it?
Tsukushi: Oh, yeah, I remember that show.
Ise: Yeah, I don't think we've met him since then, right?
Tomita: It's been quite awhile.
Tsukushi: I remember peering into the booth during the dubbing session.
Izawa: Oh, that's right, we had a dubbing session.
Tomita: By the way, we have live comments from viewers coming in on a screen here. Everyone is sending their congratulations.
Tsukushi: Thank you so much! I owe it all to you fans!
Tomita: How nice! We're grateful for that, indeed. Alright, coming up next, we'll be bringing you the latest scoop on the TV anime Made in Abyss: The Golden City of the Scorching Sun. Before we transition to that, let's get some feedback from Tsukushi-sensei: How are you feeling right now, with the anime going into its second season?
Tsukushi: Well, I heard they have something new in store for us today...
Tomita: That's right.
Tsukushi: I haven't really heard much about what's planned, so I'm super excited.
Izawa: Oh, he doesn't know what's being announced today!
Tomita: Have you noticed before that this behind the scenes info tends to not reach him? That's not the first time this has happened!
Ise: Well, it's supposed to be a surprise!
Izawa: He's had his hands full!
Ise: Right.
Tomita: So not only do you get to celebrate your birthday, but we have some surprises in store for you. Is there anything you two would like to ask?
Izawa: Huh? Oh, you mean us?
Ise: How old are you today?
Tsukushi: I think I'm about 41 or 42 now?
Ise: Oh, is that so!
Tsukushi: I think they've got my birthday on Wikipedia. Sorry, wait, I'm 40.
Ise: Did he just read his own age off camera?! Well, thank you! Okay, your turn.
Izawa: Why are you wearing a hat indoors?
Tsukushi: Well, I shaved my head with a buzzer, so...
Ise: Wow, you went all in! Plus, it's his trademark look, right?
Tomita: Honestly, I've never seen him without one.
Tsukushi: I get nervous, so I toss a hat on.
Izawa: A lot of people in the comments are saying they're the same age as you.
All: Oh, yeah!
Tsukushi: Let's grow old together, guys!
Tomita: By the way, we've been seeing a lot of your merchandise all over the place.
Ise: Yeah, it's everywhere!
Izawa: Speaking of which, check out this pin.
Ise: She's wearing a little badge featuring your face.
Tsukushi: Seems there are some people at Takeshobo playing pranks on me.
Izawa: Must be the editorial team.
Tomita: I had my eye on this acrylic figurine and wasn't able to get one, but someone from Kadokawa books got me it. I plan to put this next to my TV at home.
Tsukushi: They've got me striking a wild pose there.
Tomita: Well, you're gonna adorn my TV stand now. Anyway, thanks for making an appearance today, and congrats on your birthday.
Tsukushi: Thank you!
Ise: Do your best! Bye for now!
Tsukushi: Thanks guys! Talk to you later!
Tomita: He's so cute.
Ise and Izawa: Yeah, he is.
00:13:01.500
Tomita: So that's a wrap on his birthday! Let me put this acrylic figurine here in my pocket.
Ise: So you've got him with his watchful presence over our show.
Tomita: So we're well underway with the golden week special for the TV anime, Made in Abyss: The Golden City of the Scorching Sun!
All: Yay!
Tomita: On today's live show, we're here to bring you the latest on the second season of the anime, which will be broadcast in July of this year. We have a lot of news you'll be hearing for the first time, so stay tuned till the end! We're already well into the thick of things here, but we haven't even introduced ourselves!
Ise: Oh my god, you're right!
Tomita: It's the three of us today, starting with me, the voice actress for Riko: Miyu Tomita. Thanks for having me!
Ise: Hey, your hair looks just like Riko's!
Tomita: This is my first time out in public since I dyed it blonde. I'm here with Riko in spirit!
Ise: I'm Mariya Ise, and I play the role of Reg. Thanks!
Izawa: I'm Shiori Izawa, and I play Nanachi! Thanks, guys!
All: Yay!
Tomita: I feel it's been awhile since we all get together--outside of recording the show, that is.
Ise: Yeah, it is.
Tomita: The second season is starting up in July, which is right around the corner.
Izawa: It'll be here before you know it.
Tomita: We finished up the voiceover awhile ago, though.
Ise: I think we started in June of last year? It's been almost a year for the show to get ready to go on the airwaves. We've been expectantly waiting all this time.
Tomita: We have a lot in store today to tell you about the show, and the "White Whistles" are coming, so stay tuned! As I mentioned, the three of us will be presenting this show about Made in Abyss: The Golden City of the Scorching Sun, but since it's Tsukushi-sensei's birthday today and Children's Day, we have some neat decorations in the studio. In addition to the Hamashirama streamers on our right, we also have some Demonfish streamers.
Izawa: These are a bit easier on the eyes! They actually look like traditional carp streamers. The Hamashirama is a bit...grotesque, right?
Tomita; This would bring a kid to tears!
Izawa: They had so many other choices to pick from, but they went with this!
Tomita: Yeah, we were taking a group photo earlier, and the camera crew kept telling us they wanted to get these streamers in the shot!
Ise: Yeah, they were adamant about it!
00:16:12.833
Tomita: We have lots of interesting character props and stuff for you to check out here. Before we start talking about the anime, we wanted to have a fun little chat about what things you see in Made in Abyss that you'd never want your kids to do in the real world.
Ise: Interesting.
Tomita: I'm sure there are quite a lot!
Ise: That's true!
Tomita: We have these sketch books and crayons at the ready. The team want us to sketch those situations you'd never want to recreate in real life. And we only get 60 seconds to do it!
Izawa: Hmm, stuff kids wouldn't want to try at home?
Tomita: We should have a lot to choose from. Have you got one in mind? Are you feeling confident about this little exercise?
Ise: I sort of have an idea, yeah.
Tomita: Ready? Let's go. In 60 seconds, depict what things you should definitely not try at home! Start!
Izawa: Wow, using crayons makes it harder. 60 seconds? Really?
Tomita: 60 seconds is equal to one minute.
Izawa: Haha, I know, I meant it's short. I don't think I've used crayons since kindergarten.
Tomita: You're all so focused on your drawings. But they seem to be coming out well, right?
Ise: I think mine is turning out alright! Wait...maybe not.
Tomita: Hmm, is this looking right?
Ise: Surprisingly, sixty seconds is a decent chunk of time.
Izawa: It honestly is.
Tomita: There, I think I got it. I was confident about my idea, but getting it down on paper is another matter.
Ise: Wow, yours is looking awesome, Shiori.
Izawa: Well, I honestly had no other way of drawing this idea. Wow, yours looks so cute, too.
Ise: Really?
All: Time's up! We did it!
Tomita: Looks like we are all ready, so let's ask the viewers to guess what our drawings represent. I'll go first.
Ise: Oh, that's cute.
Tomita: "Ow, this hurts."
Ise: She's crying.
Tomita: She's supposed to be looking at her arm.
Ise: So this is Riko, right?
Tomita: Yeah. This is when she gets stung by an Orb Piercer and has poison in her arm. Remember, if you get poison in your arm, don't try to break the bone! Go to the hospital instead!
Ise: That's smart!
Izawa: Yeah, unless you're in survival conditions, just go to the doctor!
Tomita: That's right. If your arm hurts, consult your neighborhood doctor! Don't try this at home!
Izawa: Nice one.
Tomita: Want to go next?
Ise: Sure. Here's mine.
Tomita: Cute.
Izawa: Okay, I see this is Reg. But what is this supposed to be? Nanachi?
Ise: You got it! Sorry, Nanachi is too challenging for me to draw. But I tried to capture that funny shape of the mouth, and this red is supposed to be blushing.
Tomita: It definitely looks like a "creature," too.
Ise: This scene appeared a lot in the first season. Reg sniffs Nanachi's fragrant aroma. You may see a bit of this in season two, but remember, don't try this at home! No matter how nice someone smells, you shouldn't sniff them like crazy.
Tomita: Good one. That's true in real life for sure! Lastly, let's hear from Shiori.
Izawa: Here's mine.
Tomita: Oh, is that who I think it is?! I'm amazed at how you managed to convey this with so few lines! It's quite clear.
Izawa: This is where Bondrewd comes to solicit kids to go to the Abyss. Remember, you should never follow strangers!
Ise: Precisely!
Izawa: This is a moral you can take home and apply in real life! Don't forget it!
Tomita: So to sum up, we had: 1) if your arm hurts, head to the doctor; 2) don't sniff people you have a crush on; and 3) don't follow strangers! I'm sure we have some students and young people in the audience, so I hope they'll take these lessons to heart. You'll find some of these scenes and more in the first season of Made in Abyss, which is now in syndication on BS11 every Wednesday. Check it out!
And do stay tuned for the upcoming second season in July! In the second half of the show, we'll be bringing you the latest scoop on the second season, so we hope you'll stay through and watch till the end.
00:23:10.167
Ise: Without further ado, we're back with more about the upcoming second season of the TV anime, Made in Abyss: The Golden City of the Scorching Sun. We have some special guests in attendance:director Masayuki Kojima and producer Shinpei Yamashita. Yay! Let's start with Mr.
Kojima, could you introduce yourself, please?
Kojima: Hello, I'm Masayuki Kojima, the director of the series. This is my first debut on YouTube as someone over the age of 60!
All: Oh, wow! Really? That's amazing!
Kojima: I'm a bit nervous, but thanks for having me.
Ise: Viewers, this is a golden opportunity to subscribe to the channel!
Kojima: I heard some of the team working on Abyss will send some Superchat comments my way.
Yamashita: Sorry, Superchat is off today, actually.
Ise: Oh, apparently it's disabled, haha. Anyway, thanks for coming out! Next, let's hear from Mr. Yamashita.
Yamashita: I'm Shinpei Yamashita, the producer. Sorry we made you larger than life here, Tsukushi- sensei, but do your best on the manga. I think we've got a lot of exciting info in store for you all, so stay tuned.
00:24:29.700
Ise: Thank you! So, let's look back on the history of the series. The first season went on the air in 2017. The film version--Dawn of the Deep Soul--then hit theaters in 2020. Here we have a summary for you. Wow, look at all the info we've got on this card!
All: There's a ton!
Ise: I'll read it aloud: The Abyss is a mysterious and gaping maw, the last uncharted territory of mankind. This vast, vertical cavern, the depths of which are unknown, is inhabited by mysterious creatures, and deep within lie precious artifacts the likes of which can no longer be made by human hands. Yet the unfathomable mysteries of the Abyss attract people to embark on adventures there. Over time, people plumbing the depths came to be known as Delvers. Orth is a town built on the fringes of the Abyss, and is where Riko, a child at an orphanage, makes her home. She dreams of becoming a famous Delver like her mother one day and untangling the mysteries of the Abyss. One day, a report comes in of her mother Lyza's White Whistle being found, and Riko resolves to delve deep into the Abyss. She is joined by Reg, a robot that has lost his memory and seeks to uncover it somewhere in the depths. In the fourth layer, Riko is stung by a poisonous Orb Piercer, but is saved by Nanachi, a narehate. Nanachi joins the crew and the trio embarks towards the Fifth Layer, when Bondrewd awaits. There they meet a young girl who goes by the name of Prushka. She was raised by Bondrewd and has never seen the outside world. She becomes absorbed in Riko's tales of adventure and wants to join the group, but sadly becomes the victim of Bondrewd's experiments. Yet Prushka is transformed into Riko's White Whistle, and the group plunges further into the 6th Layer, the "Capital of the Unreturned." So what will the second season have in store for us? That's the question on all of our lips, so let's take a peek at this video.
00:26:35.467
Narration: That place where compasses stand straight up...that's where you'll find "it." We all seek, desire, and dream for the Golden City. It was real, it was there.
Vueko: Hey, over there!
Wazukyan: Wh, what's that? Is that...the Inviolable Ocean?
Wazukyan: Who wants to be first to step ashore?
Wazukyan: You are the ones who'll trample the injustice of the world!
Voice actor: Hiroaki Hirata
Belaf: Beauty is in the eyes. Not in a physical sense. By this I mean, the "gaze."
Voice actor: Mitsuki Saiga
Vueko: Wazukyan! It's the compass!
Voice actor: Yuka Terasaki
Vueko: I want to go search for it...that light no one has found before. Faputa: Sosu...now I have my target.
Voice actor: Misaki Kuno
Made in Abyss: The Golden City of the Scorching Sun
Nanachi: Bondrewd, are you watching? I feel pretty bad about it, to be honest.
Ise: That's trailer #1 for the upcoming show. We saw a lot of new characters. Let's take a look at this slide.
00:28:37.933
Faputa, voiced by Misaki Kuno
A "Narehate Princess" who resides in the 6th Layer. Seems to have some past connection to Reg and is attached to him.
Vueko, voiced by Yuka Terasaki
A member of the Ganja, a suicide corps. She used her star compass to reach the Abyss.
Wazukyan, voiced by Hiroaki Hirata
The leader of the Ganja, a suicide corps bound for the Golden City. Has remarkable foresight, so much so that he is called "The Prophet."
Belaf, voiced by Mitsuki Saiga
A member of the Ganja suicide corps and an adventurer who arrives in the abyss. Fluent in languages and scripts, acting as an able interpreter and negotiator.
Ise: So here are the new characters: Faputa, Vueko, Wazukyan, and Belaf, whom you saw in the first trailer.
Izawa: In Season 1 and the latter part of the theatrical version, there weren't a lot of characters.
Ise: Right.
Izawa: Then in Season 2, you suddenly get this influx of new characters.
Ise: That's true. So, let's ask Mr. Yamashita and Mr. Kojima about this new cast of characters.
Yamashita: Come to think of it, the trailer didn't really feature Riko, Reg, or Nanachi in it.
Ise: That's true!
Yamashita: Well, they appeared briefly as part of a little gag at the end.
All: Right!
Yamashita: One thing I think the viewers will notice about these characters, Mr. Kojima, is that they have a different color tone to the rest.
Ise: Good point.
Izawa: The characters we voice have more earth tones. But these ones are more vivid.
Yamashita: We've intentionally changed the coloring of the scenes as a whole.
Ise: Oh, really? How do you mean? Compared to Season 1?
Kojima: Well, I can't reveal too much, but there is some...difference...in the scenes featuring Riko, and those with Wazukyan. The general layout is different from the original manga. There are some scenes where the shots of Riko and the shots of Vueko and her group are sort of intermingled, so in order to make the pacing clearer for the viewer, we changed the color tones of those respective scenes to make it clearer that there was a shift.
Ise: So you mean that the overall color in the Vueko scenes is kept to a minimum so that the characters stand out? Or you enhanced it?
Kojima: No, you're right. The overall tone is kept at a minimum.
Ise: I see.
Izawa: I felt like some scenes in particular looked different?
Kojima: Well, the entire tone has been changed throughout, so I think it affected everything.
Tomita: Makes sense!
Yamashita: I feel like you're giving away some spoilers here already!
Kojima: Wait, did I?!
Yamashita: Don't worry, don't worry.
Izawa: Yeah, he mentioned Vueko a bit.
Ise: Well, that's fine, look Vueko is already on the slide. So the voice actors are: Misaki Kuno for Faputa and Yuka Terasaki for Vueko, then for Wazukyan is Hiroaki Hirata, and for Belaf is Mitsuki Saiga. Honestly, I feel like the casting was perfect.
Tomita: They have a knack for casting just the right talent that feels perfect every time.
Ise: Totally.
Yamashita: Well, we had auditions, you know.
Ise: Oh, did you? Was it a really close one, in terms of having some great contenders down to the end, or did they just stand out right away?
Yamashita: Honestly, we had a full lineup of people just as amazing all there auditioning. It's definitely thanks to how popular the film was. There is lots of voice talent actively interested in it now. And we definitely owe a lot to Mr. Yamada, the sound engineer.
Ise: I see! Outstanding. So we have a star-studded lineup. Let's take a look at this next slide.
00:32:21.767
Yamashita: Oh, we have a storyboard here. This was used to storyboard the first trailer. I believe Mr. Kojima made this one.
Kojima: I did. I can't say what episode it's from, though!
Yamashita: Yeah, that's a secret. We had to blur that out, and blur out what cuts those were. I noticed that in this scene--or rather, in general--that you use color in your storyboards.
Kojima: Well, I find that using color early on, which I did for season 1, too, helps get a shared awareness among the team of the colors we all want to be on the same page about.
Ise: I see. I believe you brought some other things like mood boards and sketches, right? Why don't we have a deeper look at what went into the production of season 2?
Yamashita: Let's look at the next slide.
00:33:45.167
Ise: Wow, you're really gonna show us all this?
Yamashita: Yep! This is stuff you saw in the first trailer, so it's okay.
All: This is the compass, right?
Yaamashita: Well, in its former shape.
Ise: Former?! So I guess we'll have some scenes elaborating how it changes. We see Vueko up at the top right. So the one she has is the "old" version?
Yamashita: That's right.
Ise: So Riko's compass is the "new" one? Or the "old" one?
Yamashita: Well, as far as this design is concerned, it's the new one.
Ise: I see! Look, we have a lot of comments from fans overseas.
Yamashita: Oh, yeah, they writing "star compass" out in English.
Ise: They call it the star compass!
00:34:45.900
Yamashita: Sounds cooler in English. Shall we go to the next slide? This is...ah, a pod.
Ise: A "pod bound for the edge of the Abyss." Interesting.
Izawa: This is the one they climbed into at the end.
Yamashita: I think we used this for the film as well. It's been slightly updated here. You can see that stick figure there showing the relative size.
Ise: Stick figure?
Yamashita: Yeah, the black silhouette.
Ise: Woah, the pod is huge, then! What is this pod made out of, anyway?
Yamashita: Gee, that's a good question.
Kojima: Search me!
Ise: So that remains a mystery, huh.
Yamashita: No, wait, it says it here: an artifact that is a mixture of organic/inorganic matter.
Ise: Oh, so it's an artifact! Wow, that's interesting.
Kojima: I'm sure they confirmed with Tsukushi-sensei when drawing this up.
Yamashita: Yeah. This design was drawn by Mr. Takakura.
Kojima: Yeah.
Ise: It looks kind of like an eyeball, don't you think?
Yamashita: Yeah, it does.
Ise: I could just start imagining things...like, what if it's made out of the eyeball of some abyssal creature?
Yamashita: Did you hear that, Tsukushi-sensei!
Ise: Yeah, that's my take on it! I could just think about this all day.
00:35:52.000
Yamashita: Ok, shall we check the next slide? This is the Ganja corps fleet.
Izawa: They went into a lot of detail for the Ganja ships.
Yamashita: Oh, wait, we didn't mention the "Ganja" in the trailer!
Ise: But it did appear on the character slides we looked at.
Yamashita; Yeah, you're right. These are the ships the Ganja members use. Next slide: I think this is from the boat seen in the trailer, when they were looking at the compass.
Ise: So this is inside the boat?
Yamashita: Yeah. It has the date on it. I hope that's okay with the production crew...
Tomita: It's a little late for that!
Yamashita: Let's just say this was made in August 2020, for appearance's sake.
Ise: Oh, and here's a colorized cel.
Yamashita: It's a bit dark. Ise: Yeah, it's dark in there!
Yamashita: This is more of an elaborated mood board for the sketch we just saw. We use this to get a feel for the colors.
Ise: They were in a storm in the trailer, right?
Yamashita: Yeah, and I think you'll see it on this next slide.
00:36:56.833
Ganja corps three sages ship, exterior
Ganja corps three sages ship, exterior -- during storm
Ise: This one?
Yamashita: Yeah, you have a storm at right.
Tomita: Oh, it says right here: "Exterior view of the three sages ship, Ganja corps."
Ise: And then "exterior, during storm." So cool. It looks so different based on the weather.
Yamashita: Prior to doing a shot, we make these to get a sense for the coloration and mood.
Ise: How many of these do you have?
Yamashita: We make a lot of these prior to finalizing it.
Kojima: I think we have almost double the amount we had for season 1.
Ise: Woah, double?!
Yamashita: It's quite a challenge--for Mr. Matsuyama in particular.
Ise: I'd love to see all of those some time.
Tomita: Me, too.
Izawa: Me, three.
Yamashita: Well, some time. Not until we run the whole series.
Tomita: Of course.
Yamashita: But we have a ton of these, yeah.
Ise: I see! Okay, next up...
00:38:07.367
Yamashita: Should be this one.
All: Oh, Vueko!
Izawa: Are you sure it's okay to look at these new characters?
Yamashita: Hmm, I wonder!
Izawa: Yeah, the show hasn't aired yet.
Yamashita: That's true. You get to see a lot of expressions here.
Ise: So cute. Was there any particular emphasis put on certain expressions or her equipment?
Tomita: They even got the bags under her eyes.
Ise: That's true. Vueko always has those dark bags. Mr. Kojima, was there anything in particular you wanted the viewer to take away from this character?
Kojima: Hmm. How should I say? She's a bit...reserved.
Ise: It's a fairly shy character, right?
Kojima: Yeah, essentially. Very naive. We wanted to really get that across in the expressions and movements.
Ise: I see. Thank you.
00:39:22.000
Yamashita: Here's the last one, I think.
All: Wazukyan!
Yamashita: Am I pronouncing it right? WAzukyan? WazuKYAN?
Ise: I remember there was some debate during the first recording session.
Izawa: Yeah, there was some issue with the intonation during the dubbing.
Ise: But I think in the end we agreed around WAzukyan.
Yamashita: Right, Tsukushi-sensei weighed in on it. He always takes part in the dubbings.
Kojima: It really helps.
Yamashita: Yeah, we'd never know without him!
Tomita: I remember asking him a lot of questions during the first season. The second season has been even more complex in that regard.
Ise: Yeah.
Yamashita: So that's Wazukyan. And next is...
00:40:04.967
All: Belaf!
Ise: So cool!
Tomita: His pupils are so striking. He said something about the "gaze" in the trailer, right? Did you put a lot of focus on the design of his eyes?
Kojima: Well, yes. You'll notice some close-up shots of his eyes in the trailer. We focused on that a lot.
Ise: The colors are just great.
Yamashita: Saiga's voice is really cool, too.
Ise: So, I think we've covered three of the new characters. While we'd love to ask more, we want to change gears and bring you a world-first news here: take a look!
00:41:16.000
Reg: The 6th Layer. A place so inhospitable that people seldom return--the edge of the Abyss. Was this it?
Nanachi: I have a feeling we'll be making some interesting acquaintances here.
Reg: What the hell are these guys?
What awaited them was the Narehate Village: Iruburu
Riko: Woah, what is this place? It's like a market!
Majikaja: That's right, a market--a market of value.
Nanachi: So what is Faputa all about, anyway?
Majikaja: Hadimae...how do you say it in the common tongue...? That's right: "Princess." Princess of the Narehate.
Opening theme song: "Katachi" by Riko Azuna
Faputa: What happened to you? Did you forget about this place, sosu?
Moogie: Show your value to the robot and the fluffy one. Don't meet your end here, Riko.
Nanachi: Mitty...
Gaburoon: Leave as soon as you can. I cannot stop Faputa.
Prushka: Call me...
00:42:59.133
Izawa: Did you catch all that, viewers?!
Ise: Waaah!
Izawa: That's the first reveal of trailer 2!
All: Yay!
Ise: It was amazing!
Izawa: That was just too good. Ise: I had goosebumps!
Izawa: We're just turning into total otakus here. The show must go on! So what grabbed you most of in that trailer? The song?
Ise: The song was amazing!
Izawa: The comments are going crazy. Everyone is just reacting with "Woaaah!"
Ise: I'm not surprised!
Izawa: They're at a loss for words. It was awesome.
Tomita: The audience was super engaged.
Ise: Yeah.
Izawa: I don't know where to begin! Let's turn to director [sic] Yamashita. We saw a lot of new characters!
Yamashita: A lot? Maybe four people or so? Four creatures? All: Guess we should call them "creatures," huh?
Yamashita: You can see them there on the table.
00:44:29.500
Majikaja
Voice actor: Hiroki Goto
Acts as a guide to the village.
Maaa
Voice actor: Kana Ichinose
Loves Meinya.
Moogie
Voice actor: Kimiko Saito
Looks after the restaurant.
Gaburoon
Voice actor: Ryota Takeuchi
Travels in tandem with Faputa.
Izawa: here they are. Let's talk a little bit about what we can disclose as far as the characters and 6th layer are concerned. These are the four new characters, and today we can announce who is voicing them. First is Majikaja, voiced by Hiroki Goto. Maaa, voiced by Kana Ichinose. Moogie, by Kimiko Saito and Gaburoon, by Ryota Takeuchi. If you've read the manga, you may be familiar with them already. Is this the first time they appear in color?
Ise: I think they may have been in color on the cover of some of the manga books.
Izawa: I knew Maaa was pink already.
Tomita: I didn't know about the others.
Yamashita: I don't think it's been made clear until now.
Izawa: What do you all think?
Ise: I was really surprised to see Majikaja's color.
Tomita: For some reason, I thought he'd be brownish.
Ise: Yeah, ochre or something.
Tomita: I was shocked to see he is white.
Izawa: The world doesn't seem like it would be that colorful. I was so surprised to see they're so vivid.
Ise: Were these colors specified by Tsukushi-sensei?
Yamashita: Yes. I think it underwent 2-3 iterations.
Izawa: Interesting.
Yamashita: As you said, they appeared a little in some of the original illustrations with the manga. But not in this level of detail.
Izawa: So was there an audition for these, too? The voices are perfect.
Kojima: I think Mr. Yamada had some candidates.
Yamashita: Right, he gave us some candidates and we ran through them to see.
Izawa: The voice actor for Kaja is unreal.
Ise: Totally.
Tomita: So perfect.
Ise: Hiroki Goto was at one of the recording sessions, and as soon as he opened his mouth, we knew he was spot-on for Majikaja. Everyone was like, "That's Majikaja, exactly!"
Izawa: We gave him a standing ovation on the spot.
Ise: He is so good. I noticed there's a bit of manipulation of the sound, right?
Kojima: Yes, a touch.
Ise: But even without the effects, just his natural voice behind the mic, it was spot-on for Majikaja.
Izawa: Totally.
Ise: The way he intones his words and everything.
Izawa: So this is set in the village of Iruburu--can I talk about this? They have a special language.
Yamashita: Sure.
Izawa: They speak a unique dialect there. He even nailed that.
Kojima: Tsukushi-sensei gave us a ton of advice on the dialect and the accent.
Yamashita: Majikaja is the first character that appears onscreen speaking this dialogue, so Mr. Goto became like the resident expert on the dialect.
Izawa: We were all super concerned about how they'd get the dialect for the village. It almost reminds you of an English speaker fluently talking in Japanese, the way they kind of intone the words differently.
Yamashita: Right, it's actually got a sort of French accent.
Kojima: Tsukushi-sensei told us he should have a sort of French tone.
Ise: Oh, really!
Yamashita: The viewers overseas may not think so, but, you know, it's our impression of how French sounds as Japanese people, more or less.
Izawa: I see.
Yamashita: Incidentally, due to COVID, you guys weren't able to record together much, right?
Ise: Yeah...
Izawa: I had a few sessions with Majikaja.
Ise: I did a fair amount with Reg and Gaburoon.
Izawa: That's right.
Ise: Gaburoon is so charming. I can't wait for you all to see it. If you have read the manga, you know Gaburoon is often with Faputa. You really love seeing how he protects her.
Tomita: I actually had a lot of sessions with Moogie.
Ise: How was it?
Tomita: Well, we first had some meetings with Tsukushi-sensei and Mr. Yamada, the audio engineer. I felt she was perfect for the role of Moogie as soon as I heard her voice. Her role is sort of kindly watching over Riko, sort of objectively, or as a detached parent. There's this maternal instinct.
Ise: She's like the mother of the village.
Tomita: Exactly. I hope you'll stay tuned to see how Riko and Moogie interact.
Izawa: What about Maaa? It went in a totally different direction to what I expected.
Tomita: Exactly!
Izawa: For some reason I thought Maaa would sound like a middle-aged guy.
Ise: I was wondering which way it would go, too!
Izawa: Yeah, will Maaa sound like a cartoon mascot or like an old guy?
Ise: On its face, Maaa seems like a cute character, so I thought it'd have a high-pitched voice. But when it turns around, it looks a bit different.
Tomita: Yeah, look at its butt!
Izawa: Yeah, its butt is not so cute! Tsukushi-sensei may have meant it to be cute, but...
Ise: Right. Her butt is a bit...sharp looking.
Izawa: A sharp butt?! Haha.
Ise: Yeah, so I wasn't sure.
Izawa: But they went with a cute voice.
Tomita: It's perfect.
Yamashita: We asked her to give us her cutest possible voice.
All: Oh, wow!
Izawa: Is this trailer going live again later today?
Yamashita: It's airing at 9PM, I think? Or is it later? No? 9PM, okay.
Izawa: I want to catch it again! By the way, we saw Faputa in the first trailer. Now Faputa is back in the second trailer and is talking. I heard you have a set of sketches for us?
Yamashita: Sure, here you go.
00:50:40.367
All: So cute.
Yamashita: Here you can see a variety of angles, the number of tails, hands, and so on.
Izawa: Faputa's shape is so tricky to draw.
Ise: Faputa has four arms?
Izawa: Yeah, four.
Ise: And how many tails?
Izawa: Like a maple leaf.
Yamashita: Yeah, it's like a maple leaf shape.
Ise: Good point. Is it 5 tails?
Yamashita: Yeah. I seem to recall that the soles of Faputa's feet extend.
Izawa: So detailed!
Kojima: The hooves are kind of...
Yamashita: Unique, yeah.
Kojima: Those are all the little details Tsukushi-sensei asks for.
Izawa: I think we have a color image, too.
00:51:33.000
Ise: I thought Faputa was pure white for some reason. But the colors are more, how should I say?
Izawa: Cream-colored.
Ise: Yeah. Not quite beige, but like undyed fabric.
Kojima: I think this was done to sort of match the overall color of the scenes.
Ise: I see.
Yamashita: Well, Faputa lives in nature, after all.
Izawa: Right.
Kojima: Yeah, Faputa wouldn't be bright white.
Ise: Faputa runs all over the place.
Izawa: I feel like I have to represent Nanachi here as the standard-bearer of fluffiness. So I have to ask, who is more fluffy? Nanachi or Faputa? I'm a bit worried.
Tomita: Faputa seems really fragrant.
Kojima: Faputa takes on a lot of forms, right? So I think Faputa might be able to beat you in the fluffy department.
Ise: Nanachi is losing her motivation!!!
Yamashita: They're different species, so don't worry!
Izawa: I totally expected them to say "Nanachi is fluffier," so honestly I'm shocked.
Tomita: I'm sure you win in the fragrant department.
Izawa: Yeah, what about that?
Yamashita: We'd have to ask Tsukushi-sensei...but even when Faputa is around, Reg is interested in both, so...
Ise: Sorry, I'm fickle...
Izawa: What a louse...
Yamashita: I'd say they're about the same.
Ise: They're both equally fragrant.
Yamashita: We've covered a lot of ground today.
Izawa: Did we get into too many spoilers?
Yamashita: I'm sure people who have read the manga know what's in store.
Izawa: Yeah. As for the song, which we were all so keen on...that's the opening theme song.
Yamashita: Yep.
Izawa: It's so cool.
Ise: I love it. It's perfect for the show.
Izawa: I heard that Tsukushi-sensei had a hand in some of the lyrics?
Yamashita: I think some lyrics were run by him, and he offered some suggestions. But that's consistent with what he always does.
Izawa: So they went into every little detail. We're announcing for the first time today the artist behind this track. The track is "Katachi", by Riko Azuna.
Ise: The title is awesome.
Tomita: Totally!
Ise: It's so emotional. It fits so much of the plot. It's like a keyword. Oh, it's playing now. I just want to sit here and listen to it!
Izawa: We've got a show to run, here!
Yamashita: The trailer only features the chorus.
Izawa: Oh, really?
Yamashita: Yeah.
Tomita: By the way, we got the video for the opening of the show beforehand, and I have to say, the footage is just so good.
Ise: It really is! It's awesome.
Tomita: We can't give away any spoilers, but it's awesome. It brings you to tears.
Izawa: That won't be aired until yet, right?
Yamashita: Not until the show is on the air.
Ise: The opening is so good.
Izawa: Let's leave it at that and talk about the artists who did the ending theme song: the track is "Endless Embrace", by MYTH & Roid. The title is so cool. I didn't know what "embrace" meant, so I looked it up.
Ise: What's it mean?
Izawa: Should I say it? It means "to hug."
Ise: Oh, wow, to hug?
Izawa: To hold someone in your arms.
Ise: So emotional...!
Izawa: Fantastic.
Ise: That word really embodies the second season.
Izawa: We can't play the ending track just yet, so stay tuned. But it's awesome.
Ise: It's awesome.
Izawa: We actually have some words from the duo who made those tracks.
00:56:16.600
Hi to the viewers of the live Made in Abyss stream. I'm Riko Azuna, and I handled the opening theme song for Made in Abyss: The Golden City of the Scorching Sun.
I watched all of the first season and the film. I even read the manga. I love this series, so I'm totally honored to have this opportunity. The track is called "Katachi".
The song is about how that "katachi," or "form" changes as the kids go on a long journey, sustain injuries, and experience lots of things. It's also about that deep and unchanging internal form that everyone has inside of them. The song is about both those ideas. I'm in the midst of my own journey of a musical kind, so I hope I've been able to do Riko and the kids justice.
By the way, my favorite character is Riko. I feel like we're really connected, since we have the same name. So I want to be strong and bold like her, leading this story forward.
And happy birthday, Tsukushi-sensei! Well, that's all from me, Riko Azuna.
00:57:50.167
Mayu: Hi to everyone out there watching the live stream. We're MYTH & Roid. We were responsible for the ending theme song for Made in Abyss: The Golden City of the Scorching Sun. Thank you! What was your reaction to being asked to handle this track?
Tom-H@ck: Oh, so we're doing this like an interview? Okay. Well, since we handled the song for the theatrical version, I feel like there's this continuity there, and we wanted to make a track that people would find more and more interesting the more they hear it. When they approached us with the offer, that was my first thought. It's going to be a track people hear with each episode. What about you?
Mayu: So the key theme for the lyrics this time around is self-love. Really stepping back and taking stock of your own self-worth isn't something we do all the time. So being able to convey that through this show was quite a challenge, in terms of how to put that into form. But I think the result is a great track.
Tom-H@ck: I agree. It's a really expansive track. Anything you want to say to the fans of Made in Abyss?
Mayu: I was actually a huge fan of Made in Abyss even before they approached us to do the film track.
Tom-H@ck: Oh, you were?
Mayu: Yeah, so I was ecstatic when we got that chance. I thought I could just die happy with that!
Tom-H@ck: Can't just give up there!
Mayu: But I was really ecstatic. I never thought we'd be doing the anime, too. I've read ahead in the manga, so I'm excited to see it onscreen with everyone. We have a new single coming out, too: it hits stores on August 24th, so check it out! And lastly, from the two of us:
Together: Happy birthday, Tsukushi-sensei!
Mayu: That's all from us, MYTH & Roid.
Tom-H@ck: Bye-bye!
01:00:23.033
Izawa: Thanks to Riko Azuna and MYTH & Roid.
Tomita: [not clear what happened here, think she is reacting to Tom-H@ck freezing in place in the video] What happened to Tom?
Ise: Pretty cool, huh? They looked awesome.
Izawa: So the singles for the opening theme song by Riko Azuna, "Katachi", and the ending theme song, "Endless Embrace", by MYTH & Roid, will both be on sale on August 24th. Check it out! We released a lot of exclusive info in advance of the second season today.
Ise: It was awesome. The people in the comments were going wild, too.
Izawa: Just hold tight a bit more until July.
Tomita: Stay tuned for the show in July! We covered a lot of ground today. Before the second season airs, you have time now to brush up on the first season and the film. The first season is being re-run, and the film, Dawn of the Deep Soul is, too. And what's more, the film is going back to theaters! Let's cover that here!
Izawa: This is big news. The show is being broadcast on Tokyo MX on June 25th in the form of a compilation: part 1, Journey's Dawn, and part 2, Wandering Twilight, on June 26th, the day after. Then on July 3rd, the full theatrical version, Dawn of the Deep Soul will air. This is the first time the film airs on terrestrial television. All three are airing at 7PM on their respective days.
Ise: Wow, that's perfect! On the weekend! This must have been hard to arrange, Mr. Yamashita.
Yamashita: We really had to pull some strings. It was expensive.
Ise: But now all the fans will be able to see it!
Yamashita: We also did our best to ensure it's not censored too much.
Tomita: I heard that it's a bit different in parts.
Yamashita: Well, the compilation is untouched.
Tomita: Is that so? And Deep Soul?
Yamashita: The R-rated content has been toned down a bit.
Tomita: So it's a milder version.
Ise: People who have seen it in theaters will enjoy pointing out trivia and finding what has changed.
Tomita: That's the kind of game that's perfect for otakus.
Yamashita: But we didn't cut anything outright. Tokyo MX helped us make some creative changes.
Tomita: So it's got no cuts, but is different. That's interesting.
Yamashita: We were able to get away with minor edits here and there.
Kojima: I don't personally know what's changed.
Yamashita: They're still putting the final touches on it.
Tomita: You heard it here first. Be sure not to miss this at 7PM!
Izawa: As for the first season of the anime, it's on the air every week on Wednesday on BS11. Then on July 4th, at 11PM, Dawn of the Deep Soul will air on BS11. This is the first time they are on satellite TV on BS. Then, on ATX, the first season of the anime will be split in two parts: June 12th, from 6PM, covering episodes 1-7. Then, on the 19th, from 6PM, episodes 8-13. This is followed by the first part of the compilation, with part 1 on June 26th, then part 2 on the same day, that evening, and that is followed by the standalone theatrical version, plus "Marulk's Everyday" This is the first time "A Day in the Life of Marulk" is seen on the air. Don't miss them!
01:04:13.667
Izawa: Now for some news on streaming. Dawn of the Deep Soul is now available for unlimited streaming to members of Niko Niko Premium. It's also available on other streaming sites.
01:04:28.133
Izawa: And here's some big news about the film going back in the theaters.
Ise: This is huge!
Tomita: From July 1st to July 7th, EJ Anime Theater is airing the compilation versions and the theatrical version, Dawn of the Deep Soul. Check the official Made in Abyss site and the theater's site for details on showtimes.
Tomita: Made in Abyss will be available to watch at so many places as we get closer to season two, so pick your preferred flavor. Now here's some details on the artists behind the tracks we just announced.
01:05:07.000
Tomita: The opening theme song, "Katachi", by Riko Azuna, and the ending theme song, "Endless Embrace", by MYTH & Roid. Both available on August 24 as singles. Do check out the tracks! We've covered a lot today, but we're nearing the end. Let's get some final words for the viewers from Mr. Yamashita and Mr. Kojima. Mr. Yamashita?
Yamashita: Thanks for having us today. We haven't announced the times or the channels on which the show will be broadcast. We are making arrangements to get the best broadcaster to really bring you the show as it was meant to be seen, as close to the original manga as possible. We didn't have time to finalize that for this show, but it will be announced soon. We might also have a third trailer coming up, which may contain additional info. We're in May now, right? Just two months left to go, so do be sure to check the official site, Twitter, and other platforms. Thanks again.
Kojima: Thanks to everyone who became fans of the series with season 1 or the movie, or if you're a longstanding fan of the manga. We are working hard to finalize season two and make it something that will really meet your expectations. Please do stay tuned. Thank you.
Tomita: Let's hear from Shiori now.
Izawa: It's me, Shiori Izawa, the voice of Nanachi. Made in Abyss, the series I love, is as awesome as ever. As a big fan, I'm looking forward to it coming back with season two. We've gotten a sneak preview, so we know you are going to love the final show. I can't wait for you all to see it!
Tomita: Let's hear from Mariya.
Ise: Season 2 is almost here. It's been nearly a year since we wrapped the recording session, but the time flew by. We loved recording the show so much that seeing the number of episodes run out as we got closer to the end of recording them left a bittersweet feeling for us. It's such an amazing show to work on, that you just want it to go on forever. I'm sure the team is hard at work to make the show the best it can be. Knowing it's going to be here soon is so exciting for me, and I can't wait to hear what you think of it.
Tomita: I'm Miyu Tomita, the voice of Riko. Thanks for watching the whole show today. I think we talked at the start of the program that season 1 aired in 2017. But we started recording it sooner, so it's amazing to think so much time has gone by since then. We actually recorded season two at the same place as the first season, so it was really meaningful to look back on the memories we had there for this latest session. We have so many new characters, and it was amazing to work with everyone again. We put our all into the performance, so I hope you'll watch it! Well, we've come to the end of the Made in Abyss: The Golden City of the Scorching Sun golden week special. We'll see you next time when the second season airs in July. Thanks for watching!
All: Thanks for watching! Happy birthday, Tsukushi-sensei! Do your best on the manga! Bye all!
A: Only a part of the association/guild and the White Whistles know the exact location. There is nothing on the surface that looks like it, and according to one theory, the place where it can be processed is in the Abyss.
A: It depends on the part, but it smells like hay.
A: He was tortured when he was about 14 years old, and he was poisoned with sap from a tree.
A: There are times when I've been thinking “I should definitely draw this for a Doujin, but since the timing for that sometimes seems right even in the main story, I decide to “include it” when it fits. For example, that's the case with the bathing scene with Riko and Reg. Also, I think I draw most scenes because “I want to draw them”, even though I find them tedious.
A: I don't know what kind of experiments that could be, but I think it's very possible. I'm sure Riko thinks so too.
A: Hakata Ichiban, located in Wakamatsu 4-chome, Minami-ku, Sagamihara City, Kanagawa Prefecture, has the best noodles in the world when you order it al dente and add pickled Takana mustard with chili and garlic they have as table condiments. Another favorite of mine is Kukkura's tsukemen with extra spinach. It tastes like a really good soy sauce ramen.
A: Well, then I can't kill you.
A: I don't know exactly what will happen! I think she'll stick with Reg, but…
A: That’s because the picture book I had originally envisioned was not for children.
A: I’m kind of sorry about that, because I was drawing From Star Strings with the intention of having a crazy happy ending. Also, adventures don't end. It's more like you die during an adventure. You, me, and the children of the Abyss. I think it's a "happy thing".
A: I can't write a relationship chart because it will be involved in the future, but there are some White Whistles who are at least acquainted with each other and have a shallow relationship.
A: I used to go by the words of my elementary school teacher, "Even if it's stepped on, a dandelion still smiles." That's what my elementary school teacher used to say to me. But, at one point, I thought "Don't dandelions spit poison with a smile?" so this stopped being my motto. My current motto is "To have no pride is pride," which means "It is your pride to judge whether what you believe your pride to be really is your pride by simulating destruction of it." Also, my favorite phrase is "Excuse me, I'd like my noodle refill al dente."
A: It can’t be helped if you insist on it.
A: For a "Sovereign"-title, it was determined by reputation and the person's intentions, and is also registered in the directory. It is said that it started when a member of a White Whistle Delver team began calling them that for fun. Most of the time, the nicknames are the equivalent of something the newspaper or the public started calling them and they became established due to it. These ones are not registered in the directory.
A: At the Science Museum in Ueno, I saw an exhibit that showed the number of creatures that live in a single tree, and I was amazed at how many there were. I think that's when I decided to stop thinking about "known monsters in fantasy" and started creating my own ecosystem and structure. The atmosphere of each layer of the Abyss came to me when I was drawing a layout plan, by first drawing an impossible silhouette of it, and then trying to figure out what it was. It's more interesting that way.
A: A Dread-Owle’s “body fluid” has a sort of "structure" that interferes with the "insignia" of the force field, which is guided by the beasts living in the environment[a]. This "insignia" is unique to each living creature, and whether they are aware of it or not, their mere presence imprints a faint mark on the force field.(Just a metaphor but think of it like a fingerprint on a force field.) Organisms that can perceive this can read the information in the force field more finely, and thus are thought to be able to track and select their prey. By spraying "body fluid" on the prey, the Dread-Owle disguises the prey's insignia as "somehow disgusting, negligible" and monopolizes it so that it cannot be found by predators. Interestingly, even if the body fluid is applied to the disguise of this insignia, such as "sebum and hair that has fallen from the prey," the effect extends to the "crest[b] carved by the prey itself." It is not known whether this is unique to a Dread-Owle’s body fluids or a property of the Abyss force field. The fluid is structurally capable of interfering with the insignia, so even if the Dread-Owle dies, it will continue to interfere with the insignia until the structure of the fluid is destroyed. Faputa uses this characteristic by intuitively understanding it from experience and observation.
A: Work tools. It contains eyepieces for Marulk, adjustment lenses, etc., according to the telescope standards of the surveillance base.
A: If the keyhole is used in the future, please think I did it with this question in mind.
A: Ganja came to be called that name because of the ship they use.
Also, Wazukyan called himself "One of the Three Wise Men'' even before Belaf joined. He wasn't very educated, so people made fun of him,questioning, "Are you that wise?" But every time a prophecy of his came true, he would in return say, "Did you know this?”
A: It's not so much "this one thing" but rather a combination of the impressions I experienced from multiple cuisines. For example, the pan-fried demonfish.
- Deep-fried chicken half eaten at the Musashiseki station.
- A Chinese dish where the fish is fried with oil.
It is a combination of these impressions.
Salt-Rubbed Hamashirama Fillet is akin to the surprise I felt when
- I processed a squid by myself (The fangs of the sucker, the coolness of the beak, the human-like eyes, the shock of the silvery internal organs.)
- Removing slime from an octopus
It's a combination of all of the above.
The Moogie Bomb,
- Big hot curry fried rice at Osawa Shokudo in Sengoku
- Unusual taste of pineapple fried rice I had in Malaysia.
- Smoked, jarred food that I ate in Osaka.
It is a combination of all of the above.
A: Whether it is a past arc or not, there must be some.
A: I'll leave it to you.
Miyu Tomita: After the adventures in the first season of the anime series and the movie, I felt that Riko's toughness and willpower have become even more refined, so I've been conscious of how to naturally create a more raw atmosphere compared to before. However, if I'm not careful, my character's mental age will become too mature, so I have to be very careful about how much I adjust it.
Mariya Ise: It's like turning back my own clock to the end of the movie after the Battle with Bondrewd....If my own gained experience comes through in the performance too much, people will say that Reg sounds too mature and handsome! (only in the studio)...
Shiori Izawa: As for Nanachi, the relationship between them, Riko and Reg became even closer after the first season and the movie, so in that sense, I was conscious of making a slight change rather than staying the same as before. Also, for those of you who have read the original story, you know the "farewell"-line. I tried my best in many ways (laughs).
Miyu Tomita: The number of characters has increased dramatically, so it's really fun to be able to interact with a variety of characters. I think the highlight of the second season will be seeing how the characters change as they meet various characters, including Faputa.
Mariya Ise: I think it's thanks to the producers and staff who were involved in the audition and casting process that the characters' voices seem to fit. The cast members who will be playing the new characters from the second season are also really fitting! Please pay attention to them!
Shiori Izawa: The world of Abyss will become even richer with the addition of many new characters. After all, the language of the Narehate village is amazing! I'd like you all to pay attention to the performance of the actors.
Miyu Tomita: I thought it would be a nice sentimental touch if she inherited the two names of Lyza, but I think that seems too tough for her...I also like "Sovereign of large foreheads and glasses”. Lol
Mariya Ise: Sovereign of Intuition
Shiori Izawa: Maybe "Sovereign of Admiration".
Miyu Tomita: It's gotta be the Neritantan after all, right? I still can't forget how excited I was when I saw the Neritantan for the first time...!
Mariya Ise: The Neritantan!
Shiori Izawa: Neritantan are the cutest. Both the visual and the naming is genius.
Miyu Tomita: There is the scene where they say goodbye to everyone at the orphanage and dive into the Abyss together. No matter how many times I watch it, I always end up crying. Of course I love the characters we meet in the Abyss, but I also love everyone on the surface!
Mariya Ise: When Belaf tells Vueko, "Beauty is in the eyes. Got it? Not the eyes in a physical sense. Take it to mean the look in the eyes. To continue to glare... with affection... and longing. That look in the eyes is... the true nature of beauty."
Shiori Izawa: All "departure scenes".
A: For "Hanezeve Caradhina," more so than just the composing, it was a wonderful experience to collaborate with Mr. Takeshi Saito. The song "Tomorrow" was the last song I wrote for the first season. Based on the Made in Abyss songs I've written so far, I think it's a song that puts my heart into the Abyss world. As for the music for the second season, I hope you're looking forward to hearing more about it. I just wanted to create a different style of music this time from the first season. I'm trying to figure out how I can refine it from the first season and the movie version. I'm also starting to understand the world of Abyss better than before, so I feel like I'm evolving more.
A: Thanks for the kind words. The Made in Abyss soundtrack had some theme songs like using voices from the first season to the movie. For the second season, I've divided the music into several themes and created categories of music according to those themes. In each category, you may be able to see a different sound from the first season. Also, because of the situation with COVID, various people are participating in the search for new sounds. Please look forward to it!
A: Thank you for listening to "Hanezeve Caradhina".If I were to translate it into Japanese, well, that would be difficult. The lyrics that Mr. Saito wrote and sang are not in a real language. However, I had an approach that I wanted people to feel the experience of life in the lyrics, so I think the lyrics are what "you" felt through your musical experience.
To first time listeners, this song really captures the feelings of an adventure that is about to start. However, during the last minute it starts to take on an eerie aura, and then this loud "DUDUN!!"-sound keeps playing. The first time I heard this, I was very shocked by the aura towards the end. Mr. Kevin Penkin, what kind of image did you have in mind by adding that big "DUDUN!!" sound into the song "Faith"? I've always wanted to know!
A: The song "Faith" is a song for the Made in Abyss compilation movies. I wanted it to be a kind of "bridge" between the TV series and the next Bondrewd episode. From the music that conveys the beauty and splendor of the Abyss, for this "Dudun!" I was imagining the Bondrewd arc. I like to interpret the story from images, and I think Abyss is divided into several layers. I want to convey the structure of the story through music.
Masayuki Kojima: Salt-Rubbed Hamashirama Fillet, from the movie. The creature I want to meet is the Neritantan. Because it's cute.
Masayuki Kojima: Bondrewd explains the story of blessings and curses, but Nanachi gets uncomfortable upon hearing it, and I wanted to express that discomfort in the fog ... but this is a retcon. Lol. When I drew the storyboard, it naturally became foggy, and when I wondered why I did that later ... I thought, "Oh, that's what that was."
Masayuki Kojima: Salt-Rubbed Hamashirama Fillet.
Masayuki Kojima: Music is very important in expressing the world of Abyss, and I personally like the scenes that are shown only with music, such as the opening of episode 1 and the last scene of episode 13.
Masayuki Kojima: Nanachi! Because I'm loved by everyone!
Masayuki Kojima: Riko. I think of her as a character full of madness in a way. Like a plunging forwardness. That's what I like about her.
Shinpei Yamashita: I'll do my best to make adjustments so that I can express myself in a way that maximizes the charm of the original!
First Layer: Edge of the Fan Meeting
Introduction and Opening thoughts of two of the Participants:
Second Layer: The Original Author of Temptation
Shiori Izawa acted as guide and introducer and Tsukushi had been asked in advance to bring “relics” from his past along. Ichiro Ogata (Takeshobo editor) and Atsushi Kimura (Takeshobo) were also present.
Second Layer: Live Drawing
Question Corner 1:
http://blog.livedoor.jp/com_manga/archives/27552947.html (partial)
A: The colors were decided by the colors of the night sky. That’s why they go from red, blue, moon etc. Red Whistles were made red so it would be easier to pick them out as beginners as the color is not associated with the night sky but more with early morning. The White Whistles are special because they're not part of the night sky theme.
A: There are a lot of other kids with similar dreams, like Nat, from the slums.
A: It’s Riko’s image of what Prushka would wear if they went on an adventure together.
A: He’s about 20 years old. He’s quite young, but exceptionally talented so he skipped grades.
A: Red Whistles are usually 10 to 14 years old and stay in the 1st Layer. Blue Whistles usually need to be 15 or older to achieve this rank and are allowed to delve to the 2nd Layer. Moon Whistle rank is usually reached with about 22 years of age and they are able to live off what they earn by independent excavation while lower ranks like Blue Whistles often have a part-time job like tourism gigs around the town of Orth.
A: For Takeshobo’s 50th anniversary, we’re thinking about bringing them back (Atsushi Kimura). Tsukushi only finished one stamp so far since that tweet.
A: There are! But I can’t quite reveal them to you yet.
A: I thought I wouldn’t be able to tell you much about this, but I’ll tell you what I can tell you. She used to be quite energetic and a little sadistic. (Interjection from Izawa: “Was she also quite tall as a child?”) No, she was a normal child with normal height. She grew this tall because of her Relics. She has more Relics than just the Thousand-Men Pins. (Interjection from Izawa again: “So Jiruo doesn’t know this energetic version of Ozen from the past, does he?”) No, that was decades ago.
A: There isn’t really anything I can tell you yet. All I can tell you is that they aren’t following the rules they should as White Whistles. (Interjection from Izawa: “What are the rules for White Whistles?”) They have some rules, like the Last Dive, but you'll find out about them eventually. Just know that not a single one of them follows these rules.
A: The heights are decided. For example, Reg is about 1,37 m (4,5 ft). Nanachi is about 1,70 m including their ears (5,6 ft). (Interjection from Izawa: “Nanachi’s ears are that long?!” Tsukushi: “You can see that on the cutout over there!”)
[Update: After thinking about it again, Tsukushi tweeted, on November 28, 2021, Nanachi's height to be actually about 1,50 meters, including ears, and about 1,30 meters without the ears.]
A: That’s an insightful comment. That’s all I have to say (laughs).
A: There’s pretty much no influence. Bondrewd probably notices these things, but it doesn’t bother him. However, if their compatibility is bad, then the body becomes invalid and unusable. (interjection from Izawa: “What determines their compatibility?”) You’d have to ask Bondrewd, I wouldn’t know.
A: That 's hard to say. I actually couldn’t tell you. (Interjection from Izawa: “Do the two from the publishing team know? Yes we do, but we can’t tell you.”)
Final thoughts on the section before moving on to the next one:
The third Layer 1: The Great Fault of Setting and Background Art Design
Mariya Ise acted as guide for this section. The participant was Osamu Masuyama, the Art Director, and he was asked to bring “Relics” with him in advance.
Question Corner 2:
A: The anime only scenes would be like the ones where the Neritantan live. (Interjection from Ise: “Are there any scenes that got deleted?”) Not really.
(Ise interjects again: “The question mentioned that Nagasaki became a pilgrimage point for Made in Abyss. Why is that?”) That’s where I’m from, and I modeled Orth on it.
The third Layer 2: The Great Fault of Setting and Background Art Design
Mariya Ise acted as guide for this section. The participants were Hitoshi Haga, the Assistant Director, Takeshi Takakura, the Design Lead, and Tsukushi and they were asked to bring “Relics” with them in advance to explain the setting; plus Masuyama returned to help with the segment.
Question Coner 3:
A: I brought something along with me today to try my best to answer your question. This is a rough sketch of it, so please feel free to use this as reference.
A: I think of something surprising and then piece the drawings together from the idea. The creatures are actually based on a lot of real life animals. So if it seems similar to something existing in real life, it’s probably based on that.
A: Yes, we ask him a lot of questions, and it takes about an hour for him to explain the details of one to us. We draw a bit, then ask him to check if it matches his ideas. We always think that Tsukushi-sensei is amazing.
A:Those are based on things I’ve eaten myself and really enjoyed. (Ise: “So the Netherworld Stew is based on something that you’ve eaten and loved?”) Why did you pick that? Netherworld Stew tastes really bad (laughs).
A: It is not their hair, more something like extensions glued to the hat Nanachi is wearing which could be hair that was cut off and stuck into the hat.
A: I thought about the size of the island. Then, I found Aogashima which kind of fits roughly the same size. So it’s based on Aogashima, with a caldera. The letters are based on Japanese characters but even I need a reference chart in front of me often. (Takakura used to be able to read them but can’t anymore and they shared a chart of them among the staff at some point.)
The color scheme for the sea was based on a Southern island for the anime and the city itself is based with a European feel in mind.
A: There’s no actual country that was based on.
A:The staff asked before if they were electric, fire, wind-powered, or water-powered too, but the segment ended without Tsukushi giving a proper answer to this question.
Fourth Layer: Goblets of Music and Sound
Miyu Tomita acted as guide for this section. The participants were Hiromitsu Iijima, the Music Producer, Kevin Penkin, the Music Producer, and Shimpei Yamashita and they were asked to bring “Relics” with them in advance.
Question Coner 4:
A: I can’ talk about that unfortunately, because it would be a spoiler. But, when I make music, my feelings change day to day. But with Made in Abyss, I really want to make everything feel unique to match the story. It feels like a perfect story to create music for. So, of course we record live music, like we did in Vienna, but I also use digital music as well. You can see all the tools I use around me (Kevin is in his music studio in Australia) and I use these to try and create a more interesting and unique sound. The way I create music evolves and changes every day.
A: Just a little hint then… The music is based on some of the scenes that we’ll see today (referring to the PV aired at the end of the stream).
A: I felt really lucky. I’m so glad that this is my job. Made in Abyss has a great team, with Yamashita-san, Iijima-san and Yamada-san. They’re all wonderful people and I’m so glad that I’ve had this opportunity to work with them.
A: I don’t have a lot of confidence in the music I create sometimes, but it really feels like a complete package when it's combined with the visuals. There are a few scenes that I love, like the end of the first season and also the scene with Riko’s arm. The song there is called “Forest of the Abyss”. It’s a very traumatic scene, but also kind of beautiful. I tried to juxtapose the pain with something gentle.
Tsukushi (he came to the podium because he was addressed in the question too and wanted to answer it too, which surprised Ise. Afterwards he quickly vanished again): I think it was a scene at the end of episode 13 with the song called “Tomorrow”. I think that the song really fits the scene and I love it.
Fourth Layer: Goblets of Music and Sound
Miyu Tomita, Izawa and Ise were part of this section. The participant was Haru Yamada, the Sound Director, who was asked to bring “Relics” with him in advance.
Question Corner 5:
A: For Ise it was the mentioned scene in the question with Reg. For Izawa, it was the scene of Mitty giving the bird plush to Mitty. For Tomita it was the scene when Riko had her arm almost severed.
A: Noguchi-san is someone who I’ve known for a long time. He’s actually a little shy. He probably wouldn’t enjoy talking on stage, but he seems like he’d talk a lot if you got him to drink. So if you invite him for a drink, I’m sure he’d be glad to chat with you.
Fifth Layer: Sea of Announcements
Ise and Izawa served as guides for this segment.
Sixth Layer: Fan Meeting of the Returned
All three VA’S acted as guides for this section. The participants were Masayuki Kojima, the Director, Hitoshi Haga, the Assistant Director, Shimpei Yamashita, the Director, and Tsukushi. They were asked to bring “Relics” with them in advance.
2015 – (Spring) TV anime project begins!
2016 – (Winter) First meeting with Tsukushi and staff
(Spring) Script meetings begin
(Summer) Storyboards done
(Fall) Auditions begin
2017 – (Winter) Event: Anime Japan 2017
(Spring) Voice recording begins!
(Fall) Event: Blu-ray & DVD release event
AKIHABARA Gamers
Event: Talking about Made in Abyss
(Fall) Wrap-up Party for Anime season 1
2018 – (Spring) Compilation script, “Dawn of the Deep Soul” Script
(Summer) Overseas Event: Mannheim, Germany
2019 – (Spring) Overseas Event: L.A:, United States
(Summer) Overseas Event: Anime Expo, L.A.
(Summer) Voice recording for “Dawn of the Deep Soul”
2020 – (Winter) “Dawn of the Deep Soul” Movie
(Winter) Greeting at theaters
(Winter) Anime sequel announced
2021 – (Spring) “The Golden City of the Scorching Sun” in 2022 announced
Question Corner 6:
A: Tsukushi: That’s a hard question. I think it’s when they tried to chop of Riko’s arm.(Kojima interjects: “I think that was in episode 10 as well.”) Yeah, the parts where characters get emotional are really fun for us.
A: Kojima: Corpse-Weepers. Corpse-Weepers are really scary, aren’t they? They imitate the calls for help of their victims. I find that really disturbing and would definitely get eaten. Having something non-human calling out in a human voice is really creepy, isn’t it?
Tsukushi: Tama-chan (Orb Piercer) for me. Being skewered by its sharp needles or slowly dying to its poison scares me.
Haga: Amaranthine-Deceptors for me.
Tomita: I thought of Amaranthine-Deceptors as well.
Izawa: For me also the Corpse-Weepers.
Yamashita: For me it’d be Tama-chan as well. Not because of the poison but because Orb-Piercers can predict what you’ll do.
A: Ise: Oh, I thought about this a lot! I think Reg would be perfect wearing San’s outfit from Princess Mononoke. She has similar stripe patterns on her face and Reg’s helmet would kind of fit with San’s mask. I think Riko would be perfect as Chihiro from Spirited Away. For Nanachi, I could really see Totoro. (After the others were skeptical she said “What? Don’t you see the similarities with Totoro? Tooootooorooo [Totoro sounds his name which she thinks is similar to “nnaa” and thus tried to show it by saying it out loud.)
Tomita: I think Riko would look great in a sailor uniform and sometimes she has her hair in braids as well.
Izawa: This is a difficult question, but Akihito-sensei often dresses Nanachi up in cute dresses, right?
Tsukushi: Mitty looks good in frilly dresses too, like this! (Tsukushi shows off a Mitty plush in a dress with frills.)
(They asked NERU of his thoughts on cosplay for the characters)
NERU: I think Nanachi would look great in a nurse outfit obviously but I think Riko would look better as a teacher rather than in a sailor uniform. Reg feels like he would look good in an army/SWAT kind of outfit. It’d be really cool. Same would also work for Ozen and Lyza, I think.
A: Yamashita: You’re talking about all the check ups until it is handed in to the TV station, right? Well, we don’t really know yet. Animes that are a little bit lewd tend to go through a lot of inspections. This work is a little bloody as well.
Izawa: How many times would an anime usually be checked?
Kojima: I was really grateful that it was checked many times!
A: Kojima: There were lots of scenes where we added some extra movement. When you’re animating it happens in general, like when Reg goes berserk and fires off his Incinerator in the scene where he blows up part of the Ido Front. We definitely added a lot of movement and tried to show how big the Incinerator shot was. We even considered using 3D for that bit, but we eventually drew everything by hand.
Ise: I thought that scene was really impactful as well. There also was that scene where Reg bites off part of Bondrewd’s mask and spits it out. That was really cool.
A: Tsukushi: No, there was none at all. This is the first time I’ve heard of that, actually. I actually wanted a name that’s kind of hard to pronounce, but also easy to yell out. I have a kind of image of the people in Made in Abyss being often from the same general area. Riko and Ozen for example have both kinds of Japanese-sounding names. Reg really just is a dog’s name.
A: Izawa: Probably only the manga staff will know the answer. Faputa hasn’t appeared in the anime “yet”.
Yamashita: We can’t answer that right now unfortunately.
Final thoughts:
Overseas Cave Raiders Guild
Joey, the anime man (YouTuber) acted as guide for this section. The participants were Masayuki Kojima, Kevin Penkin, the Music Composer, Shimpei Yamashita, the Producer, Miu Tomita, Mariya Ise, Shiori Izawa, and Tsukushi.
Question Corner 7:
A: Tsukushi: I had trouble with keeping the dead lines because the Manga was falling behind a bit.
Kojima: I’m looking forward to the second season and hope you all also look forward to it.
Tomita: In the prior animations, conversations mostly happened between Riko, Reg and Nanachi at one point. Season 2 will have a lot more characters involved so a lot more conversations and interactions will be present.
Ise: Covid caused us to have to restrict our recordings to a certain number with people which made it harder to coordinate which we had to adjust to.
Izawa: Nanachi was only around for the last three episodes of the first season which made their inclusion into the group a bit difficult and I had to grow into how they would sound in their interactions with new characters.
A: There was a similar question from a Japanese viewer before. My general inspiration for creatures is usually first to create something that is really terrifying and go from there. Something that would make people point and shout in horror “What the hell is that thing?!”
A: That’s a good question. If I’m thinking of the right place it would have probably been a violin. Specifically the violin player that you saw in the promotion with the heavier voice. The one where I said the word “made to'' unsuccessfully to. He was probably playing some very high asbgio combined with the falsetto earth wave. They do tend to have a nice sort of little interaction. The singer, Saita, first off, he is like freakishly good. Like I haven’t heard a dude sing that high and he is able to sing in a very very high register. But obviously, because it is coming from a male voice, it does have a different quality than a female soprano was singing up there. But when you combine that with violin skills playing during sessions in Hollywood for the last 40 years…so let's just say he is very very experienced and good at combining those two elements. Especially in the room where we recorded the violin. There can be some pretty interesting combinations of things that can happen.
A: Tsukushi: I felt it before and think it is probably something a lot of artists feel with their long running works. I found that alcohol and good food are very helpful to not fall into worrying about it.
Kevin: I definitely felt it, especially with Made in Abyss and how things progressed. It’s not even about the “hold my beer” thing or something and to do better. I also think you actually want to try to get better and improve on what you did before because you want to try and almost present the same surprise factor that your work may have had in the first season. That’s why the season and movies are maybe a natural progression, stylistically speaking, but I hope it should have been from a certain technical aspect at least. Hopefully creatively, it should be better. I’m working on new stuff now, and yeah, that pressure is tough. Very tough. But the British had this amazing invention in the 18’s called the gym and it’s very useful for pressure.
Ise: In the world of voice acting it's also kind of the same with the pressure because you have to constantly improve for roles and to add new variety with being able to voice different characters.
Izawa. For me it is that I have to maintain the quality of the voice for Nanachi because it was such a perfect fit that even Tsukushi-sensei said it was exactly how Nanachi is supposed to sound. Thus that expectation can weigh a little heavy.
A: In the series, I left some small subtle foreshadowing hints to something going on. I wonder, did someone notice them?
A: Yamashita: Well, it is very much a part of Japanese culture and it’s a Japanese creation and hence operates under the rules set in Japan but we do try to maintain the integrity of the Japanese culture in animation while also appealing to as many international audiences as possible.
Seventh Layer: The Final Closure
As an ending for the stream, the PV for the second season was aired. It revealed four of the voice actors for the characters in the second season:
Faputa will be voiced by Misaki Kuno.
Vueko will be voiced by Yuka Terasaki.
Wazukan will be voiced by Hiroaki Hirata.
Belaf will be voiced by Mitsuki Saiga.
A podcast on the Youtube Channel of Naoki Saito featuring Akihito Tsukushi
HIGHLIGHTS:
00:00:08
Saito: Hello, everyone! Can you see me onscreen? Please leave a comment if I’m showing up. Hello, there! We’ve just gone live. Oh, is he here? Well, good evening! We have a ton of people who were waiting in the wings here for us – there are already 800 people in chat.
00:00:34
Saito: Anyway, hi! It’s me, Naoki Saito. We’re here celebrating the release of my new book, Umaku Kaku no Kinshi (an artbook), which just released the other day. Here with us, would you believe it, is mangaka Akihito Tsukushi-sensei. This is a last-minute live one-on-one interview! Can you hear me okay?
00:00:54
Saito: As for the book, it’s a compilation of what I’ve discussed on YouTube thus far about how to improve your artwork. My thinking was that it would be great to have some real-world feedback from others in the field, which I was sure our listeners would love. This is one of my favorite artists, so to tell the truth, I’m super nervous. So without further ado, let’s have a chat with mangaka Akihito Tsukushi-sensei. Let’s get him up here! Tsukushi-sensei, are you ready?
00:01:41
Saito: I’ll just turn this on…
00:01:43
Saito: Tsukushi-sensei! Can you hear me?
00:01:50
Tsukushi: I sure can. (Tsukushi is wearing a shirt over his head with a drawing of his face.)
00:01:52
Saito: You surprised me! What is that you’ve got on your face?!
00:01:59
Tsukushi: This is a T-shirt featuring my portrait.
00:02:01
Saito: Oh, it’s a T-shirt! I thought you just drew something on there with a pen.
00:02:06
Tsukushi: No, this is a real shirt, but I cut out these holes in it for the show.
00:02:15
Saito: That’s so wasteful! Anyway, thanks for your time today.
00:02:23
Tsukushi: Thanks for having me.
00:02:25
Saito: I think you need no introduction to our listeners. But just to summarize, Akihito Tsukushi is from the Kanagawa Prefecture, and worked at game developer Konami Digital Entertainment for about ten years starting in 2000. Incidentally, I joined Konami in 2007, so, in a way, you’re actually my senior colleague.
00:02:56
Tsukushi: Oh, I remember.
00:02:58
Saito: I don’t think we met in person at the office, though. Then, in 2010, he went freelance as an illustrator, and in 2012, started the serialized version of the manga Made in Abyss. Finally, in 2017, it was released as a TV anime, and he is today a beloved artist of many. Once again, thank you for coming.
00:03:27
Tsukushi: Thank you!
00:03:29
Saito: I’ve been really looking forward to this.
00:03:34
Tsukushi: Yeah, but you know, I’m going live just after being hugged.
00:03:35
Saito: That’s right! Tsukushi-sensei got a hug from a certain someone today, so – congratulations!
00:03:42
Tsukushi: Thank you! I guess this calls for a bit of this…
00:03:46
Saito: Exactly. Let’s have a drink. So, I guess this is also a toast – I’ve got my beer ready. What are you drinking? Sake?
00:03:57
Tsukushi: You bet. I got this from Ito-san, the bureau director at Takeshobo Publications. It’s sake, but it’s effervescent like champagne.
00:04:03
Saito: Wow, impressive. Sounds tasty. So, shall we have a toast?
00:04:09
Tsukushi: I also have this Dassai I got.
00:04:11
Saito: Wow, Dassai! That’s a luxury sake. Anyway, congrats on getting hugged! Cheers!
00:04:19
Tsukushi: Bottoms up!
00:04:20
Saito: Cheers!
00:04:26
Tsukushi: Wow, it’s good!
00:04:27
Saito: Incidentally, I’ve got this Yona Yona Ale.
00:04:31
Tsukushi: Oh, yeah, that one’s delicious! I love what YO-HO Brewing puts out.
00:04:33
Saito: Yeah, it’s good. So, one interesting thing to note is that I first had a chance to sit down with Tsukushi-sensei at a live venue.
00:04:45
Tsukushi: That’s right. You showed up, and you were just there to spectate, I think, and the topic of your YouTube videos came up, and yeah, you managed to lure me out for an interview, haha.
00:05:10
Saito: Exactly, I was just going to see the show and not be on stage, but I got wrapped up in it and got a chance to sit down with you for a live chat there. That led to this live broadcast you see today, so, again, I have to thank you for agreeing to appear live.
00:05:24
Tsukushi: Oh, no, the pleasure is all mine.
00:05:28
Saito: You’ve appeared on a fair amount of interviews and YouTube videos – are you pretty open to that?
00:05:38
Tsukushi: Well, I figured when drawing the manga that sooner or later I’d have to go public with my identity, and people would see me for the bearded old guy I am. I figured it was better to just abandon hope and go with it.
00:05:46
Saito: Abandon hope?! Haha. But you seem totally at home and you’re a natural on camera.
00:05:54
Tsukushi: You think so? That’s probably cause I’m drinking and loosened up.
00:05:57
Saito: The samue robe you’ve got on fits you well, too.
00:06:01
Tsukushi: I have a fat friend I saw wearing one of these, and it looked really good on him, so I figured I’d go with it.
00:06:10
Saito: And that hat! The listeners say it matches. You seem like a natural for wearing a hat.
00:06:21
Saito: That’s a good look too, with the brim up, haha.
00:06:23
Tsukushi: This kind of reminds me of that character from...what was it called? That guy from the Baby Star Ramen package.
00:06:33
Saito: You do look kind of like him!
00:06:40
Saito: So today…
00:06:41
Tsukushi: What was I going to say, again? Oh, sorry, sorry. Yeah, it’s your turn to ask the questions, sorry.
00:06:47
Saito: I do a lot of videos on YouTube to share easy ways of improving your artwork. Do you have any techniques you like to use? I’m looking forward to discussing that and other topics with you. Oh, look, he has started sniffing that plushie!
00:07:03
Tsukushi: Well, I need a snack to go with my sake.
00:07:07
Saito: Ah, so Debi-chan’s smell goes well with your drink. (The Plushie of the Vtuber Debidebi Debiru from Nijisanji)
00:07:10
Tsukushi: There’s something about this, it’s just really pleasant to sniff.
00:07:13
Saito: I wonder what it smells like…
00:07:16
Tsukushi: So cute.
00:07:23
Saito: I often say on my YouTube videos that to improve your drawings, you need to have good observational ability. And the other day, when we chatted at the live venue, I was amazed at your perceptive skills.
00:07:43
Tsukushi: Ohh, I see. Um, what am I perceptive about?
00:07:47
Saito: Well, for example, you were really perceptive about me, going beyond what most people see. You said that when you watch my videos, I’m always laughing and smiling, but deep down, I don’t seem to be. I felt like you really took a deep look at me.
00:08:08
Tsukushi: Well, how should I say? I watched some of your early videos, and it’s like...you’re smiling and all, “Hey, it’s Naoki Saito!” But in the back of your eyes, you don’t seem to be smiling. It’s like you were sort of feigning being happy – like going through the motions to get people to like you.
00:08:41
Saito: Well, to be honest, I was grateful to get that frank comment from you. For instance, I like the way you depict monsters in your work. And I kind of felt like you were looking at me in the same way, the way you do those monsters. I liked it.
00:09:09
Tsukushi: Right. I get it.
00:09:12
Saito: The other thing that really surprised me is the way you...well, for example, I think most people look at your work at first glance and see the cute depictions of children, or the plump figure of Nanachi, and...hey, what are you doing?! That’s scary! Right, what was I saying? So people see those characters and see your skill in those, but for me, the impression I take away from your work is that you have almost a fetish for cramming in detail into your images.
00:09:46
Tsukushi: You’re right on the money with that. I feel like you can’t have enough of it. When I became a mangaka, I had this feeling that detail is like an expression of love. The more detail you depict, the more you show you’ve really paid attention to that person or object – and in the way you combine and put together that information. To be totally serious, when people asked me in my early 20s in, well, not quite an interview, but this sort of cheesy “100 quick questions about illustration” questionnaire, I was dead serious when I replied: “I’m expressing love through my art.”
00:10:51
Saito: Wow, I totally get it now. I noticed that in your work, but also when you compliment people, you do it by going really into detail about that person. I remember you saying that the first eight pages of The Journey of Shuna (A one-volume watercolor-illustrated graphic novel written and illustrated by Hayao Miyazaki and published as a single softcover booklet, on 15 June 1983, by Tokuma Shoten under its Animage Ju Ju Bunko imprint. The story was adapted into a 60-minute radio drama which was broadcast in Japan, on NHK FM, on 2 May 1987) are really well done. But to be honest, when most people read that manga, that’s not the first thing that comes to mind.
00:11:26
Tsukushi: What?! Really?
00:11:28
Saito: Yeah, I never noticed that detail. But once you said that, I went back and looked at it, and it clicked for me for the first time.
00:11:41
Tsukushi: Wait, let me back this up. You know in the first eight pages, when Hayao – err, I mean, Miyazaki-sensei…shouldn’t call him by his first name – does that narration about how the story is going to unfold? It’s beautiful. It’s so refined, every detail. He depicts things in ways you wouldn’t even expect, using them in combinations that aren’t typical but totally fit. I feel like…that’s love.
00:12:21
Saito: Yeah, it is. And I felt like your ability to see those details in the first place is love. Let me read some of that narration you liked: “Claw at the dry earth and try to plant a frail seedling, yet the fallow ground begrudges even the slightest growth.” I was like…“begrudges?” That’s such a particular word to use.
00:12:53
Tsukushi: Yeah, the ground “begrudges.”
00:12:56
Saito: But once you hear that, it’s a really impactful line. And it really impressed me, your perspicacity in noticing these subtle details.
00:13:08
Tsukushi: I mean, this is just the first eight pages where they’re setting the mood for the book!
00:13:11
Saito: Yeah, it’s like it starts out with the maximum aesthetic potential from the get-go.
00:13:15
Tsukushi: Right, well, it’s like it starts with a bang – put the most beautiful part first. The rest is following the script. But yeah, that’s a great manga. Every last word in it is beautiful.
00:13:33
Saito: One other thing I noticed is that your tweets are also amazing.
00:13:44
Tsukushi: Haha, I’m embarrassed.
00:13:45
Saito: I’ll give you an example. Sorry, it covers your face a bit.
00:13:54
Tsukushi: No problem, I’ll hide.
00:13:55
Saito: These are comments by Tsukushi-sensei about my book: “I am constantly hesitating about how best to draw or express things. And what about you? If that sounds like you, check out Naoki Saito’s new book, ‘Umaku Kaku no Kinshi”, out on 3/22. Is there anything more important than drawing well? Yes. Trust me, there is.” As soon as I saw this tweet, I thought to myself, “This is beautiful.” So I analyzed my thought process, and realized this tweet of yours is crazy. Take a look, I highlighted it: first, you raise an issue you have, namely, hesitating about how to draw. Then you bring up the reader, creating empathy. Finally, you suggest a method of resolving this conflict – this was the part that wowed me.
You bring up the solution first. Then you raise another doubt, flipping things around. “Is there anything more important than drawing well?” Then you come back and give your basis for it, saying “Yes, trust me, there is.” You’re saying that you, Akihito Tsukushi, have found that to be true, and wrap up the tweet. It’s hard to believe this is 144 characters. It’s so much information packed into one message.
Crazy, don’t you think?
00:15:42
Tsukushi: Well, about that last line. You said I stated my basis for things at the end. There’s no confidence behind that conjecture. It’s just a statement.
00:15:52
Saito: Well, yeah, but there are different ways of showing rationale: data, a scientific basis, etc. But it felt like in that last line, you were saying, Akihito Tsukushi says so, so trust me. I thought that was really cool.
00:16:14
Tsukushi: This isn’t actually my own quote, but I kind of paraphrased it from Gurren Lagann.
00:16:16
Saito: Oh, really?
00:16:17
Tsukushi: Well, not verbatim, but I basically agree with the sentiment. It’s something like, “you need to believe in something – trust me, cause I believe it.”
00:16:31
Saito: Oh, I see. Interesting. That was pretty unexpected of you to pull in that reference.
00:16:38
Tsukushi: Well, I’m a huge fan of Gurren Lagann.
00:16:46
Saito: So, that sort of information overload fetish is also on display in your manga. I got goosebumps looking at it. Take a look at this one page. I feel like this single page tells you everything you need to know about Made in Abyss. Let’s get it onscreen. Now you’re totally hidden, sorry. (Saito is displaying the Abyss map on screen.)
00:17:19
Tsukushi: No problem, I’ll hide again!
00:17:21
Saito: Just stand by until he gets back onscreen. So here’s this super high res image. It’s a map of the Made in Abyss world. Just looking at this is exciting, right?
00:17:39
Tsukushi: Yeah, even I get excited looking at it!
00:17:41
Saito: This is crazy. So I was thinking to myself, “What makes this image so exciting?” And I realized I like those overworld maps on an RPG. You walk around and see something that you can’t reach, but there’s a strange object or the like. And you know you’ll be able to get there eventually.
00:18:11
Tsukushi: “I’ll come back later when I have the double jump ability.”
00:18:12
Saito: Exactly! That’s exactly the feeling I get with this map. Take this part, for example. What are these swirling things? I have no idea.
00:18:27
Tsukushi: Yeah, you would have no idea, just looking at that.
00:18:29
Saito: But it looks super intriguing. That’s actually from a deeper layer. Let’s head up a bit. What about this? This shaft has a drop of 5,000 meters! There’s no way you can just go straight down that. It’s like, “How the hell do you get up and down this thing?” Let’s zoom this in a bunch. You have these holes here. You wonder if you can go in here.
00:19:09
Tsukushi: I really like that idea of little hints of places that might have something interesting in them. Even if they don’t appear in the manga, just creating those places. So it’s like, they don’t actually appear in the manga, but they exist in my imagination. So it gets me wanting to create these blueprints. I feel like, if people can appreciate 50% of where I’m coming from by seeing these images, it’s worth it. And if the reader seeing this map expands their imagination by 150%, thinking about what all the stuff on the map might mean...that feels like a really worthwhile piece of media, to me.
00:19:56
Saito: Is there a certain aspect that was a jumping-off point for you in drawing Made in Abyss?
00:20:02
Tsukushi: Other than maps?
00:20:05
Saito: Was a map not your starting point?
00:20:07
Tsukushi: Well, the first thing I drew was that city with a giant hole in it.
00:20:15
Saito: Oh, I see.
00:20:17
Tsukushi: That was originally a lot smaller. There’s a simplified map in Volume 1, and I think that was the first map I drew, at least.
00:20:33
Saito: So you didn’t originally intend to expand it to what we see here?
00:20:39
Tsukushi: I thought I’d close out the story much sooner.
00:20:40
Saito: The scale just seems so vast.
00:20:48
Tsukushi: Once I got started, I just couldn’t stop, you know?
00:20:54
Saito: So you started adding a few things, and before you knew it, it snowballed.
00:20:59
Tsukushi: With this map in particular, yes. I did nothing but this for two days straight.
00:21:10
Saito: Yeah, the sheer density of this map really impressed me. Not a lot of people would go this far.
00:21:20
Tsukushi: Well, I figured that people who like games would get where I was coming from.
00:21:24
Saito: When I saw this, I was thinking about what your knack might be for improving your skills, or should I say, the source of your skills, is in this density of information. And your response was that it’s all about love, so it really clicked for me.
00:21:50
Tsukushi: You got it. It might just be passion.
00:21:53
Saito: Yeah, it is.
00:21:59
Tsukushi: So, like, drawing a space that seems to be just devoid of anything at first glance…the more you draw it in detail, the more vast it starts to seem. It’s that...degree of density, I guess you’d call it? So there’s nothing in particular there, but it’s nevertheless a remarkable space to see. That density and negative space work together. There’s nothing there, and yet there is.
00:22:30
Saito: Do you really think it’s a contrast of coarseness and density? From where I’m sitting, it just looks super dense – dense all the way through
00:22:34
Tsukushi: No way, it’s subtle!
00:22:37
Saito: This spot was my favorite. These are like cups for giants. What is this plant called? Kenzan Kazura?
00:22:48
Tsukushi: The largest ones are, yes.
00:22:52
Saito: I love the Orb Piercers that live here. Should I say love? Or did they just traumatize me? Those just knocked me out as soon as I saw them.
00:23:06
Tsukushi: Yeah, there’s something about them, isn’t there? They seem a bit odd at first glance.
Someone told me this anecdote: “When you see something with unclear eyes, you feel like you can’t relate to it at all.” So they look like they have a face, but you can’t make out their eyes. It looks more like the number five on a dice.
00:23:40
Saito: Plus, their scale is the scariest of all the monsters, size-wise. Take a monster like Godzilla that is absurdly large. Godzilla is so huge that he has to have a blind spot. But the Orb Piercer is a size where you can’t rely get in its blind spot. You have nowhere to run. That scene was like, yeah, they are done for.
00:24:01
Tsukushi: Honestly, my thinking there was I would just have the Orb Piercer wreck them.
00:24:08
Saito: Well...let’s try to keep this broadcast spoiler free!
00:24:20
Tsukushi: I think around that time, or maybe a bit later, the editorial department called me out and started talking about what the course of action should be if the manga didn’t sell well, and I thought, uh-oh, this is the end. So I figured, let’s just go with it and take the plotline to the extreme and see what happens.
00:24:49
Saito: You mentioned before that the manga started getting popular once Nanachi debuted.
00:24:55
Tsukushi: That’s right.
00:24:56
Saito: So that was right before Nanachi appeared, then.
00:25:00
Tsukushi: Yeah, correct.
00:25:04
Saito: So I guess that sense of hopelessness was pretty true to life, then, since you actually didn’t know if the manga would continue.
00:25:11
Tsukushi: Now that you mention it, that may be the case…
00:25:14
Saito: Oh, do Nanachi and Debi-chan smell different?
00:25:20
Tsukushi: They’re clearly different. I always sniff this Nanachi plushie too much, and the ears are always exposed to light, so they’re almost ripe and smelly. This is like a vintage piece now. Debi-chan is still new, so I have to break it in.
00:25:49
Saito: It’s still fresh.
00:25:51
Tsukushi: Yeah, still fresh. I love it.
00:26:02
Saito: I’m impressed that your accompaniment for sake is smells.
00:26:07
Tsukushi: By the way, this is going on sale again, so I suggest picking it up if you can.
00:26:15
Saito: You heard it here first, everyone. Pick one up. By the way, you said that only 10% of images tend to get across, but with manga, 50% of the information does. It made me think to myself that manga is a really powerful medium. It got me thinking that given the way you pack info into your manga, maybe that’s the only medium you can really cram that much into.
00:26:52
Tsukushi: Well, no matter how much you cram in there, people aren’t really looking at all of it. They might like the image and hang it up on the wall, but all the info in there doesn’t necessarily come across, even if some people out there spread the word. With manga, you can keep pumping out new information and content. You know, one thing I often do is Google myself and see how people are analyzing the work. The readers come up with some great interpretations, and even if those are on point, I’m always thinking to myself how to twist the plot around.
00:27:48
Saito: So you’re looking for ways to subvert their expectations?
00:27:53
Tsukushi: How should I put it...I want to expand on their expectations.
00:27:59
Saito: You know, Itagaki-sensei and other people have said similar things.
00:28:05
Tsukushi: Yes, let’s talk about him, he’s my favorite!
00:28:09
Saito: He said something like, it’s not about subverting their expectations, but subverting their predictions.
00:28:16
Tsukushi: Exactly. Subvert their predictions.
00:28:18
Saito: Yeah, it seems like you have a similar mindset on that.
00:28:24
Tsukushi: Sure. But I’m not sure I subvert the reader’s predictions that much.
00:28:28
Saito: Do you really think so? I feel like you do.
00:28:32
Tsukushi: Well, I’m glad to hear that. How should I put it? I don’t subvert, but I take into account those expectations, while embellishing them into something bigger and more complex.
00:29:04
Saito: So you had this little kernel of an expectation, and you blew it up into this, and the reader is surprised at its true size.
00:29:15
Tsukushi: That’s a great way of putting it!
00:29:16
Saito: Oh, thanks! It’s like, “There was much more here than met the eye!”
00:29:22
Tsukushi: Much more, and also the little details in there were much more complex than they first seemed.
00:29:31
Saito: I like that!
00:29:37
Tsukushi: It’s more or less something like that.
00:29:39
Saito: That’s love, totally.
00:29:42
Tsukushi: I mean it guys, I’m expressing my love!
00:29:48
Saito: So when do you actually infuse this love into your work? Is it as soon as you start drawing? Or is when you’re conceptualizing it?
00:29:58
Tsukushi: The latter. 90% of it happens when I’m planning, with the remaining 10% while drawing, trying to get to that 100% or beyond with the little touches.
00:30:14
Saito: So the drawing part is actually like the final struggle.
00:30:18
Tsukushi: Exactly! That’s exactly it. Manga is all about the name. Who said that? I think it was Yoshihiro Togashi of Hunter x Hunter. There was some contest associated with Jump where a bunch of big name artists were giving words of wisdom. He said something like, “If you want to improve at manga, you shouldn’t have free time to be practicing in the first place!”
00:30:46
Saito: That does resemble what you’re saying, though.
00:30:51
Tsukushi: So a manga really hinges on the name. Trying to push ahead with the drawing in spite of a dumb name, even if the drawings are good, doesn’t work. In the end, it’ll be bland.
00:31:05
Saito: So would you say you spend much more time on developing a name than on drawing?
00:31:10
Tsukushi: Well, it’s half and half.
00:31:12
Saito: Oh, about half and half?
00:31:16
Tsukushi: I mean, when you’re trying to grind out that last push, whatever it is, don’t we all end up spending too much time on finishing things than we should? It’s the same in games and illustration. Well, perhaps you might have an easier time.
00:31:27
Saito: No, I’m a terrible drawer.
00:31:30
Tsukushi: Sure you are. I’ll stop feigning ignorance...let’s bring out this book.
00:31:39
Saito: Hold on! Don’t show that! This is embarrassing! Why do you even own that?! It’s so old.
00:31:46
Tsukushi: Well, I bought it…
00:31:49
Saito: Woah, I just got goosebumps seeing that.
00:31:52
Tsukushi: This is Saito’s book about Japanese monster tales, everyone. You probably haven’t seen this before.
00:31:59
Saito: Woah, I’m in a cold sweat seeing that...that book is so old.
00:32:05
Tsukushi: Not only that, but it’s in full color!
00:32:06
Saito: I’m in shock.
00:32:09
Tsukushi: Look at this perverted abominable snowman.
00:32:12
Saito: Man, I took you for granted. Cut it out! Put that away!
00:32:26
Tsukushi: This book gives you a good glimpse of Saito’s core ideas from when he was young. I highly recommend this. His work today is focused on really getting a balance between quality and complexity, but his art in this book didn’t take expense into account at all, just going full bore.
00:32:50
Saito: That’s a good point. Expense wasn’t even on our minds at the time.
00:33:01
Tsukushi: Exactly, you spared no expense on this. It’s like you just went all in on every image.
00:33:07
Saito: Wow, I’m still in shock.
00:33:10
Tsukushi: It was like you didn’t even care about the consequences, just making every image to the max.
00:33:15
Saito: You really caught me by surprise.
00:33:18
Tsukushi: Yep, I was feigning ignorance this whole time.
00:33:21
Saito: Well, thank you for digging that up. Man, seeing your old work brought up really gives you a cold sweat. Oh, yeah, we have something really interesting today. It’s an image showing your daily schedule.
00:33:47
Tsukushi: Ahh, yes.
00:33:50
Saito: It gives you a sense of how much time you devote to drawing, and the like. Let’s get it onscreen. It’ll cover the screen, sorry. This is what it looks like. A day in the life of Akihito Tsukushi.
[IMAGE]
04:00: Embracing Gaia (dreaming)
05:00: Thinking about Picross
08:00: Wetting the bed, waking up and falling asleep again 10:00: Breakfast and shit
11:00: Shower
12:00: Internet
13:00: Suffering
19:00: Lunch, pleasant shit
20:00: Suffering
24:00: Bliss
01:00: Dinner or shopping
02:00: Suffering/drinking while drawing/games
00:34:13
Tsukushi: This is just one of many.
00:34:16
Saito: What are these red sections labeled suffering?
00:34:25
Tsukushi: Don’t you find drawing a manga to be super frustrating?
00:34:30
Saito: So “suffering” is when you’re drawing manga?
00:34:37
Tsukushi: Pretty much. If I’m coming up with names or drawing the manga, it takes up this space.
00:34:42
Saito: So you don’t like it.
00:34:45
Tsukushi: No, I love drawing. But I really hate having to draw the same panel over and over again. I feel like I’ve already done it before!
00:34:55
Saito: Yeah, I guess everyone feels that way, now that you mention it. I’m sure your words put some people at ease.
00:35:07
Tsukushi: Yeah, but one thing I often say is that when I put the finishing touches on it, it’s like a climax.
00:35:20
Saito: So this pink area you labeled “bliss” is that?
00:35:24
Tsukushi: No, this is when I’m watching your videos or spending time with Debi-chan.
00:35:32
Saito: So the time you’re getting refreshed only accounts for this tiny sliver?
00:35:40
Tsukushi: Yep. I’ll watch some video with someone talking in a cute voice or the like and breathe a sigh of relief.
00:35:51
Saito: I feel like this graph really captures your inner complexity. What about this? You have this section labeled “suffering,” and then it says “drinking while drawing.” And then “GAME” is bursting in from the outside.
00:36:10
Tsukushi: Well, games seem to come from another dimension of time and occupy a different headspace. I always tell people that I don’t “play” games, but that they’re like a form of prayer for me.
00:36:23
Saito: Prayer?
00:36:24
Tsukushi: I pray while playing games.
00:36:32
Saito: You’re praying for the manga work to end?
00:36:35
Tsukushi: No, no. Just purely praying to the game to go well.
00:36:38
Saito: Oh, I see. What do you mean?
00:36:46
Tsukushi: When I was young, there were basically only two things to do for fun, movies or games. And going to school was boring, cause I didn’t have many friends yet. But when you load up a game, this whole world opens up before you. You take some action, and you get a reaction. The game doesn’t just move by itself without your input. So your actions bring you some happiness, and you get to see the progress. That really struck me. So I really got into games around that time [cut off].
(Note: around the 37-38 minute mark, they got some dropped frames on the live stream, so some of their talking gets cut off.)
00:37:35
Saito: So because it has rules...[cut off]
00:37:39
Tsukushi: You have swords and magic, right? Magic seems to come from some unknown place, it’s not just handy and convenient – there’s some cost involved in using it.
00:37:56
Saito: Hmm, the image and my voice seem frozen.
00:37:59
Tsukushi: No, you’re fine, I see you.
00:38:01
Saito: Alright, let’s move on, then. One thing I wanted to ask is...[cut off]
00:38:07
Tsukushi: ...using a smartphone while shitting is amazing, right?
00:38:15
Saito: What do you mean?
00:38:18
Tsukushi: It feels like smartphones were specifically designed to use while shitting.
00:38:24
Saito: In what sense?
00:38:28
Tsukushi: I feel like the best time to use a smartphone is on the toilet. I feel like the government should recommend that as the preferred use case.
00:38:43
Saito: Wow, that’s a big proposal. So it’s not that you get ideas when using a smartphone? It’s just that you enjoy it?
00:38:52
Tsukushi: It’s fun. You can even read manga.
00:38:56
Saito: Well, that’s true. No one leaves their smartphone outside when going into the restroom. Maybe I enjoy it, too, without noticing.
00:39:09
Tsukushi: Just accept it, it’s fun.
00:39:18
Saito: The fans are saying that when the video freezes, it’s like the phenomenon in the Abyss where you can’t go up past the 6th layer.
00:39:23
Tsukushi: Well, I guess when the conversation goes off the rails, it might send the video into a freeze frame…
00:39:36
Saito: Well, we have so many viewers, I’d hate for the stream to freeze.
00:39:40
Tsukushi: I’m feeling pretty at ease, though, you?
00:39:47
Saito: I think we’re getting some latency...hope the viewers will come back and watch the archived version. This has been quite a talk!
00:39:52
Tsukushi: I think it’s fine now, don’t worry.
00:39:54
Saito: Is it? Oh, good.
00:39:57
Tsukushi: If anything, I’ll make a point of bringing up crude topics when the video is lagging, then, so nobody notices.
00:40:05
Saito: Alright, so next up...oh, wow, we’ve been going for awhile. Let’s move on to the next topic. Sorry to go from talking about crapping to a more serious topic, but…
00:40:19
Tsukushi: Hey, crap is a serious topic…err, sorry, okay, go ahead!
00:40:25
Saito: Do you have any things you do to cope with hard times or adversity? In my case, I feel like it takes a bit of courage to draw.
00:40:44
Tsukushi: Courage? I feel like I just do it recklessly.
00:40:47
Saito: Recklessly? I guess if you don’t have the experience, you question whether you can do it. You went freelance in 2010, so I think you were 30 at the time. But when you sit down and think, “Hmm, I only have a limited amount of time to work before I’m old”, there’s this kind of internal struggle. Should you stay at the company for job security? That sort of thing. Did you have any doubts?
00:41:26
Tsukushi: Of course. I turned 30, and felt like I only had half my life left ahead of me. I figured if I set 60 as a target, there was a limit on what I could do. How should I put it? And as the years progress, you have a shortage of time. So I couldn’t just devote unlimited time on things like I had before. What was I going to do with these remaining 30 years? I felt impatient. I decided to talk to my boss. I said I would quit after the project we were working on.
00:42:19
Saito: Wow, so it was really sudden.
00:42:23
Tsukushi: Yeah, it was. But I somehow knew this was the right line of work for me. Until then, I was pretty passive about just taking on any work assigned to me. But I started to get impatient. I was running out of time. It felt like there was a timer ticking.
00:42:55
Saito: So you just suddenly flipped the switch overnight?
00:42:59
Tsukushi: Yeah.
00:43:03
Saito: That’s pretty unique.
00:43:05
Tsukushi: But I didn’t have any plans ahead. I lied to the company and told them I had illustration gigs lined up.
00:43:14
Saito: But you had nothing?
00:43:17
Tsukushi: Zero. I wasn’t even sure what direction to go.
00:43:24
Saito: But you trusted your intuition and resolved to quit.
00:43:32
Tsukushi: I wouldn’t recommend it to anyone, but I just had this moment. I realized I didn’t want to continue doing what I was doing. I figured my parents would be against it, too.
00:43:45
Saito: I thought you overcame that uncertainty before quitting, actually. You know the manga Star Strings Yori? I felt like that manga was your attempt to rid yourself of anxiety.
00:44:15
Tsukushi: Hmm, not exactly. I wasn’t trying to rid my anxiety with that. It was more like...I drew that after my doubts were gone. I already had the conviction by then. That was actually the result of my resolving to do manga. I wasn’t too concerned with how people reacted to the manga, but I was happy that I committed to finishing it.
00:44:45
Saito: So you quit your job, and somewhere between that and writing that manga, you resolved your internal turmoil?
00:44:57
Tsukushi: Yeah, exactly. I was in the right state of mind by then, so I was able to finish it. By the way, Star Strings Yori was originally called Hoshi no Ito. And in the original script, the main character, Kororu, finally meets a boy from another planet, the end.
00:45:30
Saito: So it was originally a happy ending.
00:45:34
Tsukushi: Yeah, it was super positive. But my assistant said it wasn’t a really cool conclusion to the story. Firstly, while the story had potential, the title was uncool. And the ending was too bland. My assistant asked me what it was I was trying to convey with the story. What was the main point? It was in the story somewhere, mixed in. So I flipped through it. She walks around, eats, sometimes sings, and sleeps. Nothing changes. And there was this section where the narration is talking about how that’s all she does. That part appeared twice. So I thought to myself, hmm, is this my core message? So I decided I should carry that idea all the way to the end. And since the title was uncool, I started thinking about that idea of string instruments, and the strings talking directly to the reader.
00:46:48
Saito: That’s pretty cool!
00:47:00
Tsukushi: And I felt like, yes, I’ve finally got it!
00:47:05
Saito: That’s awesome. So if your friend hadn’t given you that advice, you never would have gotten it.
00:47:10
Tsukushi: Exactly. That friend still helps me to this day!
00:47:17
Saito: Yeah, I heard about your brainstorming assistant.
00:47:22
Tsukushi: Honestly, that person is like a counselor to me.
00:47:26
Saito: Just to recap for those listeners not familiar with it, Star Strings features a girl Kororu, who goes on an impossible adventure that almost implies death. And it felt to me like that plotline almost foreshadowed Tsukushi’s own life choices, in terms of going freelance and stepping into the unknown. It really wowed me. But I guess my read of it was a bit off, huh?
00:48:10
Tsukushi: I originally conceived it as a happy ending, but things were actually different. That’s the ideal, but things don’t go to plan.
00:48:31
Saito: I feel like that storyline is kind of inherited by Made in Abyss.
00:48:37
Tsukushi: Yes. As Araki-sensei said, the core message is the same.
00:48:45
Saito: I feel like your message is...you know how you talk about an “exciting suicide?”
00:48:51
Tsukushi: Yeah, I say that often.
00:48:54
Saito: I feel like you see that in Star Strings and Made in Abyss.
00:49:01
Tsukushi: Well, I feel like most people can empathize with that thinking.
00:49:04
Saito: Yeah, exactly. And if you carry that to its conclusion, you become a Narehate.
00:49:14
Tsukushi: I feel like everyone is that way, right? Do you know anyone who doesn’t think that way?
00:49:19
Saito: I thought it was really cool how you take a positive spin on it. You know how you had those sections labeled “suffering” in your schedule? But I kind of feel like, despite calling it that, you find it an exciting kind of suffering.
00:49:48
Tsukushi: Yes. At least, let’s leave it at that. But, honestly, it’s not fun.
00:49:56
Saito: Okay, fair enough. I sort of felt like that’s your way of handling adversity.
00:50:08
Tsukushi: I see. Not quite. I haven’t overcome that suffering despite becoming a mangaka. It’s still hard. Adversity is adversity. You can’t change it. And bliss is bliss, same thing. Those things don’t change. As far as Made in Abyss is concerned, I’m sort of carrying those same frustrations and unforgettable pain and sort of am depicting that internal struggle. So I think the suffering can stay as suffering, it’s fine as it is. It’s part of the whole.
00:51:04
Saito: I see. So not attempting to overcome it is in some sense way a way of overcoming.
00:51:12
Tsukushi: Exactly. You just grin and bear it.
00:51:17
Saito: That’s a fair point. If you just forgot about suffering, you wouldn’t be able to empathize with people.
00:51:24
Tsukushi: Exactly. Suffering doesn’t change.
00:51:25
Saito: Wow, I’m learning a lot from this. Part of me has always tried to overcome adversity.
00:51:30
Tsukushi: That’s also fine! People are different.
00:51:35
Saito: I feel like your comments are probably hitting the mark for a lot of listeners, though. So you don’t have to overcome adversity.
00:51:42
Tsukushi: Well, I guess you could say that if you read the manga, you’ll at least get a sense of my side of things.
00:51:54
Saito: Still, I really liked that. Just accepting adversity. You can just kind of live with it.
00:52:02
Tsukushi: Exactly. Just grin and bear it.
00:52:06
Saito: That’s all you can do, really.
00:52:09
Tsukushi: [indistinct]
00:52:14
Saito: So I guess you’re saying, things may be painful, but deal with it.
00:52:22
Tsukushi: Well, I wouldn’t say “deal with it,” but there are lots of tools you can use to bear it.
00:52:31
Saito: Such as sniffing Nanachi.
00:52:33
Tsukushi: Exactly, you just take in this rich aroma.
00:52:39
Saito: And that helps you overcome.
00:52:44
Tsukushi: Or I check YouTube to see if you uploaded new videos.
00:52:48
Saito: So that’s why you were sniffing it before. That’s your coping mechanism.
00:52:57
Tsukushi: I said it before: I like drawing, but I hate doing a full manga.
00:53:00
Saito: You’ve been really kind, mentioning that you always watch my videos. Let me just move onto the last question. I was really surprised to hear that you watch my videos in their entirety – that came up during our interview at the live venue. I was wondering if you’d be willing to select your favorites from among my videos. What are the must-sees?
00:53:42
Tsukushi: Actually, I came prepared. This book has appeared in a lot of your videos. I feel like you’ve covered good ground with this, so I won’t mention videos about the book. The first is the Kimagure Tensaku series. We covered this a bit at the live venue, but let me say: people are missing the boat on this series of videos. The great Saito makes it look easy, but think about it: just to make these videos, he gets an image and then corrects the whole thing before showing anyone, then breaks it down and rearranges it into a video. This is no mean feat. He’s crazy! He is a font of knowledge as a pro illustrator. So if he chooses to revamp your illustration, you should consider yourself lucky! No joke!
See him? Over here on the right of me? He’s nuts!
00:55:50
Saito: I feel like I can’t just edit an image for a single person. It has to be entertaining for the other viewers, so there’s a certain flow to it. It has to be understandable as a video. So the idea is, you can watch a certain video and acquire a specific skillset. So first I find what the solution we are offering is, then build it up and edit into a video. It’s very time-consuming. It’s really kind of you to recommend that series.
00:56:33
Tsukushi: I’ve got more. I recommend watching the more recent episodes in the Kimagure Tensei series, first of all. Next is...I had three, actually. The first is the Kimagure Tensei series. The next is the vlogs featuring Saito on camera. He talks about an illustrator’s daily routine as a 19-year professional in the field.
00:57:24
Saito: Ahh, you mean the ones where my voice is all raspy.
00:57:27
Tsukushi: Exactly, your voice is super husky in those, almost strangely so. But those videos are awesome. You get to see him swallowing a smoked salmon sandwich and a sesame-sprinkled bread with bacon and not even taking a swig of water.
00:57:51
Saito: What episode was that in?! Episode 2?
00:57:54
Tsukushi: Yep, episode 2. The first episode is also great, too.
00:58:00
Saito: I know it sounded weird to have me crunching through my food, but I thought I got the audio pretty good on those.
00:58:07
Tsukushi: You probably wanted to drink some water, right? But you didn’t want to spoil the audio track. You just put the video quality first. That’s the sign of a pro.
00:58:24
Saito: Wow, you analyzed my eating!
00:58:26
Tsukushi: I definitely recommend that video.
00:58:27
Saito: Thank you! I do hope people check it out.
00:58:30
Tsukushi: This next one is more for people who are veterans of your work…
00:58:39
Saito: I mean, your suggestions are already pretty deep.
00:58:44
Tsukushi: Well, people who check out the Kimagure Tensaku series might want to know how you work, and check out the vlogs. But this next one is a bit advanced. It’s titled “Announcing my goal: a live show commemorating 100,000 subscribers.” If you like Saito’s work, you’ve got to check this one out. He talks about why he became an illustrator – it’s super real.
00:59:31
Saito: I cried on camera with that one. So embarrassing.
00:59:37
Tsukushi: It was so real, though. I feel like you spoke from the heart. It’s not a run-of-the-mill video.
00:59:48
Saito: Wow, you even watched that video...embarrassing!
00:59:50
Tsukushi: But it’s like the 100% unfiltered you. I highly recommend it to fans of your work. Man, I’m getting teary just thinking about it.
01:00:03
Saito: I almost didn’t know why I was crying on that one. But when I started rolling the video and talked honestly about why I made the channel and what my plans were for it, I just got overwhelmed. But it was a live broadcast, so I had to keep going. So I just said what I was thinking.
01:00:30
Tsukushi: It’s worth a watch. It’s just full of that feeling of, like, how far you’ve come with your videos. So if you’re a longtime fan of Saito, check it out. I mean, if you’re a longtime fan, you’ve probably seen it already…!
01:00:52
Saito: Yeah, our viewers today are probably longtime fans. Well, thanks for those kind words.
01:01:00
Tsukushi: That’s my recap of the best Saito videos to check out.
01:01:03
Saito: Now I’m getting a cold sweat again!
01:01:11
Tsukushi: Oh, yeah, if you’re a fan of Kensuke Itagaki-sensei, when you start watching Saito’s videos, you’ll find aspects of Itagaki’s work all sprinkled throughout them.
01:01:26
Saito: You’re right, he does come up fairly often.
01:01:28
Tsukushi: He even appears doing celebrity impersonations.
01:01:34
Saito: It’s like every time he calls me, he puts on this voice and says, “Saito-chan, are you makin’ money?” That’s the first thing he says on the phone! “Makin’ that dough?” It gets me every time. But I just say, “Oh, yeah, doing my best.”
01:01:57
Tsukushi: I love that guy.
01:02:00
Saito: Well, I’ll make sure to feature bits of trivia about him here and there.
01:02:05
Tsukushi: I’d love that.
01:02:08
Saito: By the way, it’s already 11 PM! We’re going to have to wrap this up soon. I’d like to feature the book one last time.
01:02:25
Tsukushi: Let’s rep the book a bit!
01:02:27
Saito: Oh, thanks! I have an image ready. Let’s bring it onscreen. This is the table of contents. This comes from Umaku Kaku no Kinshi, my book that just came out the other day. It summarizes what I’ve discussed in my YouTube videos thus far: effective ways of improving your illustration, categorized by problem. It gives you a brief primer of the topics we’ve discussed in the videos, so you should be able to breeze right through it. It also contains QR codes that will link you right to the video in question, like this – definitely check that out. I’m also going to add a URL to the book at the bottom of this video, so check it out! Well, that’s it.
01:03:39
Tsukushi: It’s also chock-full of cute 4-panel comics and illustrations, so don’t miss it!
01:03:42
Saito: Yeah, it is! Thank you. Oh, by the way, I wanted to promote you a bit, too. I recommended the manga Star Strings Yori a little while ago. I thought I’d add that I’m posting a link to the latest installment, volume 9, of Made in Abyss. If you’re interested, check it out! This is a super cool manga. I highly recommend it.
01:04:18
Tsukushi: Volume 10 is gonna be a hot one, too!
01:04:21
Saito: Ooh, we’re looking forward to that!
01:04:24
Tsukushi: Gotta keep challenging myself to reach new heights, after all.
01:04:27
Saito: Well, that wraps up our segment. Sorry that the video dropped some frames partway through. We’ve got this video being archived, though, so if it still looks choppy, I’ll reupload it. So today we sat down with mangaka Akihito Tsukushi-sensei. We went really in-depth with how he’s improved his artwork over the years...oh, he’s sniffing them again. He told us that love and passion is the key. That really hit home for me.
01:05:20
Tsukushi: Yeah, now that we talked about it, it made me think that love is still a valid theme.
01:05:26
Saito: Lastly, we have a gift for Tsukushi-sensei. This came up during the last live interview. Here it is...can you see it? It’s a ticket to use me however you want for a whole day. We’re giving him this.
01:05:52
Tsukushi: I thought long and hard about how to use that…but I feel like I should share it with all of you viewers so that we can get the most out of him, and have him do something fun for us.
01:06:18
Saito: Lastly...oh, the illustrator Ixy is here and saying “Good work! I have so much respect for Tsukushi-sensei!” And we have others here saying “Cheers! A toast to you!” and “I always look forward to your work.” “Congrats on the new book. I always learn something from your videos. They’re so easy to understand, and help me a lot. Thanks!” “Thanks so much for sharing this valuable talk with us.” “Love is the work of the heart!” And so on...thanks all for the comments. I didn’t expect you to add your own comments to the Super Chat, Tsukushi-sensei!
01:07:24
Tsukushi: I had it all ready to go.
01:07:29
Saito: Well, that wraps it up. We ran a bit long today, but thank you to Akihito Tsukushi-sensei for joining us to talk about how to improve your work. Thank you very much.
01:07:51
Tsukushi: Thank you so much for having me.
01:07:55
Saito: It was a blast. Let’s do this again sometime. Well, that’s all. See you again in the next video. Bye-bye!
01:08:12
Tsukushi: See ya!
HIGHLIGHTS:
1:52 - 3:15
Intertitle: Publishing the serialized manga Made in Abyss on the Web Comic Gamma site run by Takeshobo publications.
The work was turned into an anime in 2017, and the theatrical version, Made in Abyss: Dawn of the Deep Soul, was a major hit! Our interviewer, Haneru, is such a fan, that she went to see it live in theaters despite having a phobia about going to them.
Haneru: Our first guest is Akihito Tsukushi.
Tsukushi: Hi there! It’s me, Akihito Tsukushi!
Haneru: So here’s the author of Made in Abyss, which I am a big fan of. I have a phobia about theaters, so I don’t usually go…
Tsukushi: Oh, my!
Haneru: But I like Made in Abyss so much, I made the effort to go out and see it.
Tsukushi: Thank you so much! So you overcame your fears for me.
Haneru: Yeah, but since then, I’ve started going a bit more often. I go from time to time. Anyway, thank you for taking time out of your busy schedule to chat with us.
Tsukushi: It’s no problem. I’m actually working on my sketches late at night, so it’s fine.
Haneru: Oh, so you’re in the midst of drawing a chapter for your manga?
Tsukushi: Yes, I’m right in the thick of it. Or, wrapping it up, yeah.
Haneru: Well, feel free to draw as you participate!
Tsukushi: If anything, I actually work at my best while talking to people.
Haneru: Alright, so we can treat this as a little “studio tour” of your work.
Tsukushi: Alright, I’ll try not to say anything out of line!
Haneru: Oh, do people tell you to watch your mouth?
Tsukushi: Don’t worry, I’ll be fine! Haha.
Haneru: Okay, got it. I’m afraid to imagine what you might say! Anyway, happy to have you here today!
Tsukushi: Thanks!
12:29 – 15:52
Haneru: Okay, here’s our first question.
Intertitle: How long did it take for you to be able to make a living off your work?
Haneru: Your manga is super popular today, but how long did it take for you to be able to make a living off your work? Our listeners are really curious about that. Let’s look at the first response.
Intertitle: “About three years. After paying off all my overdue bills, I got my
insurance card back and thought to myself, ‘I did it. I’m a real grown up.’”
Haneru: Who’s responsible for this answer?! You had overdue bills?
Tsukushi: Yessss, it’s me!
Haneru: So it was Akihito Tsukushi! Just what happened?
Tsukushi: Well, I was in arrears on a lot of payments. And I was honestly worried. And you have a, how should I say, you generally know which of your services is going to get cut off first, based on which one has been overdue longest, right? My Internet got cut off first. Then it was my electricity, gas, and water, in that order. So the water lines seem to get kept on a for a while, at least.
Haneru: So they actually gave you some grace period on the water?
Tsukushi: Yeah. About two months, I think.
Kurose: Well, water means the difference between life and death, so…
Haneru: I see, so the water was last.
Tsukushi: So I had bills for all of that, yeah. And I lost access to my insurance card at some point, and was pretty worried. I didn’t even have the money to file for a new one. So I just gave up on it. I just figured it’d be OK in the end.
Haneru: So you just brushed it off?!
Tsukushi: Well, everything turned out okay in the end.
Haneru: I see!
Tsukushi: But yeah, I had this moment where I thought to myself, “I did it. I’m a real grown up.” But then I thought, wait a minute, people who have their shit together are never late on deadlines, either. So in that sense, maybe I’m not grown up after all. I’m still not there!
Haneru: So you tend to be late on your deadlines?
Tsukushi: I hate to say it, but yes.
Haneru: So you leave quite a bit of time in between, huh?!
Tsukushi: I take an almost egregious amount of time…
Haneru: What about you, Yamaguchi?
Yamaguchi: Well...I tend to give myself a lot of extra time to deliver, actually.
Tsukushi: Oh, god, it’s a legit grown up!!
Haneru: So we have some straight shooters in our midst!
Yamaguchi: I mean, I’ve had my water cut off before, too, so, yeah, it’s okay.
Tsukushi: What do you mean, “It’s okay”?!
Yamaguchi: I mean, things turned out okay!
Haneru: So, at any rate, things are going smoothly for you now, right, Tsukushi?
Tsukushi: Totally.
Haneru: Great, so let’s just say you’ve grown up.
Tsukushi: Well, let me say, my grip on deadlines is, uh, a bit better now, yeah!
Haneru: Alright, let’s just say you’ve gotten a bit closer to that ideal.
Tsukushi: Yeah, let’s leave it at that. I grew into it.
Haneru: So you’re not a narehate then, right!
Akasaka: But that manga, you know, it’s not something a normal grown up would draw, to be honest.
Tsukushi: Well, if we’re talking about whether I passed the basic qualifications of a manga artist -- that is, being a degenerate – yeah, maybe I passed with flying colors, in that sense! But that’s fine by me!
Haneru: Good point, haha.
41:50 – 42:50
Tsukushi: Blue Period is really raw and hits you hard, for sure.
Haneru: The psychological depiction is pretty wild. It just hits you.
Kurose: It’s this blend of heavy-hitting and fun, so you keep reading, but it starts getting to you.
Yamaguchi: Yeah, you get really excited reading it, so you can’t just rush through it.
Haneru: So I guess it can be a bit challenging to read if you have some prior trauma.
Tsukushi: But it really is fascinating.
Everyone: Yeah, it really is.
Yamaguchi: I’m amazed to hear my esteemed peers saying this!
43:55 – 46:13
Intertitle: This is one thing I can’t stand!
Haneru: So this is our next theme: “This is one thing I can’t stand!” Our first response is: “I don’t want to write another episode that doesn’t feature children. It physically broke me down.“ Well, this one is easy to guess!
Tsukushi: I really mean it.
Haneru: So it’s you, Tsukushi. Really?!
Tsukushi: So as soon as I started on it, I started feeling physically unwell, out of sorts.
Haneru: Really?!
Tsukushi: When I had to draw an episode without kids, I woke up one day and my chest hurt. It seemed odd. So I had my friend take me to the hospital.
Haneru: Wow!
Tsukushi: They told me to check my blood pressure on a machine. It was 220 points higher than it should be. I thought the machine was broken! But once I got back to drawing kids, I was fine. So I think that was the cause.
Haneru: So just to make sure we’re on the same page, you really like children, right?
Tsukushi: Yes, exactly!
Haneru: And lots of cute kids appear in the manga.
Nishi: Yeah, the designs are really cute.
Haneru: So your fondness for children really comes out in the work?
Tsukushi: Well, I guess what I want to know is, is it even fun to draw adults?
Nishi: So you’re putting the question back on us?
Tsukushi: Yeah!
Haneru: Well, what about you, Kurose? You draw a lot of decidedly uncute stuff.
Kurose: Well, I do draw a lot of creatures that are at least the same size as kids.
Haneru: That’s true! Lots of goblins. Anyway, what do you enjoy drawing most of all?
Tsukushi: I like drawing emotional scenes featuring children, you know, painful and the like.
Haneru: I see!
50:05 – 51:16
(Talking about how you can’t publish controversial content in weekly magazines, but you can get stuff past the censors if you pretend you made some edits to appease them)
Haneru: What about you, Tsukushi? What’s your take on weekly comic magazines?
Akasaka: Yeah, let’s do it!
Tsukushi: [inaudible]
Akasaka: How about it? We could do it together, such as Young Jump.
Tsukushi: I mean, Hell awaits me if I go that route.
Haneru: Scary!
Akasaka: You have nothing to fear.
Haneru: He says you’ll be fine.
Tsukushi: Demons await me…it’s not for me.
Akasaka: It’s a great magazine, it’s heartwarming, I swear.
Haneru: Yeah, it’s a nice one, haha. Actually, Young Jump is the magazine I buy the most out of any others.
Tsukushi: I’m scared to do it!!!
Everyone: Come on, do it for Haneru!
Tsukushi: I’m sorry, I just can’t…
54:15 – 56:38
Intertitle: If you were to be reborn as a character from one of your works, who would it be? “I’d like to be a smelly, inhuman Narehate.”
Haneru: So Nanachi wouldn’t fit – you’d have to go so far as Mitty or the like, right, Tsukushi?
Tsukushi: I’d prefer to be someone who doesn’t speak.
Haneru: Oh, I see.
Tsukushi: By the way, I previously said that I’d like to be reborn as a cute girl or boy, but in terms of my own work and the Narehate, if you think about the fate that befalls them, I feel like it’d be better to just be one from the get-go, rather than have to go through that.
Haneru: Ahh, so better to be one from the start than have to experience that.
Tsukushi: Exactly, they go through some really rough times, so…
Haneru: Ah, I see! Interesting. You wouldn’t have to experience that pain if you were just born as a narehate. So you like cute kids, right?
Tsukushi: Yes, I love them.
Haneru: So you wouldn’t want to reborn as a happy, fun-loving kid?
Tsukushi: No, I like that, too, but I’m just talking about in the sense of this particular manga.
Haneru: Right.
Akasaka: I wonder if he’s serious…?
Tsukushi: So, basically, I’m opting for the choice of suicide, which is more exciting for you guys!
Akasaka: But your taste is more that you find pitiful characters cute, right?
Tsukushi: That’s also totally legit in my book.
Haneru: “Pitiful is cute” -- interesting.
Tsukushi: Well, cute is cute, regardless.
Haneru: So you like both kids going through happy and tough times?
Tsukushi: Yeah, they’re both cute, I think.
Nishi: Yeah, I get that.
Tsukushi: It’s something more beautiful than the Grand Canyon itself! It’s nature and God’s work.
Haneru: So that kind of brings us to this caricature of you onscreen, right? (T/N: The sketch of the creature wearing Tsukushi's skin)
Tsukushi: Well, yeah, I fee like this is how I want to be, deep down.
Haneru: Ah, so this is your true self.
Tsukushi: So this guy is like living inside my skin.
Everyone: That’s actually creepy...
58:50 – 1:00:54
Intertitle: So, honestly, how much did you make? “Well, I can spend 7,000 JPY on a Debi-chan plushie without even hesitating.” I love Debi-chan, she’s so cute. So this answer comes to us from Tsukushi!
(T/N: (Debidebi Debiru is a Vtuber from Nijisanji)
Tsukushi: On October 15 of last year, I ordered it, but it still hasn’t arrived!
Haneru: Oh, really? Well, today I saw some news saying they’ve started shipping.
Tsukushi: Oh, today? I guess that’s the second wave of shipments, so tomorrow I can start licking and slurping Debi-chan!
Haneru: What?! You bought the plushie to make out with?
Tsukushi: Yeah, I did.
Kurose: So you bought one to kiss and one to put on your shelf?
Tsukushi: This is the second one I’m buying to put my lips all over.
Haneru: Wow, your second one! I’ll be sure to tell Debi all about that! Anyway, the plushie really is so cute. I’m looking forward to getting mine. By the way, I heard they’ve also started accepting pre-orders for the Inaba Haneru plushie.
Tsukushi: Oh, really? I better buy that, too.
Haneru: Yeah, pre-orders on the collab plushie with Pompompurin are open until tomorrow.
(T/N: Pompompurin is a dog character introduced by the Japanese company Sanrio in 1996.)
Nishi: They had three types, right?
Haneru: That’s right, one big one and one Purin-kun version and one Neru-chan version. So if you’re interested…
Kurose: I believe there’s one other item for sale…
Haneru: Let me introduce that, too. Let’s show it onscreen. It’s a parka featuring a big close-up of my face. Check it out! I honestly wonder if it’s okay to show it onscreen next to cute Sanrio characters.
1:03:40 – 1:04:05
Haneru: Have you used the Furusato Nozei (tax payments in exchange for free regional goods) system, Tsukushi?
Tsukushi: Well, I don’t understand how it works, so I haven’t.
Haneru: Really?! I’m in the same boat. We should try it.
Tsukushi: I want to try some of the food they have on offer.
Haneru: You should! It’s good, for sure.
Tsukushi: I’m thinking of having my father walk me through it.
1:06:20 – 1:06:48
Haneru: Tsukushi, do you have an assistant?
Tsukushi: I do have one person who is always available to help. Sometimes there is one other person who comes to help me on an ad-hoc basis.
Haneru: Ah, so someone to handle spot requests.
Tsukushi: I did everything by myself up through Volume 3…
Everyone: What?! That’s crazy.
Tsukushi: Yeah, so sometimes when I’m just going at it alone, even now, I stop and think, like, is this too much?!
1:07:05 – 1:07:47
Haneru: So Kurose’s method of working alone is not the norm, I guess?
Tsukushi: Well, you fairly often hear about people working totally alone.
Yamaguchi: Yeah, more people are taking that approach lately, using some software to just get the backgrounds laid out, and so on.
Haneru: Well, in your case, Tsukushi, doing three volumes at that level of detail is a bit surprising.
Tsukushi: Well, up to Volume 3, it wasn’t that dense or complex, to be honest.
Haneru: Oh, really?
Tsukushi: I had to do it my way, but I feel like it took me three volumes to get the kind of work I was aiming for.
Haneru: Oh, I see.
1:10:38 – 11:11:47
Haneru: What about you, Tsukushi? Do you intend to make manga your life’s work?
Tsukushi: To be honest, I find it really boring.
Haneru: Wow, really?
Tsukushi: But when I’m getting near to completing a work, it’s the opposite, and it’s almost like I’m reaching the peak of orgasm, it feels so good to finish it.
Nishi: So basically you draw for that orgasmic moment.
Tsukushi: Yeah, exactly!
Haneru: It’s a buildup all for that instant.
Nishi: When is that, exactly? As you finish up the work?
Tsukushi: Yeah, when I put the finishing touches on it.
Haneru: And you experience a moment of ecstasy.
Nishi: So you’re like, “Yeah, I did it!” and you feel super excited?
Tsukushi: No, not really.
Haneru: Oh, it’s not like that?
Tsukushi: [inaudible]
Haneru: Wow, so drawing a work is really an internal struggle for you. So it stands to reason that the reader has a tough time, too. Your own hardship comes through.
1:19:17 – 1:23:57
Tsukushi: So you went to the same place as me, it seems.
Kurose: Oh, really?
Tsukushi: Were you invited by Ultraverse?
Kurose: Yes!
Tsukushi: I think I went the year before you, in Mannheim, right?
Kurose: That Time I Got Reincarnated as a Slime Volume and Made in Abyss sold really well, in that respect.
Tsukushi: Yeah, it did.
Nishi: The fantasy genre does really well overseas.
Haneru: Oh, fantasy, makes sense.
Nishi: They really like that fantasy aesthetic.
Haneru: Wow, really!
Tsukushi: Yeah, that project really went well.
Haneru: It’s pretty wild that both of you were involved.
Tsukushi: Yeah, it surprised me, too. The president of that company looks like Master Roshi, even his beard.
Haneru: What?!
Tsukushi: Apparently, he was the one responsible for bringing Dragon Ball to Europe.
Haneru: Woah!!! So two of our members had an unexpected connection there.
1:29:24 – 1:30:30
Haneru: What about you, Tsukushi? Do you Google yourself?
Tsukushi: I Google a lot of my characters’ names.
Haneru: Like Mitty?
Tsukushi: Yeah.
Haneru: Woah, really.
Tsukushi: I look up new characters and the like to see the reaction.
Haneru: To see what people thought?
Tsukushi: Yeah.
Haneru: So if you get a lot of hits for a new character, you feel like you should follow through with that one?
Tsukushi: Well, sort of, but to be honest, I feel like it doesn’t matter, cause fans don’t know what the fate of those characters is gonna be in the end, so…
Haneru: Oh, god! Spare our beloved characters!!!
1:31:22 – 1:32:25
Haneru: We got a comment right now saying, “I see a lot of retweets by the Tsukushi Kyo account with images, but no text. What’s that about?”
Tsukushi: Well, there’s some Twitter user who retweets tons of my images. You should all just follow that guy, he’s got it covered.
Haneru: So you find a lot of fan art through there?
Tsukushi: Yeah. When people like the content, you can follow through there and find related images.
Haneru: Right.
Tsukushi: I get excited, thinking, “Oh, awesome, there’s gonna be some erotic fan art!”
Haneru: Do you like it when people do erotic versions of your work?
Tsukushi: Yeah, totally.
Profile: Affiliated with the Amuse talent agency. Recent works include “After School Dice Club” (playing Midori Ono), “Aikatsu on Parade!” (playing Yume Nijino), “Interspecies Reviewers” (playing Crimvael), and “Dorohedoro” (playing Ebisu).
“It’s too early to give up! I mean, this is the Abyss, after all! All the answers are waiting at the bottom of the Netherworld!”
Riko grew up in an orphanage in Orth. She descends into the Abyss following her mother, Lyza, a legendary White Whistle Delver. Drawn by an attraction to the Abyss and a sense of exploration, and being helped by her sidekick Reg and the people of the Abyss on the way, she finally makes her way into the Fifth Layer.
Following the original television series and film, we’ve now got a brand new theatrical entry in the series. What are you feeling right now?
Tomita: I had heard for some time that there’d be a new film, so I was expectantly waiting to get into the recording booth.
So what was it like on the first day of the recording session?
Tomita: I couldn’t sleep two winks! I was honestly worried if I could perform, I was so nervous. I tend to drink a lot of beverages, and I wanted to have enough on hand before the session, so I stocked up on a ton of drinks. It looked like I was running a shop, practically! (laughs) I always like to have energy drinks on hand, as they give me peace of mind. You need a lot of energy to work on this series.
So if it took that much preparation, you must have put a lot of energy into the performance, too?
Tomita: The session took two days. The first day was from 10 in the morning to 11:30 at night, all in the studio. I did feel like I’d used up a lot of energy, but on the other hand, it was super fun, so we just kept going.
It had been awhile since Riko, Reg, and Nanachi went off on an adventure, after all.
Tomita: When I heard the other two VA’s voices again, it all came back to me. It felt like I was meeting up with Reg and Nanachi for the first time in awhile.
Given the content in the film, it’s a bit surprising to hear that the recording session was “fun.”
Tomita: Well, that’s true. I do remember thinking some of the other VAs were probably having a tough time with their lines, given the serious nature of it. It was a mix of tears, sweat, and emotion. There were lots of tearful scenes, too, so my face was a mess after two days. (laughs)
How was the scene where you meet Prushka?
Tomita: Even before knowing she’d be playing the part, I always thought Inori Minase would be perfect for the role of Prushka when I read the manga. I could hear her voice when I read the books. So when I heard she’d been picked to record, I was like, “I knew it!” (laughs) During the original film, we didn’t have any parts together, but this time, there’s quite a lot of interaction between Riko and Prushka, so it was really a fun session.
Was Minase’s performance of Prushka what you expected?
Tomita: It was 10x beyond what I expected, actually. (laughs) I thought it was really cute how her mood keeps changing, like how she acts a bit tough when she first meets Riko, and then shifts back into acting her age, and so on.
Yet that cute self ultimately changes form in the end. It was a shock to hear Riko unconsciously say, “Prushka’s spilling out…”
Tomita: Seeing the animation with the line dubbed over it was shocking, even though I’d performed it myself. It was so grotesque. Even though I’d read that line, it made my stomach turn. Incidentally, in the crying scene, there’s this hoarse noise coming out of my throat. During the session, the director, Yamada, said we needed to pay attention to treating the acoustics properly for the film. So he asked me to use the same tone as in the TV series, but said we had to tweak that gurgling noise. I was like, “Oh, OK…” (laughs)
So for the film version, they went above and beyond in getting those details right.
Tomita: Yes, definitely. Two years have gone by since I played Riko for the television series, and the director kept telling me to avoid having Riko sound too “mature” and to try to avoid doing my lines “too well.” (laughs) Performing well is a good thing, but he wanted to keep the same feel as we had for Riko originally. So there was this internal conflict of figuring out how to do that. I listened to the original dub up to the day before the recording in order to tweak my tone of voice. But once we began, it all came back to me, and my fears were unfounded. I’ve had the opportunity to voice a range of roles during these two years, but this new film really feels like an opportunity to engage with and get to know Riko again.
So what did you make of Bondrewd, as this nemesis appeared before Riko?
Tomita: Honestly, I tend to like Bondrewd. (laughs) His actions come out of his affinity for the abyss and his pure curiosity, so this all seems justified in his mind. I kind of felt like that’s similar to Riko in some way.
Riko has that line where she says to Bondrewd, “I can understand having great ambitions…but I can’t even begin to forgive you.”
Tomita: What differs is their approach, but their sense of curiosity is the same, I think. Deep down, I think Bondrewd resembles Riko, so I kind of want to stick up for him.
What was it like playing a part against Bondrewd?
Tomita: Toshiyuki Morikawa has this performative style that really draws you to him, so I could almost understand why Nanachi and the others followed Bondrewd. He has a really appealing tone of voice. So during the performance, I had to keep reminding myself to not let his persuasive tone win the day.
There are lots of appealing parts to the film. Are there any points in particular that you are looking forward to seeing in the final version?
Tomita: The action scenes, definitely! The battle scene between Bondrewd and Reg is one of the main draws this time, and the production quality and acoustics of the film means it’s a delight for both the ears and eyes. As for the most comforting scenes, it’d be the food scenes with Riko, which are back again in this film.
The visuals definitely have a great impact.
Tomita: Well, the visuals can be a bit intense, so I’m not sure if I would call them comfy. (laughs) But I think it should convey to the viewers that feeling of what the Abyss is truly like. The monologue when Riko ascends the staircase that Prushka warns her to avoid, as it will subject her to the Curse of the Abyss, was something we recorded after a lot of internal discussion. My initial plan during the test recording was for Riko to have no clue about what she was venturing into. So the director suggested acting more panicked, which I tried. But then we decided to combine both approaches by first having her not know what’s going on and start panicking, and then gradually shift into this detached monologue. The footage looked really good that way, so it definitely felt like a worthwhile effort.
So if you had to sum up what makes Made in Abyss so appealing to people, what would you say?
Tomita: The series is steeped in adventure, but you also get to see the everyday life of the characters. So even though it’s a completely fanciful world, you feel like you oddly relate to the characters by seeing their day-to-day lives. That’s definitely something unique about Made in Abyss, I feel. By the way, to change gears, you know how they meet the Amaranthine-Deceptor on their travels? I thought that was really gross! Insects scare me, so watching the dub, I was totally freaking out. (laughs) I’m sure I’ll jump out of my skin when seeing it on the big screen, too. The awesome visuals by Kinema Citrus will make it all that scarier.
So you’re looking forward to the film hitting theaters, despite the scary bugs. (laughs)
Tomita: I think I’ll be invited to some of the early screenings to say a few words. I’m already thinking about how to get in the zone for that. If it’s before the film, I think I can handle it, but if it’s after the film, I’ll probably have to take a deep breath before taking the stage.
In spite of it all, Riko and the others embark on their journey with Bondrewd’s blessing.
Tomita: That’s true. I hope the viewers, for their part, will give us their blessing! (laughs)
Profile: Affiliated with the Early Wing talent agency. Recent works include “Paw Patrol” (playing Sky), “Hi Score Girl” (playing Nikotama), and “Welcome to Demon School! Iruma-kun” (playing Dosanko).
“Darn it…This is the adventure to the bottom of this world that I’ve always wanted. Darn…This is actually really fun...”
Nanachi is a Narehate who came to Riko’s aid when she was on the brink of death in the Fourth Layer. Nanachi and their friend Mitty were subject to experiments by Bondrewd, transforming Nanachi into their current form. Nanachi asks Reg to kill Mitty, releasing her from the shackles of the curse. Riko then invites Nanachi on a journey together.
Made in Abyss has now gone through a television series, the initial theatrical version, and now this new film. What are your thoughts on this process?
Izawa: Two years have passed since the TV series aired. It really feels like a blur to me.
You took the stage at the Anime Expo held in Los Angeles last summer. What was it like engaging with fans from overseas?
Izawa: I started with some opening remarks, and there was suddenly this reaction from the crowd, like they recognized me as Nanachi’s voice. (laughs) The fact that they recognized my voice and got excited means they’ve watched the Japanese version, right? The fans’ enthusiasm for the series really came across.
This was right before the dubbing for the film, right?
Izawa: The expo was in July, and I mentioned that we’d be moving onto the final dub in August. I was asked what scene is of particular interest, but I still didn’t know what the final film would look like, so I remember giving a pretty abstract reply. (laughs) Now that I’ve seen it, I could actually answer that question directly.
Well, without further ado, what’s been your reaction to the film now that the dub is finished?
Izawa: There were a lot of scenes where Nanachi acts like a sort of “control tower” and issues commands to Riko and Reg. You tend to want to act cool and boast a bit during these scenes, so I had to rein it in somewhat. During the recording, they kept telling me I was coming across as too cool. (laughs) I guess in some sense, since the TV show went on the air to now, I’ve gotten really into the Nanachi character, so I was almost unconsciously adopting certain verbal tics, so to speak...like reading serious lines with a bit too much flippant flair. It wasn’t intentional at all, so pulling back on that and reading them more neutrally was a challenge.
It seems like it could definitely be a challenge, since you’ve been playing this character for so long.
Izawa: When we recorded the film, the three main cast members received instructions to the effect that “we want you to sound like you did in the early days, with a kind of inexperienced tone.” But, I mean, you can’t go back, can you? It’s like the Abyss. Once you go in, you don’t return. (laughs) We can’t go back to the days when we were finding our voices with the characters, so it was a real internal challenge to figure out how to reconcile that. After all, it’s not like I’d forgotten about Nanachi, so I can’t just reset that.
That being said, Nanachi’s skillful demeanor really comes out in the film. I guess you can’t really avoid that cool tone of voice, to some extent.
Izawa: Well, the main plot is about defeating Nanachi’s antagonist, Bondrewd, after all. During the TV series, I didn’t get a chance to work on the dub with Toshiyuki Morikawa, but this time, we were able to work together. I was both nervous and really excited on the first day. There were a lot of scenes I really had in mind as wanting to perform, having read the original. All of the lines are so memorable, so I was really amped up to do it.
So what was it like performing alongside Mr. Morikawa?
Izawa: He’s very composed while waiting to record. He told me about how he’s recently started raising blowfish, among other things. It was really fun. But they say he’s pretty intense once the recording session starts…
What feelings did you have about Bondrewd over the course of playing Nanachi?
Izawa: It’s complicated. There’s this one line like, “If I didn’t fall for your flattery, then…” and there’s the implication of what comes after that. On the one hand, it’s the kind of line you want to read straight, like, “I’d never have wound up in these awful circumstances.” But on the other hand, if it weren’t for Bondrewd, Nanachi would never have come to the Abyss. Coming to the Abyss was in some sense a positive, because Nanachi is on this grand adventure. So I think Nanachi has mixed emotions about it. It’s complicated. It’s not just about regret. And it’s not simply longing, either. It’s complex. I hope it’ll come across for the viewers when they see it.
Some of the scenes are full of pure hatred.
Izawa: “You wretched, good-for-nothing bastard!” (laughs) I’d never heard that kind of language until voicing Made in Abyss. (laughs) Calling someone wretched or a bastard I can imagine, but both at the same time? This definitely comes down to Akihito Tsukushi’s style. I appeared on a radio show during the TV series, and there was a segment where we read e-mails from fans. The phrase “wretched, good-for-nothing bastard” came up a lot from fans. Now they’ve finally got a chance to hear me voicing it! (laughs)
– TS Sidenote: This is in reference to the scene in the Processing Room. The official translation chose to put it as “insane bastard” making it lack the same sting to it.
Not finishing off Bondrewd and seeing him off, heading on to a new journey… it must have been difficult for Nanachi.
Izawa: But Nanachi is quick to add, “I’m gonna respect our team leader’ will” It seems like Nanachi has, through her interactions with Riko, taken away something more powerful than hatred. You can see the trust in Riko, which is a relief. Just living with hatred alone would be unbearable. Without that, Nanachi would have no purpose in life, having defeated Bondrewd. So it seems like Nanachi found something ahead, something to live for.
What was your reaction to the relationship between Bondrewd and Prushka?
Izawa: It was painful. From Prushka’s point of view, Bondrewd is a good father, right? Prushka grows up in the Ido Front, isolated from the world, and has interactions with very few people. She’s inherited her worldview almost entirely from Bondrewd. If she had had an opportunity to contrast with others, she might have realized that her father is a bit off-kilter. But she didn’t grow up in such circumstances, so even in the face of shocking events, she can’t bring herself to hate him. You know how children unconditionally love their parents? It’s like that. And Inori Minase plays the part so cutely, making it all the more heartrending.
The latter half is like a constant barrage of heartrending scenes.
Izawa: I honestly wonder how people will react to that shocking turn of events. But in the end, Riko and the rest get up and keep on trucking, so I’d like to think they will be OK in the end…
Are there any scenes or lines that were really memorable to you?
Izawa: Well, this is similar to what I mentioned earlier, but there were some lines I really struggled on. When Reg’s arm is stolen, there’s this line, “I promise we’ll get it back. I promise…” No matter how hard I tried, it always came out with too much flair. (laughs) We had to do a lot of retakes, but I think it’s finally OK. I hope the fans will see it for themselves and give me their opinion. I also debated the best way to say the lines during the conversation with Bondrewd at the end, such as “Serves you right.” and “Just Shut up already.” Scenewise, obviously, the battles are really enjoyable. After all, the way they are during the recording session and the way they appear in the final edit differ a bit. That reminds me, we get to see the Hamashirama in motion for the first time – it was so creepy! It was already scary in the manga, so seeing it in film was a shock. I was like, “Is that how it actually moves?!” It makes me wonder what Akihito Tsukushi had in mind with the original.
Having worked on this film, what have you discovered anew about the charms of the Made in Abyss series?
Izawa: I like that the series gives you so much to talk about. That’s true of the story as a whole, and the unique characters, and the set design. It really pulls you in. I think people who watch anime for the voice actors will also be happy with the outcome, and those who are fans of the original manga will also be pleased. People who call themselves anime fans should put Made in Abyss in their must-see curriculum, in my opinion. (laughs) However, if you don’t like an upsetting experience, it might not be for you.
Well, one hopes Nanachi’s cuteness will prevail and smooth things over there.
Izawa: Yeah, you’re right! (laughs) They can enjoy the scenes involving gourmet dishes, and there are mech robots, too. Honestly, this film has something for everyone.
Lastly, do you have any message you’d like to share with the fans out there going to see the movie in theaters?
Izawa: As you’ll see when watching the final scene, the adventure is only just beginning. I hope everyone will voice their interest in seeing ongoing sequels. Your voices of support can create change and persuade the people at the top. I’d like to keep playing Nanachi in the future, so I hope you’ll give me the opportunity by showing support for the series – thanks!
Profile: Affiliated with the Across Entertainment talent agency. Recent works include “One Piece: Wano Country Arc” (playing Okiku), “Detective Conan” (playing the young version Tooru Amuro), “The Promised Neverland” (playing Rei), and “Kira Kira Happy Hirake! Cocotama” (playing Pillow).
“As for what a decent person would do…or upholding my pride as a Delver…I have no need for such concerns. Don’t lose sight of what matters!”
Reg is a humanoid robot found in the Abyss. He has lost his memory and does not recall his own name or functions, or even that he is a robot. Over the course of his journey with Riko into the Abyss, fragments of his memory seem to come back.
In a previous interview for a pamphlet about the film, you stated that you hope someone makes Made in Abyss stickers for the LINE messenger app. Now those stickers are available. Are you using them?
Ise: Of course! We have a group chat on LINE for the Made in Abyss crew and cast members, and we all love using them. Akihito Tsukushi also takes part in the chats, and at one point he used original sketches in lieu of stickers. We were doing it in a totally analog way, so as soon as the stickers went online, we all went crazy with them. (laughs)
So you are all good friends. Now that a year has passed since the original film, we now have a new one hitting theaters. What are you feeling right now?
Ise: I gave a talk at Anime Expo in Los Angeles last year, and it really gave me a sense of the enthusiasm of overseas fans. After the television series aired, people in Japan and around the world have been anxiously awaiting more content, so I really felt like they are backing us with support. This was right before we went into recording, so it was a great source of inspiration for the dub session.
It’s been awhile since we saw interaction between Riko and Nanachi, too. What was your overall reaction to the plot?
Ise: Well, it’s been one year since the last recording session, but once all three of us got in front of the microphones, it was like we had slipped right back into the Abyss we always knew. It was like we hadn’t been away for a year at all, but had built up the characters in our minds and had them fresh and ready to go. For the TV series, we were in the recording booth every week, and Yamada, the acoustics director, would give little pointers like “Your tone is coming off as too brave,” or “You sound a little too cool in that,” keeping me from going overboard on the voice. For the film, one of the main points of interest for Reg are his awakening and growth, so I was able to portray him as more gallant and brave than before.
We can really see how attached you are to Reg.
Ise: There’s a part of my house where I keep figurines of Reg and other Made in Abyss merchandise. So I see Reg every day. I love him! (laughs) So he’s practically a part of my everyday life, or part of me. When I’m in front of the microphone, it’s less like I’m performing, but honestly feels like I’m inside the screen as Reg. So the recording sessions are honestly a joy to do.
What was fun about it?
Ise: When first performing a character on a new series, you have to feel your way through to get a sense for the aesthetic. But now that I’m familiar with Reg, I don’t have to do that. However, the film is about the Bondrewd story arc, so I’d always been a bit uncertain, since reading the manga, if I could handle it. (laughs) But when I looked over and saw the others performing Riko and Nanachi next to me, it gave me a boost of confidence, and I kind of felt like, “Hey, we can do this! We’ll overcome the Abyss!” So it was really fun, like we were going on an adventure together.
Bondrewd seems totally shameless when compared to our own typical values system. As the person performing Reg, how do you feel about Bondrewd?
Ise: From Reg’s point of view, Bondrewd is the ringleader who transformed Nanachi and Mitty, so he simply wants to get revenge. But after meeting Prushka, he sees this other side of Bondrewd, where he is a good father to Prushka, so despite being a young boy, he starts to have mixed feelings about it. Bondrewd is a sworn enemy, but Reg sort of learns that that might not necessarily be the case, depending on how you look at it. As for my personal point of view, Bondrewd has an amazing sense of charisma. During the recording sessions, when I wasn’t in character, I would be like, “Woah, I’m working next to Toshiyuki Morikawa!!!” (laughs)
So when you talk about amazing charisma, do you mean Bondrewd, or Morikawa’s voice itself? (laughs)
Ise: Morikawa’s acting is really amazing. I mean, he’s just talking, but he gets the tone down perfectly and has just the right emotions mixed in. It makes the character seem a lot scarier, I guess. You can’t read Bondrewd’s expressions due to his mask, but the voice seems to convey all that and more, and Morikawa has the skill set to really make that come alive.
What did you make of Prushka, who has an innocent affection for Bondrewd?
Ise: Inori Minase is truly the perfect fit for the role, so I really find myself rooting for Prushka. (laughs) Well, she does meet an untimely fate, but meeting Riko, Reg, and Nanachi – and in particular Riko – gives her her first friendship, meeting people she genuinely wants to travel with. So in that sense, I guess there is a silver lining? At least, I hope that’s the case.
There were probably a lot of challenging scenes this time around, such as Reg’s struggle in the lab, and the battle with Bondrewd.
Ise: I was definitely curious to see to what extent that painful lab scene from the manga would be depicted in the film. It was more or less faithful to the original, surprisingly. (laughs) Thanks to subtle touches by the director, Kojima, it came out really well. I was a bit nervous to see what sort of tone of voice would be needed for that scene, but the stage directions in the script said “no voice.” How was I supposed to convey that using my voice? (laughs) I was told to “convey pain using your breath,” and went with my instinct, thinking we’d need to try a few variations. But we got it right on practically the first try. The scene where Reg goes out of control actually continues offscreen. In the finished version, there are sound effects and music, so I think the final edit will be cut down a bit, though...I hope they use the whole take, though! (laughs)
If there ends up being a version of Reg’s battle voice with no cuts, we’d love to hear it. So in addition to the battle scenes, which are definitely noteworthy, what other scenes in particular are of interest?
Ise: I haven’t had a chance to see the “ Marulk's Everyday,” the short that airs before the film, but I think it’ll be quite a treat for the viewers. Characterwise, Gueira is really aloof and cool. He’s like that sophisticated older guy that’s always around. I think that’s probably 80% owed to the performance abilities of Shinji Kawada, the voice actor for Gueira, though. (laughs)
What about the, shall we say, recurring food scenes?
Ise: Didn’t you find the Hamashirama kind of disgusting? But I guess it’s tasty, after all. You’re right, one of the appeals of Made in Abyss is the food scenes. I also liked the scenes where Riko is petting Nanachi and Reg is clutching his fists together like, “Let me try, too!” Those were really cute. (laughs) There was also this scene where after fighting, Reg pulls Nanachi’s hands towards his face and says “Let’s stay this way for awhile.” I was like, woah, Reg, you’re pretty suave! (laughs) I love those kinds of cute scenes.
Having worked on this film, what have you discovered anew about the charms of the Made in Abyss series?
Ise: The thing that’s consistent throughout the series is the grand scale and beautiful design of the world Akihito Tsukushi has created, with these young kids struggling their way through it and trying their best, maturing over the course of their journey. How will they face the likes of Bondrewd, the powerful enemy that looms before them? That’s what the story revolves around this time and is definitely the appeal of the film. Thanks to their meeting with Prushka and Bondrewd, Reg, Riko, and Nanachi seem to mature considerably. You feel this kind of internal pause after watching, sort of reflecting on how you’ve had this vicarious experience through them. You’ll probably be lost in thought on the way home, so try to keep your eyes on the road. (laughs)
Lastly, do you have any message you’d like to share with the fans out there going to see the movie in theaters?
Ise: Riko, Reg, and Nanachi have finally overcome a big obstacle. Their true adventure is only just beginning. I hope we’ll be able to see that onscreen in the future, too. So if you come out to see the movie and love it, I hope you’ll tell your friends about it! (laughs) I’m also thinking about going to see the movie a bunch of times, as well!
Profile: President and representative director of the AXL-ONE talent agency. Recent works include “Demon Slayer” (playing Kagaya Ubuyashiki), “One Piece” (playing Enel/Hatchan), and “Crayon Shin-chan” (playing Hiroshi Nohara). Has also performed a range of narration and voice acting for numerous foreign films.
“Hello there, everyone… How nice of you to come. Nanachi, I’m pleased to see you’re doing well.”
A White Whistle Delver living in the Fifth Layer of the Abyss. Also known as the Lord of Dawn. Used to invite poor children from the surface to the Abyss and performed immoral experiments on them. Has a deep affection for Nanachi, who became a Narehate after the research experiments. He continued observing Nanachi after they absconded with Mitty.
Following the television series and the initial compilation film, we’re seeing this fully new release. It’s been some time since you play the part of Bondrewd. How did the meetings and recording sessions go?
Morikawa: We didn’t have any particular meetings beforehand. Since I played Bondrewd in the television series, I was able to get right back into character. However, since Bondrewd was the main character this time, I had to use particular care. The recording session went really well and we all got along extremely well. As a result, we were able to do a long session without any problems.
Bondrewd has a lot of popular catch-phrases, like “My, My” and “Nanachi, you sure are adorable.” Are there any memorable lines that stood out to you?
Those lines are definitely popular among fans, although for me the one that stands out is during a dialogue with Nanachi, where he says, “Love. It’s a matter of love.”
Are there any characters other than Bondrewd that you like?
The characters are all so lively and distinct. They’re so cute. I like them all. This comment kind of sounds like I’m in character as Bondrewd, doesn’t it? (laughs)
Bondrewd has been a popular character throughout the manga and the anime. However, he engages in acts that would widely be seen as unethical. What do you think makes him so popular, in spite of that?
Morikawa: Maybe it’s because his pretexts and justification seem reasonable at first blush, but in fact he’s quite fearsome and commits repulsive acts. I guess that in some sense, his overwhelming charisma and past reputation somehow cause people to believe him. That’s something that tends to happen in real life, too.
Are there any scenes you are looking forward to seeing in finished form? The other crew members we interviewed all mentioned the battle scenes between Bondrewd and Reg.
Morikawa: The battle with Reg advances quite rapidly and stirs your creativity, for sure. I hope the viewers will look forward to seeing that scene.
Lastly, do you have any message you’d like to share with the fans out there going to see the movie in theaters?
Morikawa: Hello, all, and welcome to the theater. Fine to see you in good health on this day. I hope you’ll enjoy this film to the fullest, and share your reactions with us.
Profile: Affiliated with the AXL-ONE talent agency. Recent works include “Somali and the Forest Spirit” (playing Somali), “Rascal Does Not Dream of Bunny Girl Senpai” (playing Shoko Makinohara), and “Kira Kira Happy Hirake! Cocotama” (playing Ribbon).
“Are you Papa’s guests? Pretty small, aren’t you?”
Prushka is Bondrewd’s daughter, and encounters Riko and her friends at the Ido Front. She has never been above ground, and has lived all her life in the Fifth Layer. Her name, “The Flower of Dawn,” was given to her by Bondrewd. She is always with Meinya, who was given to her by Bondrewd on her 10th birthday. She tells Riko that Bondrewd is “the best Papa in the world.”
The film revolves around what is considered one of the best scenes among fans of the manga. What was your reaction to reading it for the first time?
Minase: Honestly, the original can be summed up for me in one word: shock. The contrast between the cute characters and the seriousness of the story was something I had heard about before going into it, but I never expected the plot to develop in such an intense way. I was frozen stiff and holding my breath as I read it.
What did you agree on with the crew regarding how to play this role?
Minase: They wanted her to be bright and outgoing, but a bit precocious. Prushka brags a bit in front of Riko and the others, acting like she’s more grown-up than them. But then when she’s in front of Bondrewd, she acts so pure and naive. I like both sides of her.
That’s true – the initial scenes depicting her as innocent and friendly towards Riko depict her with a cute and bright attitude. But in the latter half, things become quite gruesome. What went on during the recording session?
Minase: The encounter with Riko and the others has a huge impact on Prushka, so I wanted to depict this with care, and have that gradual roughness come out. Her interactions with children of her age are pure and happy. But for the scenes in the latter half, the goal is for the viewer to feel total sorrow. It’s the kind of thing you want to avert your eyes to, but you can’t turn away from. I put my all into it, bawling and screaming.
Are there any other memorable characters for you, or ones you like?
Minase: All of the characters are very lovable and charming. There is something comforting about the trio of Riko, Reg, and Nanachi. They all totally trust each other, so they’re able to develop this tight-knit bond, which really resonated with me. I don’t want to go into too much detail about Bondrewd, though, since I’d be telling spoilers. So I invite you to experience his charisma for yourself on the big screen!
What scenes are you looking forward to seeing in the finished film?
Minase: Seeing the other form of Prushka, for sure. Seeing that in finished and expanded form, beyond what we had during the recording session, will be something else. Just thinking about it gets me tight in the chest.
Lastly, do you have any message you’d like to share with the fans out there going to see the movie in theaters?
Minase: I am so happy to have had a chance to be a part of the Made in Abyss universe. I’m a bit nervous to see how people who read the original manga react to my performance of Prushka, but I feel I brought all of my skills to bear in performing the role – this character really moved me. May Prushka continue to live on in your hearts!
Profile: Animation director and producer. Main directorial works include the TV series Hanada Shōnen Shi, Black Bullet, Monster, A Spirit of the Sun, Master Keaton, Azuki-chan, and the theatrical versions of The Piano Forest and The Tibetan Dog.
It has been about a year since the compilation of the initial theatrical version, and now we have this new version out. Have you been continuously working on this one since the release of the prior one?
Kojima: Yes, that’s right. If you’ve read the manga, you should be up to speed with the plot of this movie. However, the content is much more intense than that aired on the TV version. We thought it would be best to not take a break in between these projects, but instead keep our motivation high by pushing right into production for this project.
When creating an animated version of the chapters featuring Bondrewd, what did you discuss with Akihito Tsukushi, the original manga artist, and screenwriter Hideyuki Kurata?
Kojima: He really liked what we did with the TV show, so he took a generally hands-off approach and didn’t specifically ask to revamp or change anything. However, since this has to be a single movie, there’s the issue of length and fitting the content into one viewing session. So in that respect, I think Kurata did trim the screenplay down a bit to get things down to the right length. Naturally, we had Tsukushi look over these changes so we could seamlessly storyboard them.
Prushka appears as a “guest heroine” – what aspects of this character’s design did you emphasize when animating her?
Kojima: One of the challenges was that her backstory isn’t revealed at the beginning. The crux of her story doesn’t get revealed until the latter half, and that’s when the viewer finally comes to grips with what this girl Prushka is all about. But to make that work onscreen, we had to ensure her character was consistent and uniform -- had a distinct personality -- so that it would make sense at the end.
Prushka remains steadfast in her affection for her “Papa.”
Kojima: Well, it makes sense, if you think about what she’s been through. Yet meeting Riko and the others, who are in the same age group as her, naturally led to a few changes. I think we did a good job of depicting those subtle emotional changes.
Prushka’s abiding love for Bondrewd ultimately leads to a tragic conclusion.
Kojima: Well, one thing about Made in Abyss as a whole is that you can’t say in broad strokes whether the series is about fortune or misfortune, really. There’s this duality in everything that takes place, not just in the Bondrewd storyline. I’d say that’s one of the appeals of the series, or one of its abiding themes – that duality. So as viewers, we feel that Prushka has met a cruel fate, but the way the characters interpret this might not be totally aligned with the viewer’s own feelings. That’s one of the things that makes Made in Abyss so deep and complex, I think.
That being the case, it does seem to complicate the viewer’s own emotions still further
Kojima: That’s exactly right. But I think the key here is, no matter what shocking situations may occur – I say “may occur,” but it’s fair to say that these situations definitely take place, and quite a bit (laughs) – not how do you depict these shocking scenes, but how do you focus on the feelings and reactions of the characters going through those moments. So our goal has been to go beyond just presenting these as cruel and unfortunate moments, but delve into the complexities beyond that.
What did you discuss with Inori Minase, who is the voice actress for Prushka, about the character’s feelings and attitude?
Kojima: I worked briefly with Minase on a prior project. But she’s grown quite a bit since then. I didn’t really need to give too many instructions – she grasped the essence of the Prushka character right away and did a fine job. If anything, I was worried if the other voice actors would be able to replicate the voicing from the TV series (laughs).
We heard a similar story from Miyu Tomita, the voice actress for Riko. She said it was quite a struggle moving between the last project and then this latest recording.
Kojima: Yes, she seems to have had some issues on that front during the last project. But with this latest recording, it took only about two takes after the initial test to get her fully up to speed with the Riko character.
So the hulking Bondrewd appears in front of Riko and her companions. This character was also quite popular in the manga version. I think this is exactly what we were just talking about – the kind of character that you can’t really fit into the mold of strictly “evil.”
Kojima: Bondrewd is driven by a unique set of values. I suppose the work kind of positions him as a “bad guy,” but I don’t think Tsukushi really likes to design storylines where a character is just completely or absolutely evil. To be fair, look at what he does to Nanachi and Mitty. I suppose it’d be reasonable to conclude this guy is evil. But, the values system in the Abyss is fundamentally different from our own in real life, so my feeling is more that Bondrewd essentially embodies that unique values system.
One of Riko’s lines to him is “I can understand having great ambitions…but I can’t even begin to forgive you.”
Kojima: Riko herself was attracted to the Abyss and, in spite of being a Red Whistle, recklessly decides to go into the deeper layers. It’s fair to say she’s quite a strange kid, even if she doesn’t go to the unorthodox lengths Bondrewd does.
So even with Prushka transformed like that and Riko in tears, this doesn’t constitute a reason in Riko’s mind for abandoning her journey.
Kojima: I don’t think she even considers for a moment putting an end to her journey.
Incidentally, this theatrical version had support not only from the original television crew, but also special effects director Takashi Hashimoto. Could you share a bit about some things that make the theatrical version’s sense of action and movement unique?
Kojima: There are quite a lot of battle scenes this time around, so I felt we needed a directorial approach to the effects and animations to make sure the work as a whole looked and felt consistent. That’s why I approached Hashimoto. It had to look cool and stylish, be it in terms of the form or the timing of moves, and I felt Hashimoto would do a great job in that regard.
As of this writing (fall 2019), you are still in the midst of your work. How do you feel things are going so far?
Kojima: I’ll assume that by the time someone is reading this pamphlet, they’ll have already seen the work. When considering how to capture the energy of the original action scenes in the manga, I didn’t want to have too many abrupt cuts. I wanted it to feel like the cameraman was following Bondrewd and Reg as they fought. Obviously, one of the strengths of designing animations is that you can depict scenes impactfully using cuts, but doing it all in one take is even more impressive. I think that’s one of the standout aspects of this film. It’s not easy doing it in a single cut. But look at the original manga – it uses a similar approach. Obviously, there are frames in the comic, but if you were to translate it into a moving image, one single cut is the only logical outcome for that.
The battle between Reg and Bondrewd is really one of the standout parts to see in motion like this.
Kojima: The decision to incorporate the Bondrewd battle in the theatrical version was made by the producer, Shinpei Yamashita, at Kadokawa [the publisher]. I had already been thinking that if that were the case, it might be worthwhile to make a standalone, direct-to-video piece on a par with the quality of a film version. My point is that this scene is so impressive that it totally stands on its own. Its quite a tour de force for the viewer, obviously, but it’s a testament to how much effort we put into it. (laughs)
There were some slightly uplifting scenes in the beginning, but the pace quickly ramps up with feelings of fear, anger, and sadness – it’s a lot for the viewer to take in.
Kojima: That’s one of the complexities of this work. If you transition too rapidly between different emotions and don’t give the viewer time, they get left behind, right? You have to get the right transitions to ease people through it and have the right cuts so that there’s an overall flow to things. It’s not easy, but it’s very fulfilling to work on. But people coming to the theater without reading the original are definitely in for some real shocks. (laughs) We’ve designed it so that they don’t get left behind, either, and can follow along. By the same token, we also want this to be a film that core fans of the series who have read the manga many times over can still get super enthusiastic about.
So what would be your favorite scene you’d like to recommend to the viewers?
Kojima: Early on, they encounter an insect called the Amaranthine-Deceptor. We’re currently thinking about how to make this insect as creepy as possible. (laughs) We want people to get goosebumps watching it.
Lastly, do you have any message you’d like to share with the fans out there going to see the movie in theaters?
Kojima: The film is of a quality that exceeds the TV series, so the characters’ expressions and movements are very detailed and improved over the original. I’m sure it will be a treat for the audience.
Profile: Anime screenwriter and novelist. Recent works include the “Goblin Slayer” television series, “Scorching Ping Pong Girls,” “Drifters,” “Maria the Virgin Witch,” “The Fruit of Grisaia,” and “Tokyo ESP” (episode design and screenplay for all of the above).
When did you get started on the theatrical version of the series?
Kurata: The television series did well, but we weren’t entirely sure if we would go through with a sequel. Soon after the series went off the air, we got the go-ahead, so we began talking about whether the next installment should also be for TV or be in a different format. The next episode in the story was about Bondrewd, so lengthwise, it seemed just about right for a film. We just sort of mutually agreed on this, with no person in particular responsible for the decision. There was a kind of mutual sense that it was the best route to take. But in practical terms, after the Bondrewd storyline, you jump ahead into the Sixth Layer, so that would mean a much longer story. So keeping it to the Bondrewd part would give us just the right length. In addition, the content was a bit difficult for TV, so we felt we should opt for a film version, where it would get a clear-cut rating for people to see. We had a good rapport and understanding among the team, which allowed us to make that decision, which was the best outcome in terms of being faithful to Akihito Tsukushi’s work.
When you say it was difficult for television, do you mean there were some ethical questions in terms of how to properly depict it for a television audience?
Kurata: It was a question of how far we could go in showing things. Or, I guess, to what extent we should worry about it. In Made in Abyss, the children tend to meet untimely circumstances, so people who can’t stand watching that thing will immediately have a bad reaction. In another interview, I mentioned that character designer Kazuchika Kise personally had that issue. He said “I feel so bad for the children. I just can’t take it,” and was going to only work on the TV series and call it quits there. But he ended up going through with this film version, too. (laughs) He’s got a kind of off-and-on personality.
Are there any aspects of the screenplay that you put particular emphasis on as a writer?
Kurata: In essence, I’ve been faithful to the original, so I feel my role is less about taking bold, creative steps as it is about tweaking the content to retain the qualities of the manga. So that means, in terms of creating a moving animation, how to fit the content around that. It’s a really fine line to walk in terms of what you add but, for instance, I might feel that some of the lines were a bit lacking when read out loud, so I’d expand the text, or add some comments back and forth between the characters to make it seem more like real conversation and less static. I also played around with the structure of the story, but ultimately we brought it back to the original structure. The storyline in the film takes place over one night and two days. That’s enough for a standalone comic book, but it’s pretty short when you put it in a movie, so we wanted to keep the plot moving in a nonstop fashion.
It’s interesting that you mention that, because there’s a lot of content here, so hearing it described as “one night and two days” changes your perspective.
Kurata: Well, the characters still travel all over the place during that time, so there is a lot to see. For example, the Garden of the Flowers of Resilience, the Sea of Corpses, and so on. There’s that scene at the start of their adventure where they’re in the garden and burning their way through while being attacked by the bugs. As I wrote that scene, I really stopped for a minute and thought to myself, “This is what the Abyss is all about.” (laughs) It had been a little while since I wrote a screenplay for the series, so it felt like I was really coming back to the Abyss. The film takes up a storyline that was really popular within the manga series, so you can really give it your all to make it hold its own against the original. Of course, the television series was of a very high quality in its own right, but the film has a lot of battle scenes, so there was that sense, when writing it, of what it would look like on the big screen. Even when I read the original manga, things like the fight between Bondrewd and Reg had me wondering what it would be like when turned into an anime. I honestly had no idea. It’s something I had to leave to the talents of the animators. But I’m quite confident that the finished result will be amazing!
Bondrewd plays a major role as an enemy that Reg and Nanachi stand off against. Plus, he has overwhelming charisma and personality, so is a fan favorite. What do you personally find appealing about Bondrewd?
Kurata: Bondrewd is really inhuman and cruel. But he knows the names of all of the children who turned into Narehate and Cartridges. He knows them all deeply. I thought that was pretty impressive. He engages with the children in a pretty serious way, doesn’t take them for granted. I guess you could say he’s really committed to doing bad things, doesn’t do them by half measures. He doesn’t really think what he’s doing is bad as such. That imbalance – acting evil but having no compunction about it – is so unique. It’s not something you or I could easily do, you know? The way he just throws off all inhibitions really fits him; he embodies it well. It reminds me of Hannibal Lecter in the movie Hannibal or the Silence of the Lambs. If Hannibal Lecter didn’t eat people, he’d be quite alright. He’s smart, a gentleman, and strong. His sole problem is that he eats people. (laughs) So it’s that kind of conflicted duality – “he’s such a nice guy, how could he eat people?” I think Bondrewd is like that. He has a very kind demeanor, and is gentlemanly, and talks politely to everyone. But he is ruthless. It feels like he’s less a bloodthirsty killer and more a flawed person. Riko, for her own part, seems flawed. She decided on the spur of the moment to go off on a journey she couldn’t return from, and at such a young age. I feel like that off-kilter mentality kind of resembles Bondrewd’s. In any event, there’s something about him that is intriguing, that you don’t find in a generic “evil guy.” I think he’s popular for that reason.
Prushka has a deep affection for and naive attachment to Bondrewd. When writing the screenplay, how did you capture that?
Kurata: Prushka is cute, but I knew there is also a kind of pitiful quality about her, so I wrote it with that in mind. That notion of feeling sorry for her situation was at the forefront. Imagine watching this film, and then being told you have to go back and immediately sit down and watch it again. It’s a bit too much to bear, emotionally. No matter how cute Prushka may seem at the outset, you know that an untimely end is coming to her.
I guess if you phrase it as “She becomes a White Whistle and embarks on a journey with Riko,” it could be argued that this is a happy ending, of sorts.
Kurata: That’s the thing about the Abyss, right? Things seem like a happy ending at first blush, but if you think about it, it’s actually quite brutal. I think the way those coexist is what makes the Abyss unique. It’s not in the same league as standard fare where you watch something, it’s emotional, you cry, and then you go home happy. After all, Bondrewd is still alive after the dust has cleared.
Although, he has lost a body capable of doing battle.
Kurata: That being said, what action Riko decides to take on that is up to her, and we don’t even know if Riko heard Prushka’s final comment of “you should make amends,” but she’s probably aware of it. Therefore, I sort of feel like finishing Bondrewd off was not really an option for Riko. Or, at least, that’s what I want to tell myself.
Nanachi readily follows Riko’s decision, too.
Kurata: Well, my thinking is that Nanachi, in their own way, has both disgust and affection for Bondrewd. Through their conversation, it sort of comes across what aspects they’re aligned on. In the original manga, the last time they exchange words, Nanachi says “Kicked the bucket, huh?” I got permission from Akihito Tsukushi to use this line. Then Bondrewd appears again and things get complicated. So Nanachi sort of leaves Riko to be the one to defeat Bondrewd and leave him in limbo between life and death, but Nanachi is ultimately the one who attends to his final moments. It’s quite sad, if you think about it.
Now that you mention it, Nanachi’s feelings towards Bondrewd are complex, after all.
Kurata: Well, Nanachi obviously sees him as an enemy as far as Mitty is concerned, but as for the rest, they’re sort of co- conspirators, and the way Bondrewd mentions even at the very end that Nanachi is adorable seems to imply that he really had affection for them. When Nanachi pounces on Reg when he’s going crazy and about to use the Incinerator, Bondrewd cries out and tells them to stay back. Up until then, Bondrewd had been fighting with such consummate ease, but seeing Nanachi in danger really throws him off.
Apparently, Mr. Tsukushi also suggested during the dubbing of the final audio that Bondrewd’s voice could even be made more shrill for that part.
Nanachi and Mitty are his sole success stories, so they must be very special to Bondrewd. One thing that made me laugh was the way, when Bondrewd descended to the Sixth Layer and then returned, he seemed very pleased at seeing the changes to his body. He was full of hair, so I found myself wondering if that’s the kind of form he was really into all along. (laughs)
Incidentally, one of the bonuses for viewers at the theater is the “ Marulk's Daily Life/ Marulk's Everyday” What led to the creation of that?
Yamashita, the producer, loves Maruruk (laughs), so he said half-jokingly that if we made a spin-off, it should feature that character as the lead. Yet I honestly don’t remember who ultimately proposed the idea of turning that into a weekly short film before the main movie. (laughs)
Lastly, do you have any message you’d like to share with the fans out there going to see the movie in theaters?
I myself haven’t seen the final version, so I can’t say for sure, but if you’ve enjoyed the TV version, I can say you can come with peace of mind knowing that the film will be just as good. (laughs) I tried to make the film version “heartwarming” in its own way. Incidentally, when I say “heart” here, I literally mean a human heart. (laughs)
Profile: President, INSPIRED, Inc. Joined Studio Ghibli in 1999, and worked on the backgrounds for works like “Spirited Away” and “Ponyo” before going independent in 2009. In addition to creating art used in animated works, also active in the education space and developing live action films. Official website is http://www.osamumasuyama.jp
We looked at some of the rough sketches on your Twitter account (@MasuyamaOsamu) and were amazed anew at the beauty of the world depicted in Made in Abyss. This latest work takes place in the 5th Layer, which is newly appearing in animated form. What went into developing the art for it?
Masuyama: Well, the key places have appeared already in the television series, so I used those as a basis. For example, the exterior of the Ido Front had appeared in the TV series, so I focused on working up the interior to ensure it was balanced and maintained a contrast with the visuals we’ve had so far, such as by using orange lighting and and thinking about how to visualize those areas that had been obscured in darkness before.
Is the lighting something you place particular emphasis on?
Masuyama: This is one of the foremost tools I used when creating a space. However, the story involves spelunking underground, so I focused on installing light fixtures in the appropriate places. The TV series essentially used sunlight, so the underground did not look markedly different from above ground.
The Ido Front can look quite haunting at times, so would you say that you heightened this effect through the use of lighting?
Masuyama: I used a variety of blue and purple lights to achieve the effect I wanted.
Do you change up your use of color depending on what’s happening onscreen, or the character’s moods?
Masuyama: I do sometimes incorporate those touches. Sometimes you’ll find that using the same color causes the place to not seem to have changed at all. (laughs) In most cases, the director, Kojima, had a general concept or image in mind, so I incorporated those ideas in the design.
It’s a bit hard to visualize the extent of the Ido Front, in terms of how much space it takes up.
Masuyama: This was a challenge on the television series, too. Once they descend into the Abyss, it was hard to depict that sense of scale. Basically, you have the clouds and vapor at your disposal, so we used those to build up the design.
Incidentally, what was the extent of the work this time around?
Masuyama: I started working on the majority of it in the latter half of 2019. There are about 1,400 cuts. However, the film doesn’t involve as many changes of place as the television series, which was almost like a road movie in terms of the places they visited. So in that sense, it was considerably easier to work on.
Are there some ways in which the work differed from the TV version, in terms of working with a larger screen?
Masuyama: The basic approach to the work is unchanged. In terms of volume, the TV series already had the level of detail you’d find in a film (laughs), so we did use that as a basis and stayed consistent with that. Trying to gild the lily here would just go overboard, since it’s already pretty detailed.
You mean the backgrounds would interfere with the characters?
Masuyama: If you go overboard, it starts to look photorealistic, so I made sure it still looks like an illustration and is consistent with the rest. To a certain extent, the standards for anime backgrounds emphasize realism, and may even seem photorealistic at times, when taken on their own. But we don’t go for true photorealism, and the use of color is consistent with illustration styles. In a photograph, the colors would be a bit cooler in tone.
You yourself often take photos when scouting locations, right?
Masuyama: I learned photography when developing live action films. As a method of expression, I feel it is a good match for pictorial art – in the way you depict light and shadow. With photographs, you don’t get a painterly touch, though, so you can focus on the composition. Studying photography gave me a better understanding of composition.
When we previously talked to you for the pamphlet appearing with the compilation film last time, you stated that you took inspiration from the Fuji Limestone Cave in Gunma Prefecture, as well as the cityscape in places you’ve visited overseas. Did you scout any locations when preparing the design of the Fifth Layer?
Masuyama: No, not in particular. For the interior of the Ido Front, I referenced the exposed rock surfaces that appeared in the TV series, and built on that. The Ido Front is not an ordinary building as such, but is more cut out of the rock, so it’s not just a clean wall.
When talking about landscape art, we tend to think of vistas of nature. However, depicting buildings is also quite important, isn’t it?
Masuyama: While it varies from project to project, my feeling is that anime on the whole has quite a lot of buildings. In Made in Abyss, there is a unified worldview or outlook, so it’s quite intriguing, pictorially speaking – there are very few projects like this one, I’d say.
The scene in the beginning of the Garden of the Flowers of Resilience burning is one of the standout moments. It’s truly a signature scene for Made in Abyss.
Masuyama: The garden also appeared in the TV series, so the location is essentially the same. However, the design this time is a bit exaggerated to give it a dramatic effect, such as making some parts a lot darker to give contrast to the flames.
This may sound like a naive question, but when drawing a dark scene, do you find your mood turning a bit dark, too?
Masuyama: Well, to some extent, but I don’t experience it on the level of the animators. Animators have to draw humans, so the emotions are expressed much more directly than with landscapes. Given the nature of landscape design, you can generally work in a more relaxed, composed manner, and your work will generally be consistent and not subject to mood swings.
Other notable dark scenes are the labs and test chambers. Did you face any difficulties when working on these?
Masuyama: There were definitely a lot of small items like chairs and the like, but design head Takeshi Takakura went through and designed all of the props, so it made it a lot easier to work on, having these images already available.
What about the Miniature Garden of Dawn, where the last battle takes place?
Masuyama: It’s very dark, on the whole. And Bondrewd is all black, too, so he fades into the background. We had to think about getting the lighting right to make sure he stood out. Normally, when you have a dark character, you use a light background to sort of show their silhouette. And vice versa, if the background is dark, you can make the character light. But having a character this dark hit with a lightsource causes him to be the same brightness as the cliff walls around him, and it doesn’t look right. The director, Kojima, put a lot of effort into getting this right. In cases like these, you have to rely on tricks like adding more mist or increasing the reflections of light to get it to look right.
We are really looking forward to seeing the footage for the Sea of Corpses.
Masuyama: When I saw the final footage, they had improved the texture and movement of the waves, and it looked really great. It almost resembles snow. However, it can’t all be whited-out, or you don’t have a good image to look at. So you have jet black craggy rocks or other colors appearing to give some contrast and break up the image, giving it depth.
In the original manga, there’s a vertical page with the Sea of Corpses shown spanning from top to bottom of the page. In a film, though, you have to depict everything in landscape format, shown horizontally.
Masuyama: That’s the biggest difference from the manga. For the film, there’s been a lot of techniques used, like different angles and cuts to give it the best look. For the action scenes, we used a lot of oversized backgrounds.
This conversation really brings across the point that Made in Abyss is much more than just dark scenes – there are quite a lot of colorful areas, too.
Masuyama: You need color to some extent, or it fails to resolve into a good scene onscreen. By having flames or other effects appear, such as in the Garden of the Flowers of Resilience, it lends balance to the colors, and you get a natural contrast between them.
Are there any specific parts of the film you’d like viewers to pay attention to, in terms of the artwork?
Masuyama: While there are a lot of darker scenes, the viewers should definitely pay attention to the way light is used within them. If you’re an artist yourself, you’ll probably like the snowy look of the Sea of Corpses. That’s definitely a point you won’t want to miss. I think it really serves as a great model of how to use structural elements to build up a scene, even before you get into the brightness and contrast, or things like contours.
Image inset: Garden of the Flowers of Resilience
Image inset: Sea of Corpses
Image inset: Miniature Garden of Dawn
Caption: Concept art
Pictured above is the concept art mentioned at the start of the interview. This series of images shows the subtle differences in the Garden of the Flowers of Resilience when bright, when in flames, and when in darkness, reflecting the flames. In the Miniature Garden of Dawn, a small figure resembling Reg can be seen, suggesting the size of the garden. The Sea of Corpses has a particular depth to it, which you will see for yourself in the film.
Kevin Penkin
Profile: An Australian-born composer. In addition to composing the music for the Made in Abyss television series, has also composed work for the anime “The Rising of the Shield Hero” and the games “Norn9 Norn + Nonet” and “Florence.” Official website: https://www.kpenkmusic.com
Hiromitsu Iijima
Profile: Music producer and director affiliated with the Irma La Douce talent agency. Has produced the music for Made in Abyss and “The Rising of the Shield Hero,” among others. Label website: https:/ www.irmaladouce.jp
When were you first approached about the new film, Mr. Penkin?
Penkin: The television series concluded in 2017, and then I learned in 2018 that there’d be a standalone Bondrewd story arc. I spent some time by myself thinking about what music would be best to use. Then in January or February of 2019, Yamashita from Kadokawa, and the director, Kojima, as well as Munenori Ogasawara of Kinema Citrus, hosted an initial meeting with Iijima and myself, where we explored more in detail not just my ideas, but what we collectively wanted to convey through the music in this film.
Iijima: Given that this is a film, the scoring is completely different from a television series. That required a lot of preparations. In March of 2019, there was a theatrical premiere in Los Angeles of the original film, and we discussed with Kojima at the time about the music. We decided to focus intensively on making sure the music was time-synched to the film. Since everyone involved was familiar with the Made in Abyss soundtrack this time, we were able to delve much deeper into discussion from the get-go.
Kevin: The music turned out well last time, but the question for me was of whether we could replicate that Abyss-like feeling, and how to improve the quality to that end. I lived in London in 2017, but now I am based out of Melbourne, so my lifestyle has changed, too. I think that may have influenced the work a bit. (laughs)
Not only did you shift from a TV series to a film format, but the Bondrewd story arc is quite shocking, or more serious. Has that meant the approach to music production has changed?
Kevin: Bondrewd is actually my favorite character. So I was really looking forward to this story arc. He’s always got his mind on his research, so I think in some sense he understands where Riko and Nanachi are coming from, but he’s totally committed to his own mission. He’s a complex character, so the music had to be suitably complex. What sounds depict the space between cruelty and kindness? That might mean giving the timbre an unpleasant tone, but making the melody gentle, or mixing unexpected combinations.
Iijima: It’s true, the series has a certain complexity in terms of not knowing exactly where you should direct your emotions. When we discussed how to map the music to the film, our ideas on what parts should feature scary melodies and what parts should feature gentle melodies differed. Everyone agreed that it was a tricky question. So maybe there is no definite answer here.
Kevin: I like scary content, so I really wanted to make it as scary as possible. (laughs)
Iijima: There was definitely a variety of opinions. Kevin tended to focus on Bondrewd, but Kojima’s focus might have been more on Riko. The goal was balancing these opinions, and I think we succeeded in conveying these complex ideas within the melodies and sounds used within each single track.
You stated that you like Bondrewd, Mr. Penkin. What about you, Mr. Iijima?
Iijima: I like Reg. Mariya Ise did an outstanding job on the performance, really conveying Reg’s emotions. So I guess you could say that my focus was on the protagonists, while Kevin focused on the “dark side,” so we were able to strike a balance. (laughs)
The television series contained 52 tracks, which is a huge amount of content. How many tracks did you compose for the new film?
Kevin: We had to match it up with the film, so the question was less about “how many tracks,” and more about “how many minutes of runtime.” In total, it’s about 73 minutes of music.
Iijima: Some of the tracks are woven together, so you can’t really divide them up into single pieces.
Kevin: For example, there may be a track that ends at the 50 minute mark, and a new one that begins at the 50 minute and 30 second mark, so you have to treat them as one continuous piece of music when composing, creating 2-3 tracks and melding them into one to get a better transition.
Have you had to compose music in sync with a film before, Mr. Penkin?
Iijima: You’d done this before, but Made in Abyss was the most challenging, right?
Kevin: Yes. After all, the Abyss carries a curse. (laughs)
Iijima: Talking to Kevin one time, he said we had ourselves entered the Fifth Layer. The management gets a bit nervous when hearing that kind of talk, but for me as director, I knew it was a good sign of things to come. You could just say the work is “difficult” and that’s that, but really getting absorbed into the material allows us to better convey what we’re going for.
Kevin: I wonder if we’ll experience another curse on future Abyss projects.(laughs)
You recorded the score in Vienna, as with the television series, right?
Kevin: It took two days last time, but this time we devoted three whole days to recording. I had to travel from Australia to Vienna this time, so I had terrible jet lag. (laughs) It was 9 hours a day for three days, or 27 hours conducting while under the influence of jet lag. Someone took a photo of me conducting, and there were tons of Coke Zero cans, coffee cups, and Red Bull around me. (laughs) But it was truly an outstanding experience in the end. Synchron Stage is really the best in the world when it comes to studio quality, and we worked with the best musicians there. Hearing the finished score is such a relief. Dimitrie Leivic in particular played the violin part in a way that perfectly matched the Abyss. I honestly don’t know if we could call this music Abyss-worthy without his contributions.
Iijima: Kevin’s conducting has improved markedly since last time. He had total control over the room. But I guess he must have been on tenterhooks at first, because after the first day, I invited him for dinner, and he declined, saying he couldn’t eat a bite.
Kevin: Given the jet lag, it felt like I was conducting through the night, until six in the morning. I didn’t have any appetite.
Iijima: He has a great appetite, so I knew he must be seriously fatigued if he was declining.
Kevin: Well, come on, I did eat like usual the next day. (laughs)
Sounds like you put in quite a lot of effort. Are there any scenes you’re looking forward to seeing in the finished version?
Kevin: My favorite was the final battle between Reg and Bondrewd. We used children’s voices for that scene. Bondrewd uses cartridges when fighting Reg, right? We added children’s voices in that part. There are also some scenes where we rearranged the music from the television series, and I’m looking forward to those. I rearranged Riko’s theme song and a track called “The First Layer.” I’m curious to see what reactions the fans have to those.
Iijima: My favorite is a scene towards the middle, where Prushka is subjected to a surgery...wait, that sounds a bit wrong. (laughs) But what I mean is that the music is not frightening at all. It’s a gentle track, but we weren’t trying to go for an obvious contrast here. It was something Kevin and I proposed as a way of better expressing the aesthetic of the Abyss. I think it’s a very emotionally striking scene.
Kevin: Prushka’s theme song is cute, too, but if you listen closely, there are some unpleasant sounds in the background. I hope listeners will pick up on it.
Iijima: Prushka’s theme song is based on the track “reBirth,” that we used for the ending song in the original compilation film. We used the melody we produced with Takeshi Saito, a vocalist, and I think it came out well with this new character.
Lastly, do you have any message you’d like to share with the fans out there going to see the movie in theaters?
Kevin: I tend to tell people to “look forward to seeing the movie,” but maybe I should be apologizing this time for the shocking film the viewer is about to get into. (laughs) The plot is quite a bit more serious than the television series this time, so the music is a lot deeper, too. The Bondrewd story arc is really amazing, so I hope you’ll check it out and enjoy it.
Made in Abyss Original Soundtrack 2
Music by Kevin Penkin
This luxury 2-disc set features Disc 1, containing music from the original compilation film, and Disc 2, containing new tracks composed for the Bondrewd story arc.
On sale now: 3,000 JPY + tax.
Sold by: Kadokawa
Profile: A contemporary creative unit formed by Tom-H@ck, who is also active as OxT. Working as musicians and composers, the unit has provided a wealth of tracks to artists, anime, and games.
Appeared on a major record label for the first time with their 1st single, “L.L.L.”, the ending theme song to the 2015 television anime “Over Lord.” Went on to secure huge popularity from music fans and anime fans alike for their work on theme songs for “The Saga of Tanya the Evil,” “Re:Zero - Starting Life in Another World-”, and “Boogiepop Phantom.” The current makeup consists of Tom- H@ck as overall producer, hotaru as lyricist, and KIHOW as vocalist. Their international and authentic sound, with sharp and catchy melodies and impressive vocal performances, makes this a cutting-edge unit. Official website: http://mythandroid.com/
Album Information
Myth & Roid’s first best of album has now been confirmed. In contains all of their singles, spanning from their first single, “L.L.L.,” to their 10th single, “Tit for Tat,” used as the opening theme song for “Shincho Yusha: Kono Yuusha ga Ore Tueee Kuse ni Shinchou Sugiru.” It also includes “Straight Bet,” which appeared on the seventh episode of “Re:Zero -Starting Life in Another World-”, and “Remembrance,” the theme song for the film version of “The Saga of Tanya the Evil.” This disc contains all of the collab tracks made by this globally-leading group. The limited edition first pressing includes a Blu-ray disc featuring music clips. “Forever Lost” is also included in the album, making it a must-check for fans.
Releasing March 4, 2020
Limited edition first pressing (CD + Blu-ray): 4,000 JPY + tax Standard edition (CD only): 3,000 JPY + tax
Sold by: Kadokawa
What was your initial reaction upon reading up on the series as you prepared to make the theme song?
Tom-H@ck: After reading, I felt like my heart was pounding. It was truly shocking.
KIHOW: I started by reading the materials they gave us, and felt like a hole had opened up in my chest, like my heart was missing, like words had no meaning anymore.
hotaru: The television series really tears you apart, and the film is no exception. Since the theme of the series is consistent, every time there’s a new story arc, it feels like it hits you harder and harder.
Did composing music and lyrics for the film go smoothly this time? Or did you face any difficulties?
Tom: The composition itself was relatively easy. The second melody is designed less like a melody as such, but more like the piece of music is talking to you. We tried a lot of new things with this track.
hotaru: We had talked to the producer some time ago about making the track be about “prayer,” but we really racked our brains to make it work. As the ending track bringing the film to a close, we didn’t want to just have the song make some blanket statement, but rather linger in an abstract way, so we had to choose our words carefully.
This track has one of the most lofty and grand aesthetics of any track you’ve made before. Kevin Penkin is also credited on this track; what did you discuss with him and the crew?
Tom: We are all traveling around the world, so we had to meet on Skype. We talked about what we mutually respect in each other’s work, as well as talked about the idea of co-writing the track after first building it up digitally and then trying to recreate that with live instrumentation.
The lyrics convey the pain of loss and the strength to go on in spite of that. They really hit you hard. The part where it’s like a spoken word monologue was very memorable, too.
Tom: The nuances to the vocals this time were very specific, so we talked about how to bring out the vocals when linking different sounds, among other smaller details. For the spoken word part, we tried to emphasize a feeling of sorrow.
KIHOW: Personally speaking, I was completely stuck on this series from as soon as the TV show went on the air, so it was an honor to be approached to work on the theme song. They wanted it to be a sorrowful song with a glimmer of hope, so it came to us to expand on that theme. Since I had been watching the series for some time, I had a basic framework to approach it from, making it easier to visualize what we needed to go for.
This track also appears on your first best of collection. You’ve been responsible for theme songs for a lot of popular shows. Is there a particular approach you have as artists when handling a project, or when composing?
Tom: We kind of try to fill in the gaps to enhance the underlying appeal of a show and convey it in the best light.
KIHOW: We tend to refer to the original manga or script when working on a theme song. Personally, I try to avoid bringing my own reactions and feelings about a work to the studio when we record. If I did, it would disturb the balance of the tracks, so I focus on what new emotions come out from it as a blank slate. As I sing, I feel like the characters are coming to life again. That’s been consistent on everything we’ve worked on, and will likely stay the same going forward.
hotaru: We try to emphasize making sure our tracks stand on their own merit. Of course, these are collab tracks. But we want to abstract them a bit and tease out certain themes that are universal to the emotions everyone has. That’s something I definitely think you will find in Myth & Roid lyrics.
Lastly, do you have any words you’d like to say to Myth & Roid fans coming to see the movie in theaters, or to Made in Abyss fans?
Tom: I feel like this film crystallizes what Made in Abyss is about. I hope the audience will get absorbed in the film and our track.
KIHOW: Thank you for coming out to see Made in Abyss: Dawn of the Deep Soul. We have all been looking forward to the day the movie hits theaters, and we’re anxiously hoping the track enhances the film for you. We hope you’ll stay through to the end to hear it.
hotaru: Made in Abyss is equally entertaining as it is shocking. I hope you’ll enjoy everything the film has to offer, including the ending track.
Source: https://twitter.com/netegaku/status/992332493373095937?s=21
Akihito Tsukushi: "I come up with 'weird ideas,' then figure out ways to make the story fit together after I draw them.”
-- When did you start illustrating?
Akihito Tsukushi: Starting in kindergarten, I was really into things like monsters and kind of creepy creatures, so I drew those often. One thing I often bring up to people is that I liked creating "human char siu" in elementary school out of oil-based clays.
-- Human char siu?
[Segments cut off here]
[New segment starts]
Akihito Tsukushi: Over the course of getting different work to do at vocational college, I suddenly discovered I was semi-colorblind. That meant I was totally unable to do the color layout projects they gave us. The more I mixed the colors, the more they got even more confusing to me.
-- Is that so! But the colors used in Made in Abyss are quite beautiful, so that comes as a surprise.
Akihito Tsukushi: Well, I owe it largely to digital technology. In the second year of college, I received a computer, and I installed Photoshop. Digital technology lets you see colors on a numerical basis, and I was excited to see colorblindness was no longer a stumbling block for me."
"-- So it seems you were a character designer for the Little Red Riding Hood anime at the age of 22, then at 25 you illustrated the main visuals for games. That's quite an impressive early start for a career. It's very uncommon today, let alone in those days, for someone of a young age to be involved in projects like that. The few people that do have that background are considered legendary.
Akihito Tsukushi: Yes, I did have a bit of unusual luck in that regard, such as with the Little Red Riding Hood project. And with Elebits, there was really no one else available at the time to do it."
―How was the aesthetic of “Made in Abyss” built?
Akihito Tsukushi (Honorific titles are omitted. Hereafter referred to Tsukushi): The setting was clear before the worldview was built, which includes the gimmick we cannot reveal yet, or the setting that people won’t be able to come back once they dive into a deep level and if they do, they won’t be able to live in a familiar world just like “Urashima Taro”. I wanted to try moving characters in such a setting. Then I started creating characters. However, the idea was originally for Doujinshi (self-published/independent comics/fanzines) so the hole of the Abyss was incomparably small with a few tens of meters of width. The main character was also the only one because the story itself was short.
Actually, I didn’t put too much importance on the character at that time… I cared more about how people would enjoy the setting that I came up with. Of course, it’s different now. (Haha) Kazuo Koike’s book “Hito wo Hikitsukeru Gijutu – Kodansha” (Skills that attract people) taught me that there is a setting to make the most of the characters and that changed the way I approach. It might feel natural when you say it, but in his book, the logic is organized and clearly written. I learned that I have to put importance on the characters because people empathize with the story through the characters. Now I believe that I have to care about characters because their reaction conveys how fun and interesting the story is.
However, as for me, the Abyss itself as the setting is also “one of the characters”. There were so many inspirations as to why I created it as something like a man-eater hole, and the biggest inspiration was a role-playing game called “Xenoblade”. The setting for the story are the legendary dead bodies of a giant and a machine god who killed each other in a mythological world that had only the sky and the ocean.The main character, who lives on the giant’s body at the start of his adventure, keeps climbing up from God’s knee, which is about the same size as the Japanese main island, and makes his way over the giant’s sword to enter the machine god’s enemy territory. It’s all about mythology and adjoining land, but when I came to know this game, I felt like any story can be interesting with this kind of setting, and I thought the setting was a very important factor for a good story. I started researching about settings and began coming up with my own ideas. Also, when I was still working at a gaming company, I took a part in working on an action game that showed which path the main character was going to take right at the beginning. It shows how the story will develop to become interesting in advance. Just like “Ghosts’n Goblins” or “Mashin Hero Wataru”, it shows which point you are at. I’ve always liked that, so it probably affected me as well. This is how the characters in Abyss were gradually created.
―What led you to the idea that the main characters aim for a deeper level?
Tsukushi: I’m sorry but unfortunately it’s based on the essential secret gimmick I can’t reveal yet, though the outline is inspired by the role-playing game “Wizardry”. It’s a story about diving into an immense dungeon and I thought I could make a manga about it if they can make one whole game. There’s also a model of the tree at the Ueno science museum with an explanation that reads “Tens of thousands of creatures live in this tree” and when I saw it I thought that so many stories can be created if that many creatures can live in one single tree. Those ideas made me think that it’s not necessary to expand the world to create an adventure but to dive deeper. Well, even though I said many, my inspirations are mostly games.
―There was only one main character planned at first. How did it develop into two characters “Riko” and “Reg”?
Tsukushi Excuse me for talking about a game again, but the inspiration came from the game “Cave Story”. It’s close to this action-adventure game in that you solve mysteries and the main character wakes up not knowing who he is. Through the interaction with other people, he slowly unravels who he is, and what the world is he is venturing in. The idea for Reg’s creation came from this concept. I needed “Riko” because the main character is going to have an adventure in the unknown world and needs the storyteller. Riko needed to play that role. Reg doesn’t have any memory, but her ethic is closer to us readers. On the other hand, Riko tells us about the unique part of the world, the part beyond common sense. To play a role, Reg is physically strong and mentally weak. On the contrary, Riko is physically weak and mentally strong. I stretched the story imagining them using their strength and making up for each other’s weak part.
―Did other characters such as Nanachi or Ozen get naturally created while you were moving Riko and Reg in Abyss world?
Tsukushi: Oh that…was a close call if I kept going with the flow. Before Ozen made a clear appearance, she was only shown as a silhouette when Hablog said “Be careful of Ozen the white whistle”. At that time I was just going with the flow, and in my mind, Ozen was a powerful grandpa with an over 2-meter height. Don’t you think the name Ozen sounds strong? And there’s a little girl assistant beside him. That was my image. I started reading Koike-sensei’s book at this time, and it said “don’t do anything mediocre”. I read and learned that there should be a gap if you want to catch readers’ hearts with your characters, or you cannot use accessories to stand the character out. As a result, Ozen became a tall strong woman who has been active for over 50 years, and whose assistant is Marulk who everyone wonders if they’re a boy or a girl. So, it wouldn’t be too much to say that all the characters after Ozen turned around were created according to Koike sensei’s teaching.
―So you learned everything important from Koike sensei’s book.
Tsukushi: I guess so. (Haha) I believe it was from another book, but he also said that it’s best if you make the antagonistic character’s personality as hateful as that the main character hates him, and I learned a lot. There’s a concept of the main character confronting the antagonistic character because he is ideal and attractive in a way. And overcoming it makes the main character even more interesting.
That’s how I pay attention when I create characters.
―The deeper they dive in, the more interesting characters show up. Are you thinking ahead about the characters and collecting them with future story images in mind?
Tsukushi Characters come first before the story I imagine. When I come up with an interesting character, I think about what their past was like, what they have been doing till now. In that case, just letting them meet the main character naturally creates drama. Something always happens. Wouldn’t it be boring to have no story when they dive into a new place? It would be boring if you can’t feel anticipation about what kind of character will be there when you move forward. But even though I had ideas about what is going to happen when they meet, a lot of time they won’t move as I expected when they actually meet. I hear many times that “Characters naturally move”, but if you have too specific details about the character, they won’t move as you want them to move. They won’t accept it if you ask them to do something that’s not them. If I try to forcefully move them as my scenario, then the character itself is not authentic and no longer interesting. To avoid that, sometimes I create another character and lead them in a different situation to adjust direction. I wouldn’t be suffering this much while making a rough draft if everything went as my thought out scenario does.
You could say that’s the reason why Nanachi is still alive. In the front line, I was making a story thinking that Nanachi might die, but she was saved thanks to Prushka. That is why I just try and put the character in even if there’s inconsistency whenever I come up with an interesting character.
―I believe that Riko and Reg are going to dive into a deeper level. If that’s the case, do you honestly feel that it’s impossible to predict the story even for you?
Tsukushi: Not clear yet, but I have concerns if they can survive or not. At this moment, anything I come up with leads them to death. Perhaps it wouldn’t have a happy ending as you all are expecting. I just want it to be something that you can feel enriched after finishing reading. There’s a novelized one called “The Book” written by Otsuichi-sensei in the sequel to “Jojo’s Bizarre Adventure” part 4, and it includes an interview with Hirohiko Araki-sensei. Araki-sensei said something like “This story doesn’t have a happy end, but has an enriching end”. This has been in my mind ever since I read it. Whether a happy or bad ending, if it’s something enriching, you wouldn’t feel bad after finishing reading. So, no matter how the story develops, it will have an enriching end. I have made my mind up about that.
―How did you honestly feel when you heard about the animated version?
Tsukushi :To be completely honest, I questioned their sanity. (Haha) I thought this manga’s interesting parts couldn’t be expressed on TV and would be just online streaming or a 5 minute short anime even if they aired it. I was surprised when they showed me a proposal for 30 minutes anime, but still, I wasn’t expecting anything. The whole impression changed when they showed me a storyboard. It was almost stunning, making me think that it’s going to be epic. Even just the storyboard is this amazing, let alone animation. After that, I just asked everyone to shorten the episode 1 to 3 on manga vol.1 then left it to them.
―How the story starts is very different from the original.
Tsukushi: At that time, I was ordered to make manga on time for animation and I was overwhelmed, so all I was doing was answer the question if they have any. Even so, sometimes there were too many questions like very specific details about Reg. For example, about the spatial phenomenon when the incinerator is fired, how is his cape attached, what’s the material and structure for his arms…They listened to me so carefully, I could tell that they are paying a lot of attention. To be responsive, I beat my brain out too. Sometimes these interactions fixed the ideas.
-How did you feel when you saw your animated characters?
Tsukushi: I believe that Riko grew up with her voice actress Miyu Tomita. The more story progress, the more familiar Tomita-san gets with Riko, and the more Riko gets used to the adventure. It reached the peak at episode 10 and I was extremely moved by how she acted. In the anime, Riko is drawn as a cute character from the first episode, but it’s memorable where she removes the water shroom in the last episode. Her facial expression when she was bearing the pain as if she was going to swallow the cloth was very impressive. Someone told me after a while that the staff who completed that scene left a note saying “I think it’s compelling for fans of the original too.” But it came out more than that.
Honestly, I didn’t have many thoughts on Reg’s voice. I got to know his voice when I heard Mariya Ise acting the voice. (Haha) I remember I was impressed by the metal echoing sound when he moves, the click sound when he blinks.. I wondered how they are making these accurate sounds. Oh, and I requested them to make his nipples bigger because they were too small when I saw the promotion video. It’s his best feature, so. (Haha)
Nanachi is about fluffiness. As aesthetic also, but the sound effect was amazing too. It gave me chills that they expressed the parts I never thought about, such as the silky sound when Reg touches her. I was also happy that they made Fog weave cute. Usually, Nanachi is trotting but I like it when she takes a big step once in a while. I felt some kind of connection with the character and her voice actress Shiori Izawa. Just when I was creating an idea for Nanachi, Izawa-san was acting as a kemonomimi girl “Tanpopo” in “Witchcraft Works” and her voice was my exact image for Nanachi’s voice. The good news is that she tweeted that she likes Abyss, so I was hoping she would act if there’s any chance. Then the animation was decided, and I was excited when I heard Izawa-san was going to act as Nanachi's voice. Izawa san loves Abyss so much that she had been at the dubbing from the first episode where Nanachi wasn’t in yet to get used to the atmosphere. She is a personal friend of Eri Kitazawa, who acted the voice of Mitty, so the casting was great too. Speaking of Mitty, it’s an unknown creature from Reg’s perspective.
As Reg gets to know Nanachi, how he sees Mitty changes. He has a change of heart because Mitty used to be a human and Nanachi cares about her so much. There’s a saying “Even pockmarks are dimples”, which means the person’s image changes on how you see it. I wanted to express it through Mitty, so I gradually made it cuter, and it was shown well in anime too. The only thing I requested was to make her goggle more in the scene where she becomes a Narehate at Bondrewd’s test. It was such a tough scene, but also an important scene destroying what Nanachi cares about. As a result, it came out as an incredible scene expressing Nanachi’s emotion and they did a very good job.
Lyza doesn’t appear that much, but the series of scenes until she shows her face for the first time in episode 8 are impressive. In the manga, I had to bring it at the end of volume 2 so it was a little tight, but in anime, they entwined it with “Survival Training” which is the beginning of volume.3, and it was great. At first, I thought just “Survival Training” would make a good story, but Riko and other characters’ departure and Ozen’s memoir were exquisitely overlapping and I was impressed. They did an amazing job with on-point music and structure. My mother doesn’t even read the manga, but she said she really liked that scene. (Haha) I was also surprised by the voice. I had Maaya Sakamoto in my mind when I was creating ideas for Lyza, so I wondered if there might be a psychic in staff when I was informed that she is going to do the voice.
Another surprise was Ozen’s voice. My image of Ozen was a physically strong witch who doesn’t use magic. I was surprised by the exact witch voice when I heard Sayaka Ohara’s voice for the first time. And yet, she is still ladylike and that’s amazing. That voice is addictive and makes you want to mimic it. (Haha) Another surprise was that they made Ozen’s neck sound after the meal and I was shocked. I had to make it specific but I wasn’t there yet, so it was something to learn. Ozen’s room is another thing that’s not clearly expressed in the manga. The whole picture becomes clear in anime and it proved that Ozen hasn’t been sleeping in that room. That room is an office so she has another bedroom, but I haven’t decided yet. She could probably sleep anywhere, but she has such a big figure and wouldn’t fit in a normal size bed. Maybe she has a custom order bed somewhere else. Lol
Marulk is all about cute movement. I was creating him with a reserved image, but his jump movement when Riko and Reg came back after their survival training was just so adorable. Oh, I cannot forget about his first appearance scene. I drew the telescope as whatever I liked and they made it so cool. There’s no specific detail, but I had an image in mind like which one is the pipe to change gas pressure, or which part loosen the force field energy. I had completely forgotten about it but the video had everything I wanted. By the way, Marulk and Ozen’s unknown episode will be revealed in the newest film. Some of you may have already seen it by the time this interview is in the book store, but I’d be happy if you could find their new charm.
Bondrewd’s voice got me the first time I heard it. It was just exactly how I imagined and I suspected someone reading my mind. They say that people fear the things they can't recognize with their eyes, and Bondrewd is exactly that. He is a creepy creature, so to speak. In the anime, Toshiyuki Morikawa’s voice had a synergy effect on it to express his creepiness well. Ah, I couldn’t express Bondrewd’s characteristic well in the meeting with Morikawa-san… It doesn’t just apply to Bondrewd, I create the White Whistle characters as if they all could be the final boss and Bondrewd also has a very unique characteristic, but I couldn’t express it well with words. Then Tomita-san, Ise-san, and Izawa-san described what kind of character Bondrewd is to Morikawa-san. I was listening to them talk, and thought to myself “Yes yes, that is what his character is like.” and made me realize how it is like to have unique characters.
―The background art of Abyss was talked about a lot.
Tsukushi: You can’t talk about anime without talking about background art. First, Orth is just luxurious. For example, the town scenery where rays of lights are shining in the opening has excellent expression using aerial perspective with an interplay of lights and shadows… The TV screen is a landscape, but the Abyss’s peculiar portrait worldness is well depicted. I was just so amazed, someone who knows exactly what he is doing to make beautiful scenery must have worked on it. Even in the same Orth, they change the atmosphere depending on the place. For example, the front of Laffi’s store is spacious, the back alley is vertically long, and it is easy to understand that it’s the town hall. So even the tone of color is the same, you never get tired of it.
Other than Orth, the Wharf was amazing as well. It was fun to draw it myself, but in the episode, it’s just a town that Riko and characters pass by. Despite that, they created so many detailed settings and drawings. When I first saw it, I was just amazed thinking “They created so many specific details for the town the characters are just passing by!!”. Oh, this is a funny story but remember that Reg held Riko to go down and there was a handrail? Even though they are kids, they didn’t have much support for two people’s weight so I was worried if the construction was fine. (Haha) I’m sure they checked the strength where we cannot see them on the screen, they let their hands go quickly. Reg can speed down anyway so I knew it was going to be okay, but still, I talked to myself “Hey, the construction!” when I first saw it. Lol
―The depiction inside of the Abyss when Riko and characters dived in.
Tsukushi I asked the staff to change the atmosphere for each level. Each level has different humidity, wind, or scent, and it was expressed well on the screen. The vastness is amazing too. The Abyss is a hole, yet there’s no cooped-up feeling. There’s not much darkness, but still, you don’t know what’s coming from where. It’s a dark place that doesn’t have darkness. They show the foggy mysterious world with music in harmony. That was electrifying. Before producing the content, directors and staff asked me detailed questions such as what the deeper level is like, what kind of creatures live there, or what kind of sound it has, but they expanded expression more. You can see Abyss’s wonderful scenery again in the last episode where the mail balloon goes up, but weirdly it doesn’t give you the fear that Riko and characters had been experiencing. Rather, the facts of life are condensed and almost divine.
―I heard that the mail balloon going up and the flower of fortitude’s petal fluttering in the last scene was your idea.
Tsukushi: Orth town with the flower of fortitude’s petal flowing was the scene I hadn’t drawn in the manga yet, but there was an original concept I had in my mind as to why Orth town is what it is now. So I told Director Kojima about it and he used petals to make it magical. The Mail balloon idea popped up in the process when we were brainstorming for the end of the story. I was making a rough draft at this time and realized that Riko has never used a mail balloon even though she said she would write a letter many times, so I used a mail balloon in the manga too.
That was a long scene with over 4 minutes, but they expressed it so well with only music and video. Even the writer Kurata-san said that it was the second or third best ending scene of all. He said the best of all is the last episode of “Tomorrow’s Joe 2”. (Haha) Our ending may have not reached it, but still, the art was amazing till the last moment.
―Assuming that you have favorite scenes, which episodes would they be?
Tsukushi Probably the first episode, if I had to pick. It’s good from the beginning part, but when Reg mutters “Abyss” in the end showed great acting skill just with one word. The overlapping narration was also amazing. Like I said earlier, I like episode 3 too. Or rather, I liked how they combined episodes 1 to 3. And the series of scenes in which Lyza shows her face for the first time in episode 8 after diving down. It’s the part where my mother complimented. (Haha) I also think that was a great scene. Episode 10 is impressive as well. It was so great that I laughed even though Riko was dying. How is it possible to show the portrayal in manga on the anime? They are doing the impossible. This is something. It definitely is beyond the expectation and imagination of the audience. I was thinking like that and didn’t realize that I was laughing, someone told me about it later. (Haha) I also like episode 11, where Nanachi is being just so cute. When Reg comes close to her, she makes this adorable sound naturally. Anyway, if you want to enjoy Nanachi then episode 11 is it. Then episode 13, the last episode cannot be forgotten. The scene where Riko and Reg are in a hot spring together was originally an idea for Dojinshi, and it’s a rewarding story for their hard work. In the anime, the scene is depicted almost like life praise and I was so impressed. Including the ending, that 1-hour episode had everything about life. Nonetheless, episode 13’s greatness is thanks to all previous 12 episodes so… Maybe all episodes are my favorite. Lol
―Every episode has highlighted “Made in Abyss”, so maybe yes. Anime ended at episode 13, there was a movie version, and the newest movie is coming up. I am sure that all fans are waiting for the second season and also looking forward to the continuation of the manga too.
Tsukushi: Exchanging opinions with staff and seeing my characters moving in anime has been great stimulation for me to keep creating “Made in Abyss”. I will do my best to make manga so that there will be the next animated version.
(November 12th, 2019 Interviewed at Takeshobo)Akihito Tsukushi Manga artist, Illustrator. Born on May 5th, 1979. Born in Kanagawa Pref. Main works: <Anime>“Fairy Musketeers”(Character idea), “The Lost Village” (Nanaki Design) <Game> “Elebits” (Artwork, Character Design), “OZ” (Monster Design, Character motion), etc.
―Could you tell us why you wanted to be a background artist?
Osamu Masuyama (Honorific titles are omitted. Hereafter referred to Masuyama) : I was originally an oil painter. I especially liked painting genuine sceneries, but I think art tends to be valued more when it has strong idealistic depth like conceptual art in the fine art world. Under that circumstance, I was searching for the direction for my expression and met “Whisper of the heart” (1995/ Ghibli) which fascinated me with animation background art and it is the big factor. Some parts are modified because of the design such as fewer telephone poles, but modern daily scenery is depicted in this film. I felt that those depictions let the audience rediscover the scenery or their daily life although realistic depiction has not been liked in the art world. I was amazed by its power and accomplishment.
Another thing is that I realized while I was studying art history that movies and animations play a role to make the story visible which has been continuously done in history. To complete the task to depict the story, you need a realistic spatial representation, so you need to learn about rules of perspective. It doesn’t matter if the computer graphic is the main method now. For example, classic western art was painted to convey the mythology or religious theme, and the technique is used fully to perform the function of telling the story. When I overlook painting from the social functioning aspect, it was the same for background art in animation. I started aiming for animation because I got to know that there’s an artistic foundation there.
―Including the time in Ghibli, you have been participating in many works. Could you tell us the reason why you took part in “Made in Abyss” and what your first impression was like?
Masuyama: Ogasawara-san, the animation producer, invited me and gave me the original comic books. My first honest impression was “This is going to be a lot of work for background art”.
At the same time, I felt that background art could be the main aspect in this work, in a way. It’s a story about a wanderer, so everywhere they go has many kinds of sceneries. I thought those sceneries can be as impactful as the characters in “Made in Abyss”. There are not many works like that. No matter how much emphasis you put on the background, characters are perceived stronger and if they don’t deliver the series doesn’t become popular. These kind of work does exist. On that point, I thought Abyss would be rewarding to work on.
―How did you build up images after you decided to participate?
Masuyama: The first layer looks similar to the real world, but the further level is a literally unknown world. The worldview of the original book is of course the basis, and also what I have been experiencing in my career, and movies and photos I’ve seen in the past have been my inspiration as well. In the Abyss’s worldview, space doesn’t enclose even when they dive deeper, but it expands. It’s a rather specific method than building up images, but I used items such as clouds and waterfalls to express those features. Clouds nearby have great Bokeh, and clouds in the distance have a clear outline. Utilizing these outline differences, you can show the depth and width of the space, and it’s the same as the waterfall. Looking at it from a close view and from distance, you notice the difference in the width of water splash. By depicting it thoroughly, you can direct the space with width.
You may not notice this, but I used a technique called “Three-dimensional pattern” appropriately. For example, putting a few plants or moss on the cliff, or exposing a bit of rock surface on the snowfield. This creates a stereoscopic effect.
Other than that, I used “drop shadow” a lot. By using this technique, you can express that “there is something outside”. Not only the stuff on the screen but having outside affect on the screen, you can appeal to the cryptic sense that things exist both in and out of the screen, that there’s an expansion of the space including that place. I believe this technique is used in live-action films, not only in animation. In terms of technological aspects, you will need experiences to remember to use drop shadow. If you screw up, there won’t be consistency. If you were negligent about it, the whole work would lack reality, so I paid so much attention to it. These experiences gained me expression skills and I utilized it depicting Abyss’s worldview.
―What else nourished you other than movies or photos that you encountered in the past?
Masuyama: I started taking photography 5 years ago, and I believe it has become a big effect. I learned photography when I wrote the live-action movie “Kagura Suzu no Naru Toki” and I felt photography is very compatible with background art as an expression method. They are both depicted with lights and shadows, and composition is very important because you can’t use blushes’ touch. I learned about screen composition through photography. I also think that it’s useful for gaining knowledge about what kind of items are in the real world. I was originally a painter so I sometimes draw too. I color some drawings, just draw with a pen sometimes, and these are of course my nourishment, but photography is better when you try to catch moving objects. Either way, I have been able to build the image directly since I started using a camera. I actually feel that screen composition has become easier for me than before. This nourishment has definitely become the idea of lights and shadows composition in the work of “Made in Abyss”.
―Could you tell us about the hardship, technical skills, expression, or image of each layer you used when Riko and characters dive deeper starting at Orth?
Masuyama: Orth’s basic image is the old age of Europe, as you can see. Additionally, Orth is a town of a big hole and vertically linked, so I used the image from my hometown Nagasaki’s hill road.
The first layer doesn’t have much difference from the ground world. Elevation differences in the cliff and abundant plants are the main in the layer. I used drop shadow for Orth town, but the first layer had simple scenery so I think I used the technique a lot. Drop shadows of cliffs are a good example.
The elevation difference is similar to the first layer in the second layer’s upper stratum, but the way how it’s shown is different, such as clouds appearing below. I especially paid attention to which part to cross this cloud. The reason why the cloud looks white is because of light diffusion, so how the light reflects is different from trees or rocks. I kept those in my mind to work on it. Around the seeker camp, the light is coming from down but relatively darker overall, and the color tone of the light gets unique. To express this, I made changes by making it closer to purple on purpose or adding dead plants color.
― In the third layer, Riko and the characters were attacked by Madokajack and the Crimson Splitjaw, and each scene made a rapid change.
Masuyama: I paid attention to the entrance of the great fault so that it shows how deep it is, not only how huge it is. You can see through the clouds nearby, but when you are far enough, the clouds have a clear outline and shadow. You might not logically think about it in your daily life, but you assess the distance with it unconsciously. By taking time to depict it well, you intuitively get the sense of how deep this place is when you see it.
The characters moved forward with a stone lantern in the story, and I needed to make each object that light shines on, so it took time and effort as background art. You need a lot of pieces for it. After passing this part, they reach the spacious place where there's a continuous hill road that choked Riko up. Hexagon crystals on both sides can be seen in volcanos and it’s real. The inspiration for texture came from graphite that’s used in pencils.
―The fourth layer had a unique atmosphere when looking down from the third layer.
Masuyama: When looking down on the fourth layer, the image is the blue color. When you dive in there, it’s foggier, or steamy. The Goblet of Giants design is based of a hot spring, and the water is dripping down. That’s why the air is humid and I paid attention to humidity that’s sticking around the body.
―There were many fighting scenes, and Nanachi’s hideout has appeared. It was fun watching it as an audience, but I believe that the production side was very busy. Did you have difficulty in terms of quality control?
Masuyama: You need to prepare enough material in the beginning because the screen switches a lot in the battle scene. Speaking from the management aspect, the point was whether we were prepared or not. Even if the layout hasn't been delivered yet, you could start with coloring storyboard or art setting. In that case, you can deal with the orders requesting you to prioritize the background first because the character color cannot be decided until the background is. You cannot avoid getting affected by other sections jobs in the animation world because we are sharing to create one work. The being said, you cannot just wait around and be overwhelmed later. You might make a big mistake unknowingly. This time, a lot of staff were experienced including Director Kojima, so the flow was great. Sometimes we did have busy days, but still, all of us were able to take weekends and national holidays off. Either way, my job was to look at the quality balance and manage the whole thing, so I kept in my mind to make a proactive schedule. So,” the fourth layer was really tough… “ is not a mindset we went through. But we outsourced some part of the fourth layer, so I paid attention to maintaining the whole quality and seeing the balance of scenes. The cuts were almost 4000 pieces for this work, and about 7 staffs were involved in the making. Each staff has a different capability, qualities, and skills, so works were assigned according to their ability. It’s essential for quality control to pull out the staff's ability to the most.
―So that was how the quality was maintained for “Made in Abyss”. Regarding the fourth layer, there was a special atmosphere around Nanachi’s hideout and gave me the impression that its natural light which is close to the ground.
Masuyama: The fourth layer also has lights from below, and zoomed out scenes were created according to this rule. But some zoomed-in scenes have lights from above on purpose. A lot of the time a character’s facial expression is clear in the zoomed-in scenes, and if the light comes from below, it looks unusual and unnatural. That is why I used standard lighting for Seeker Camp in the second layer. Just like the explosion in space, even if it’s something impossible in real life, it could feel natural depending on the scenes.
―How about the fifth layer, where it has a dark and cold atmosphere, unlike the fourth layer? You must have struggled to express abnormal space.
Masuyama: The fifth layer is very peculiar. It’s dark, but it’s not the same dark as night scenery. Basically, there’s a moonlight or dim light weaker than daytime at night. There’s aerial perspective for night scenery, but the fifth layer’s darkness is something different and closer to indoor darkness. The image is that the fifth layer itself is a huge enclosed room. I needed to change how to produce a sense of distance, so I made the further place dark just like when I draw inside the room, and used aerial perspective on other parts. Also, it’s not a remarkable scene, but I struggled to create each cartridges Bondrewd is managing. Each one is the life of a person, so they all have different shapes. It was a lot of work depicting it.
―Nanachi’s hometown is a desolated place similar to the fifth layer in a way.
Masuyama: Nanachi’s hometown image is an ice country, so to say. I worked on it based on the rough idea they gave me in advance. It’s a freezing place, but there’s humidity. I pay attention to the atmosphere, particularly to snowy regions. I used the technique three-dimensional pattern here that I talked about earlier, exposing rock surfaces on the snowfield. I paid attention to the texture of snow itself so it doesn’t homogenize as an expression. It might sound easy when I say texture, but just making the screen white cannot be a good expression. There are many kinds of snow quality, powder snow, large snowflakes, wet snow… I think it’s important to understand the essence, structure, rules, and principle of the object at first before trying to create it. The art quality will be affected whether you have that “foundation” or not. Of course, it isn’t always easy to have insight, and that is exactly why I feel joy when I am able to recreate it as background art. I got sidetracked, but anyway, I was particular about even just snow expression. If you have a chance to re-watch the show, I’d be happy if you could see and think “Oh this is where he paid attention to create it”.
―Could you tell us if you have any favorite pieces?
Masuyama: If I have to pick, it would be the very first piece near the tree (on P.69). Actually, the waterfall was cel animation in these cuts at first. But the waterfall looks flat if you try to express it with cel animation. It’s just monotonous. So I proposed to use the waterfall material, cross the lighting there, and depict the texture of water. I think it came out differently from what we see on cel animation. It was important that we have this interaction at the beginning of producing the work, in terms of cooperation with staff from other sections later on. For example, I could work well with shooting staff of background art in the morning scene near the windmills (on P.25). It worked well partly because they understood artistic intension.
―What do you find fascinating in background art?
Masuyama: One thing is that it is fun to be able to depict the worldview of the story. Another thing is that I can express emotions and imagery through the background art. Let’s take indoor lighting, for example, adjusting light and shade can express fear, and on the contrary, it can express joy as well. Background art can be effective when you want to have a memorable scene. In the scene where Riko and Reg meet for the first time, I used a lot of lights so that it’s a memorable scene for the audience. In terms of the emotional aspect, I personally think that the end of episode 3 and the last episode were the highlights, and I enjoyed creating them.
―Did you have an exceptional feeling when you saw those scenes in the preview?
Masuyama: When I watch a preview, I rather care if there’s any incomplete parts or mistakes, for example, if there’s any layer missing. In analog time we couldn’t fix the completed work easily, so I was able to switch my mind after delivering the materials. We live in a digital time now so we can fix it until the last minutes if the situation allows us to. Of course, I try not to let myself be in that position so I normally keep working on as if I’m filling all the open holes.
I care about how it looks like when it becomes the video, so I can’t keep my eyes off till the last minutes. This isn’t only about background art, but we have to keep focusing until the end. When I feel satisfied like “Yes, I did a good job on this piece”, with that alone it’s all worth it. Feeling that sensation might be the biggest fun moment in what I do.
(October 18th,2019 Interviewed at Inspired)
Osamu Masuyama
Planner, Painter, Animation artist. Born in 1974. Born in Nagasaki Pref.
1999 joined Ghibli. 2009 became independent, founded Inspired.co.ltd.
Main works: “Spirited Away” (Background), “The Little Girl Who Conquered Time”(Art Director Assistant), “Puella Magi Madoka Magica” (Art Producer), “Your Name” (Background), etc.
Twitter: @MasuyamaOsamu
Source: https://fusetter.com/tw/B0LuKGZ1#all, https://fusetter.com/tw/KNzhTnoI#all, https://fusetter.com/tw/aDJF6jz8#all, https://fusetter.com/tw/bPpmTvxb#all, https://fusetter.com/tw/Mg1bgh4E#all, https://fusetter.com/tw/N2kZp7Ik#all, https://fusetter.com/tw/e75LYrxG#all
Source: https://twitter.com/yanagishita_00?s=09
Source: https://www.reddit.com/r/MadeInAbyss/comments/f4ithl/qa_with_tsukushi_and_the_movie_staff
Source: https://pastebin.com/0xeJjcPD
Some pinpoints:
Note from this document’s curator:
Most information in this interview is about lore. In order to keep legibility, we will not set it all in Bold font, though. Instead, we are setting this paragraph in bold as a warning.
Note from this document’s curator:
Most information in this interview is about lore. In order to keep legibility, we will not set it all in Bold font, though. Instead, we are setting this paragraph in bold as a warning.
Tsukushi was laughing a lot at the guro scenes and the serious moments. He was enjoying himself. He is definitely one of us.
Tsukushi had three drinks throughout the film.
The field of eternal fortunes reminds me of that Zelda game! - said someone
Q. How will it end? [what "it" is isn't specified]
A. Everybody dies, like in HUNTERxHUNTER.
They were right to avoid engaging the Praying Hand in white because he is a combat type - he's loaded with relics and so were the other ones in the field. If Bondrewd took over this guy, shit would've gone down.
(Praying Hand in the Flower Field: "Be quiet...") "He's cool!" - (Tsukushi)
Danger level for amaranthine deceptors went up after samples were taken from the stomach of one. Turns out they were targeting not just things with weak digestive systems but also those with really acidic ones like humans.
Rumor is that Takakura-san (prop animation director) did all the work for the deceptors coming out of the flowers.
One's body shape doesn't change when one becomes Bondrewd. Rather, it's more like wearing a suit with cotton filling. You can see some of it come out when he gets injured.
The Praying Hand in the flower field doesn't have a hunched back - he's just really buff and looked thick because of what he was wearing.
The deceptors were already confused before getting set on fire.
(Reg: They're entering every orifice they can!) There were some deceptors inside Reg's trousers too.
Q. What are Reg's insides like?
A. They imitate those of a human. Nanachi checked too.
The episode titles for Maruruk's Everyday were all thought up by Tsukushi, albeit edited heavily.
They had a hard time synching sound to footage.
While being told about Idofront, Reg's just not listening at all. He's gritting his teeth just wanting to touch Nanachi.
The water supports are supported by the force field of the Abyss.
"Reg's pants are really well drawn!" - (Tsukushi)
Hamashirama - apparently everyone on the panel is scared/disgusted of it for some reason.
Reg hugs Nanachi, THEN realizes that he forgot to sniff them.
This scene contrasts with that scene by the river in episode 13 - Mitty's theme is playing.
Nanachi: "If I were to meet her again..." Tsukushi: "Yeah, what are you gonna do about that?"
Riko is like the class rep on the outside, but on the inside she's a juvenile boss.
The Idofront spins. Production didn't want that. Tsukushi won.
Prushka's binoculars are better than Riko's because Bondrewd's rich.
Nanachi has a double coat so she isn't cold. She gets even fluffier come winter. (...there's winter in the Abyss?)
(Prushka appears) "There she is! The ingénue!" - (Tsukushi)
Bondrewd's entrance was modeled after Sean Connery in "The Rock". They worked hard on this part. Good footstep sounds.
The Praying Hands masks look like search symbols. Can't unsee.
"Bondrewd has a great voice." - (Tsukushi)
*Pssht* (sound of second can of chuhai opening)
What Bondrewd meant by Nanachi's liberation was not liberation from Mitty, but liberation from their own burdens.
Bondrewd likes all children. He thinks dearly of both Nanachi and Mitty.
Riko: "Tastes like a wall." Riko HAS eaten a wall before. She eats everything. She eats first, then thinks.
That relic pattern theory is just something Nanachi came up with. The actual answer is unknown.
Q. When will we know?
A. You'll know when the time comes! (Tsukushi)
Reg was careless to have just gone to sleep like that. Well, it wouldn't've mattered even if Reg made a lattice with his arms again - Bondrewd would've had a way to get past it.
Mr. Kise made a really detailed expression chart for the characters, but he didn't want "any work in which the children suffer", so we didn't think he would do it.
I hope he stays for the sequel! (more children suffering awaits)
Riko was already falling when she got that cut on her cheek
Q. What does Prushka do when she--
A. SHE MAST***ATES!!! (Tsukushi answered before the guy finished his question and really raised his voice for this one.)
She doesn't want to be seen by Meinya when doing it so she hides Meinya under her hat.
If Prushka is doing something that Gueira hasn't taught her about, then it's embarrassing according to her.
"Oh shit." - (Sound Director Yamada)
The guy from Takeshobo is getting cold sweats.
Prushka: "He's always thinking of me!" Prushka hasn't considered that Bondrewd thinks dearly of other kids too.
"Bondrewd is always cool." (Tsukushi keeps saying good things about him)
Bondrewd: "Whoops." - (Tsukushi: "That was funny. What a great voice.")
Mr. Morikawa (Bondrewd's VA) was chosen for the role from the get-go.
(Reg gets his arm amputated.)
The Praying Hands all have good voices.
The Praying Hands are sluggish because they're in auto-Bondrewd mode. They're working in parallel, so Bondrewd has access to all the information, but their movement ends up sluggish.
Reg can't move because he's being held down by a pressure point.
Prushka vaguely knew that there were other children and about what was being done to them. That's why she wanted to treat her Papa as someone very special.
She didn't know what to do though.
4DX theater odor cartridges only have specific smells so they can't emulate the smell of Meinya nor Netherworld Stew.
(Bondrewd and his team appears after chasing Riko and co.) "Gueira-saaaaan!!" (Tsukushi cheers)
Gueira melted from the stingerhead venom and his guts fell out. The entrails are the most delicious part - it's what the stingerheads eat.
Bondrewd was planning to kill Gueira and all the other Praying Hands at this point. That's why he brought them there in Auto-Bondrewd mode.
That was needed in order to complete Prushka. That's how special Prushka was.
Sparagmos - he spins his elbow around when using it in this scene. That's why I decided to have him walk out of the smoke [rather than show him taking down the stingerheads]. (Dancing Sparagmos)
(Bondrewd: "What's the matter~?") "Such a smooth, friendly voice!" (Tsukushi)
Bondrewd's losing on purpose (in order to complete Prushka). The body that's getting beaten up is just for receiving guests (not a combat type). The pink-masked one that let Bondrewd take over had way more equipment, so Riko and co. didn't stand a chance.
(Bondrewd dies) - This is where Prushka decides "It's not good to fight".
(Bondrewd is revived) - The part where the body changes shape wasn't in the manga because it wouldn't fit in the cells, so Tsukushi asked them to do it here.
The music is moving - it's an emotional moment for Prushka.
(Bondrewd: Papa's here.)
The Lord of Dawn's theme plays. Kevin loves Bondrewd's character, so he obsessed over this part. Kevin's Japanese has improved, by the way.
Shakers (Curse Needles) don't penetrate. They assimilate with flesh when they hit, and plant the curse onto the target. They leave no scars.
(Bondrewd: As a matter of convenience, I call this a "blessing") Is it really a blessing? Are "curses" really curses? (Tsukushi)
Q. Why does he have a tail?
A. Huh? He's much cooler if he has a tail! (Tsukushi)
The tail is a relic. When it connects with the user, blood starts flowing through it and it becomes a part of the user's body.
(Prushka: Together is best...) Tsukushi's parents comment - "That means so much"
Tsukushi pointed at Prushka's nipples and said "look at those"
The floating bag that Reg used to infiltrate Idofront was something Nanachi made out of some dead delver's belongings.
"Papa Pole" doesn't mean Bondrewd's pole specifically, but refers to "the stick that helps make you become a papa" (i.e. male genitalia) in general. Prushka learned about it when dissecting an animal with Bondrewd.
Bondrewd didn't show his to her. Takeshobo would immediately shoot that down if that happened.
Zoaholic is basically cloud computing for Bondrewd. He's no longer human once he enters the cloud.
Reg gets erect not because he's thinking about something lewd or because he wants to do it. It's just some innocent physiological response. Therefore, he doesn't ejaculate or something. He hasn't had his spermarche yet. Fan works can do as they like.
Riko didn't have any positive things to say about him at first ("I don't like him that much", "He can't do anything"), but she's come to be saved by his positives.
Well, their worldview is different from ours.
In Orth, going into the depths of the Abyss is something everyone strives for. Very few people (the White Whistles) actually go in the end though.
Riko would be aimless if she were to spend her life on the surface.
(Processing Room)
Kevin loves using lots of choruses, so it was real difficult matching him.
(Nanachi: "HEY, BONDREWD!") This was all an act to lure in Bondrewd. So, they just immediately go back to normal.
Bondrewd talking about white whistles - Kevin made music for this scene specifically
Q. Who is Lyza's white whistle?
A. Dunno. Ask Lyza.
(Reg Negro comes in)
Meinya was attracted by the Zoaholic opening up
Gangway doesn't unleash force until its last landing spot so Nanachi didn't need to dodge.
Bondrewd's multiplying eyes and the tentacles that come out of them are both relics.
Zoaholic is well isolated. (Because it might attract things like Meinya otherwise)
(Bondrewd: "You mustn't, Nanachi!") Bondrewd lost his cool the most here.
(Incinerator) Here, Reg, just before firing, decided to leave living things unharmed. Bondrewd also suggested that happened afterwards.
Nanachi thought they defeated Bondrewd and so let their guard down.
The Praying Hand that looks like Machamp was the one in charge of guarding the Zoaholic.
(Bondrewd names the narehate children.) Sumiko was a child from Orth. Japanese-style names aren't all that rare in Orth (Riko included)
Water Supports and Water Bastions are different in that the latter are permanent.
Bondrewd comes back to the 5th layer. "Bosses always should appear like this."
They were going to make a cartridge water bottle [for merch], but ended up with a laptop case because of circumstances.
They're not done with movie theater presents. There's more on the way.
(Bondrewd: "My, my~") Bondrewd was getting excited at this point too, so that's why he's got that intimidating tone.
(Prushka montage)
Prushka's eyes focus when she is first given Meinya.
Gueira sounds sleazy, young, almost like an elder brother. Because Gueira's in charge of taking care of Prushka, Prushka imitates him.
Tsukushi has answered to some fan work artists about what kind of equipment Gueira has.
(Prushka: "Shtinky!") She's saying the same thing that your pet parrot used to say (Tsukushi's parents)
They also had the failed Praying Hands scenes but cut them in the interest of time.
It's cut from the film, but Prushka, when she was handing out black whistles, already knew her fate (that there was no such thing as a Flower of Dawn)
(Reg vs Bondrewd)
He can shoot as many rounds as he likes because it's before he shuts down.
Bondrewd stabbing Reg in the navel was one of the reasons the film was rated R15+ (Reg's amputation was kosher for some reason)
That picture of the four of them walking - Bondrewd isn't watching over them, but rather going along with them.
(After the battle)
Bondrewd never yields. The opposite of Frieza (he doesn't turn his coat)
(Nanachi: "Dead already, huh...") Bondrewd hasn't died. There's still that guy in the flower field.
We wanted to have them have a small hot pot party because they haven't eaten anything, but it would've made the film too long.
[In the film, apparently Riko and co. had talks with Bondrewd off camera]
Some time has passed [since Bondrewd was defeated] - during that time, they had negotiations during which they came to agreements like
-Zoaholic and Bondrewd's helmet will be left intact
-The three will be allowed to move forward
"I'm gonna respect our team leader's will" - Riko was inspired by Prushka telling her "it's not good to fight; it's better to make peace".
(Bondrewd: "To those who offer up their bodies and challenge...") This is sort of like a poem that White Whistles compose. This is different from Lyza's because this is Bondrewd's interpretation.
They were planning to end with Jiruo and Ozen talking but they cut that out in the interest of time and because it's not a good way to end it. Many other things were cut too.
There's a hidden Mitty in the ED. (around the Kinema Citrus logo)
[Q&A Corner]
Toilet at Ido Front has no door. Prushka's room is on the same floor as those of the Praying Hands. They all don't seem to mind that the toilet has no door.
About Bondrewd's appetite.
Bondrewd does have an appetite - more like, he does get hungry.
He has taste senses, but he doesn't really care. He just makes Type 4 Energy Rations. But if you ask him how it tastes, he'll answer truthfully.
Bondrewd's white whistle
That technically isn't a whistle. To use it, he rubs it. You can't blow with a mask in the way.
"Umbra" is astronomy jargon and means the time when shadows are no longer visible (could be wrong)
He uses it by enveloping it with both his hands. By hiding the true Bondrewd in darkness, it symbolizes that the other "Bondrewds" are just shadows.
Praying Hands
There are delvers, but there are also some bounty hunters who come from overseas pursuing Bondrewd but end up admiring him and becoming friends.
Basically everybody accepts the Zoaholic on their own terms.
Reg
He has a humane spirit, but since he's not human, he can't receive blessings.
Spying on Nanachi
It's done using a relic. No implants on Nanachi's brain or anything.
Original Source: https://media.comicspace.jp/archives/11896
Archive link: https://web.archive.org/web/20190530120115/https://media.comicspace.jp/archives/11896
An interview with Hideyuki Kurata (anime’s screenwriter) and Akihito Tsukushi. The original source is in Japanese. Here are some bullet points summarizing it.
https://twitter.com/tukushimasu/status/1131238534390591489
In stories, "creating a difficult situation that you can't find a solution to," is often done.
The difficulties and the achievements the author creates in his creative flow are read easily by the reader. This is something from the "Catharsis plan."
By the way, in terms of the catharsis plan, there is a solution that can only be used once within the story. I haven't used it yet.
When searching for a solution, I use one of "Pixar's 22 rules" quite often. "When you are stuck within your story, make a list of all the things that must absolutely never happen. Within that list, you will find hints to resolve that impasse." Well, for today, let’s try to write a story from the point that "The protagonist has died and can never return."
(Translation by Ultima)
The “Pixar’s 22 Rules” he referred to can be found here: https://io9.gizmodo.com/the-22-rules-of-storytelling-according-to-pixar-5916970
Original source: https://napoli.repubblica.it/cronaca/2019/04/29/foto/akihito_tsukushi_e_made_in_abyss_il_successo_mondiale_di_un_fantasy_pieno_di_mistero-225111908/1/?refresh_ce#1
Archive link (accessed 1. 5. 2019): https://web.archive.org/web/20190501100736/https://napoli.repubblica.it/cronaca/2019/04/29/foto/akihito_tsukushi_e_made_in_abyss_il_successo_mondiale_di_un_fantasy_pieno_di_mistero-225111908/1/?refresh_ce#1
Akihito Tsukushi and "Made in Abyss", the worldwide success of a fantasy full of mystery
A twelve year old girl, Riko, who lives in an orphanage; a city that overlooks a bottomless abyss in which magical objects lie; reckless explorers trying to recover them and sell them, regardless of the dangers that lurk in those depths; a robot child, Reg, with a mysterious past and exceptional powers: extendable arms and a destructive ray. These are the ingredients that characterize "Made in Abyss", a manga series created for the web and blessed with a resounding international success. To realize it, the Japanese Akihito Tsukushi, who chose Naples and the Comicon festival, the Comics and Entertainment Festival just ended at the Mostra d'Oltremare, as the destination of his first trip to Italy. The mangaka participated in the launch of the seventh volume of "Made in Abyss",
Sensei Akihito, also in "Made in Abyss" the protagonists are orphans, a characteristic that unites them to many historical characters of Japanese manga and anime, I am thinking of the pilots of mecha in particular, from Mazinger to Gundam. , this permanence of orphans also in manga and contemporary souls?
"Perhaps what is fascinating about orphans is that they have no ties to society, and are always looking for their roots. In addition, I really like the idea of a society made up of children, as happens in these imaginary orphanages, a society with its own rules and conventions different from that of adults. I find the idea that there may be a mystery to be solved for each of these orphans very fascinating. And then sometimes, when they find their parent, they find that it is totally different than they had imagined. I understand why orphans are so interesting for making stories! "
Riko, the protagonist, as well as her missing mother Lyza, is an explorer who descends into an abyss that seems bottomless. Behold, the abyss and the treasures that can be found there have an allegorical value?
"I've never thought about it so deeply. I like the fact that they are mysterious objects. In "Made in Abyss", it's a bit like there was a huge mystery to solve, and the relics were in turn small puzzles that are the key to getting to the bottom of it, scattered along the way. In short, it is not that a relic found and "settled" has ended there, the road is long! Perhaps the relics are a symbol of the mystery itself? ”
The characteristics of Reg and his search for humanity are reminiscent of those of Pinocchio, a very famous Italian character all over the world.
"It looks like us to look like us! But Reg does not want to become human, he would also be good to be Pinocchio, provided he can protect Riko. One thing that distinguishes him from Pinocchio, perhaps, is that Reg goes in search of his origins, while Pinocchio knew them well. And Reg would never be able to lie, he would read it in his face! Even now that I think about it, Pinocchio stretches his nose, while Reg stretches his arms! ”
In the saga, a profound connection with the world of videogames is perceived from the very beginning. Are you a player or a simple observer of video game mechanics?
"I've always liked video games, and I've had the chance to work for a company that developed them. Whenever an interesting one passed through my hands, I ended up thinking "I wanted to create it myself". I like video games that require commitment and concentration, those in which there is a mystery that the more you go on, the thicker it gets! "
As explains the worldwide success of" Made in Abyss "and its ability to capture the imagination of readers and spectators from every continent?
"The animated series has certainly played its part in bringing it success, as my style is very particular. I think the characters are very important in creating a success story. There is a book by Kazuo Koike, author unfortunately passed away recently, entitled "Hito wo hikitsukeru gijutsu", "the technique to attract people", which taught me a lot about character creation. According to Master Koike, it is important to build good characters rather than trying to create drama in the story: if the characters are strong, the story and the drama will automatically be created around them, and they will inevitably shape the world in which they live. For example, Koike claims that Jesus Christ is an incredibly interesting character. If you can create a character like that, your job is done! I think it's an interesting prospect, it helped me change my way of writing. It's a book that I recommend a lot! "
Source: https://www.animeclick.it/news/80591-napoli-comicon-2019-animeclick-intervista-akihito-tsukushi
During the 2019 edition of the Comicon of Naples, a fair dedicated to manga, anime, comics, cosplay and video games, Maestro Akihito Tsukushi , author of the international hit manga Made in Abyss , about to receive a second animated adaptation after the first series of 2017 and the films that made a summary of it. In this frame, AnimeClick.it has had the opportunity to meet the master Tsukushi and to realize with him a precious interview about his work thanks to JPop , whom we warmly thank for this wonderful meeting.
First of all, we thank you warmly for this interview. To start I would like to start from the origin of the work. As you yourself said, Tsukushi-sensei, the original concept of Made in Abyss was a doujinshi. I'd like to discover the creative process that led this idea to become an internationally successful manga.
My Made in Abyss prototype is actually born as doujinshi, but not as a manga, but as a self-produced book of illustrations. In Japan they have the same name, but it is a book of illustrations to all effects that followed a certain history. I had a very precise idea of how to build that world, but then gradually the book evolved into a manga that eventually became the Made in Abyss you know. It was a natural evolution.
Let's talk about the fulcrum of the work, the Abyss. A fascinating place, multi-faceted and full of mysteries still to be revealed, as well as the fulcrum of the theme of the work, or the journey as a metaphor for perfecting oneself and evolution. Its structure, among other things, recalls the Inferno described by Dante Alighieri in the Divine Comedy. What was inspired in the themes and in the form to create the Abyss of his work?
I'm sorry to say that, actually, I never read Dante (smiles). One of my inspirations for the structure of the Abyss was Buddhism. In Buddhism, there is an Abyss in which you come down the closer you get to Hell. This was a very important factor in the genesis of the Abyss of Made in Abyss. Another inspiration was my visit to a museum of natural sciences, in which there was a section of a tree. From it, it was possible to deduce that many creatures had inhabited the trunk of that tree, and this helped me further with the idea of the levels of the Abyss. Finally, I was helped by a video game, Wizardry, in which it is possible to create many worlds around a specific point, and this helped me further to define the structure of the Abyss. The Abyss remains a Hell, however
At the beginning of the year two summary films of the 2017 Made in Abyss animated series were released, which are also shown here at Comicon, and a film was also announced, "Made in Abyss - Dawn of the Deep Soul" , which will follow the events experienced by Riko and Reg in the first season. Tell us about the warm affection with which the fans have received this news and, in general, I would like to know what you appreciate most about the translation from paper to animated of your work.
I'm really happy with the affection with which fans from all over the world have received this news. I also saw videos on the Internet of people who were exulting and shouting for joy at the announcement. These are things that make me very happy. I really love the Made in Abyss anime. I could make a very long list with all the things I like, but perhaps the thing that I most appreciated about the anime is the way they scripted it, solving some problems that I myself asked myself when I drew it. There was more than one passage in which I thought "I wonder if this thing is understood well?". In the Anime these passages are perfectly understandable, and I am really very grateful for that. There are really a lot of things that I like about the anime, but this is definitely the one I liked the most.
We remain in the animated adaptation area. A little while ago you said that the Anime made some passages very well. To what extent did you contribute to the implementation of Made in Abyss?
At the beginning, when they told me that they would make an Anime from Made in Abyss, I thought that my intervention would be limited to answering the questions that were asked to me by the production company and the writers. However, the questions they asked me were incredibly detailed. They didn't just ask me things like "How does the city of Orth work?", But also things like "What shape do the screws used in the town of Orth have?", "Where are these screws built?" They asked me for an incredible amount of detail. They also asked me things like "What is the population of Orth?", "Are there cafes and restaurants?", "Where does the food that is eaten at Orth come from?" It has become increasingly fun to deal with the production of the anime, because in the end I had so much fun answering their questions that I asked him to give me all those that crossed my mind. I think it's really incredible that all the questions I answered found a way to appear even in the anime. Another intervention of mine was to take care of some very important details for the final, which I have already decided. There were points in history where a bit of adaptation was needed compared to the manga. We have reviewed these points a little thorny so that they do not "talk" too much, thus keeping some things secret that I must remain secret until the end. There is a certain relic, "Hoshi no Rashinban" , which has a very important function in history, and I didn't want it to come out. So I asked the screenwriters not to dwell too much on it.
One of the most beloved characters from the audience, and my favorite, is Nanachi. He has a tragic and moving story, really wonderful, and he was able to capture the hearts of many readers. I would be curious to know what was the genesis of Nanachi.
I have a book, written by the master Kazuo Koike, entitled "The Art of Attracting People". It is not a manga, but a manual written by the master who talks about how to write a manga, explaining that the core of a work is the creation of characters. If you create interesting characters it is not necessary to create drama around you, the drama will be created by itself. Nanachi was certainly born from this theory of master Koike who changed my way of writing.
Have you included autobiographical elements in your characters?
Actually, I don't include much of the autobiographical character in the main characters. Instead, the baddies of Made in Abyss often think what I might think. This is because, despite being the bad guys, they are still human and must be returned. For this reason, I try to pour a little more into the bad guys. It is nice to see the ideal (the protagonists) collide with the human (the villains).
Let's talk more precisely about the character of Nanachi. His entrance on stage changes several cards on the table, especially in narrative level, and gives the idea of being an extremely important character in the opera. As an author, what kind of challenge and creative stimulus do you use a character like Nanachi well?
Honestly, Nanachi is really easy to use character. I create situations for her, and she moves by herself. It acts as if it had a life of its own. This is perhaps also thanks to the method of master Koike that I explained earlier. You are a complete character, not a puppet in my hands.
Immediately after the beginning of the part that will be adapted in "Dawn of the Deep Soul", then after Nanachi's entry into the main group, the story seems to take a different turn, almost to widen. New characters are presented, new situations and the taste of history takes on an epic but equally dramatic note. Was this thing in his plans from the beginning? Should we expect other twists of this level from the Made in Abyss series?
It was already decided. In reality, things like the curse of the Abyss, in which the more you go down and the less you can go back, the fact that you can't go back, I had decided right away, were the first things I decided. So, at first it seems like a very light adventure, but having already decided these things it was obvious that slowly the story would have become increasingly dark and increasingly dramatic. Then of course, as you go down, the story will not only become more and more dramatic. I have prepared situations that will allow my characters to shine.
To conclude, let's talk about the future of the work. Made in Abyss is a story that speaks of growth, of challenge, which also deals with knowing how to give up something extremely precious and important to follow one's feelings. How will Riko and Reg's feelings be tested in the future?
All I can tell you is that Riko won't do a power up, she won't find a relic that will make her strong. In my head, Riko is a child who engages with her own strength and means, being just a child, and this thing will put her to the test a lot in the course of history, having precisely limits imposed by her being still small. I can't tell you practically anything from Reg, otherwise I would make a very big spoiler, but I can tell you that it will understand a little more about who he is, it will find a little more of itself.
Animeclick: Thank you very much, Maestro, for being with us. It was an immense honor and a pleasure to be here with you. We hope that in the future Made in Abyss will be able to give us so many other emotions, but we are convinced of this. Thank you so much.
Of nothing, the pleasure was mine. And rest assured: one way or another, our beloved protagonists will always be able to get by.
Source: https://www.facebook.com/NapoliCOMICON/videos/442549069851525/
By Marcello Ghey
By Reddit user Suigetsushin
Source: https://www.reddit.com/r/MadeInAbyss/comments/bi061q/tsukushi_livedrawing_at_italys_comicon_yesterday/elx6w3f/
Archive link (accessed 1. 5. 2019): https://web.archive.org/web/20190501101316/https://old.reddit.com/r/MadeInAbyss/comments/bi061q/tsukushi_livedrawing_at_italys_comicon_yesterday/elx6w3f/
I'll post my translation as I watch the video, sorry for the mistakes. The initials represent the various guys talking, sometimes I'll post the timestamps if there are long silences.
G:Georgia Cocchi Pontalti
J: Jacopo Costa Buranelli
F: Federica Lippi
[Beginning] Sensei will draw live for us, we are JPop (Italian publisher) and this is the showcase of Tsukushi’s World Builders, we’ll talk a bit about his work and the worlds he created. A bit of patience, please.
[-52:09] Well, in the meantime we got the light (I guess he means the projector), a encouraging applause could…(be nice)
Tsukushi sensei is asking us for another 2 minutes, he obviously disconnected the screen to not show you off all his secrets, but he’ll tell us a lot during the event
Sometimes the pen is throwing a tantrum and he wants to draw at the best condition for you
[-50:56] F:Good evening everyone, welcome to Akihito Tsukushi sensei showcase, Made in Abyss author, which is the manga you can see showcased here. I’m with ,and obviously other than the maestro, JPop marketing manager Georgia Cocchi Pontalti (Japanese translator here) and the literary director Jacopo Costa Buranelli, and Tsukushi sensei’s editor. We’re about to start, maybe, I don’t know, if in the meantime you want to say something about..
G:In the meantime we tell a bit about Made in Abyss while he’s drawing
J: How many Made in Abyss fans are in this room, please raise your hands. Are you fans of the manga or the anime?, ah, ok.
They studied well, they’re well prepared, to greet sensei. First time in Italy.
G: Very first time in Italy, in fact starting with Naples has been a first good impression.
J: It’s not the first time in Europe, because he already went to Germany, right?
G: Exactly, he’s been to Germany, and…well, obviously, like anyone who comes to Naples, the first good words for Italy he used are “Congratulations for the food, because it’s extraordinary. We ate a mozzarella that was (incredible)…, once in a while he pulls out a pic and he looks at it with melancholy
J: he looks at it and thinks “That’s where it’ll end up, at the bottom of the Abyss, all this Neapolitan stuff”
G:He told us while we were eating that probably we use fairy powder as a dressing. Ok, we’re ready!
J:We did it, so I’ll give the mic back to Federica Lippi, a round of applause again so that we can start peacefully the showcase.
F:Thank you. Perfect.
G:First thing first, he’d like to know what to draw. Let’s raise your hand. Who wants Reg? Few. Riko? Ok (F:Mamma Mia, even less). Nanachi? Ok, Nanachi won. And Nanachi it will be. Well, she is attending here (points to the Nanachi plushie in front of Tsukushi).
He said he’ll draw in the normal way he always does when he draws the manga, he won’t do a colored illustration but as if he were drawing a normal Made in Abyss board, also for us it’s very (cool) how to see how he usually works.
F: I’ll take advantage of the situation, to start I’d ask about something technical, since he already started drawing, we can see he uses a tablet, so what about work instruments, if he prefers traditional or modern ones, and so on.
G: He says he loves drawing with pencils actually, but in the only other doujinshi he drew, he did everything by pencil and for 70 pages he spent between 6 months and a year working on it, so it was too slow. Now he uses the tablet to be faster, but he is still super slow, though..
F:How much does it take to draw a chapter?
G:He spends a month, also because Made in Abyss is first published online on the editor website, Takeshobo in Japan, and then the chapters are collected in volumes, that in Japanese are called tankobon (I guess all this info is useless since everyone knows this). Half of the time is spent on writing, the storyboard, that he sometimes makes digitally, sometimes by pencil, his handwriting is so bad that in the end he has to add the description on the computer because no one would manage to read them, he has to show them to his editor, in order to go on with the story, and the other 15 days are used to draw, like he’s doing right now, but he is always constantly behind.
F:Perfect, so like the Italians! Ok, getting to the heart of the event since we’re talking about world building in every possible shade, I’d like to ask from where the idea of the Abyss came from, so the world where Made in Abyss is set, and from where did he take inspiration from.
G:Inspiration for Made in Abyss comes all from video games and actual games he played as a kid, and also his wild imagination he had as a child, he laid on the ground and started imagining things, Made in Abyss is born from these inspirations.
F:Did he use specific documentation to create the world of the Abyss, assistants, etc..?
G: Actually he didn’t use anything specific to create it, everything around him can be interesting in his fantasy world and often he takes note of things that happen around him and he uses them. For example, yesterday we ate some very good spaghetti, they were spaghetti with fried courgettes and cheese, and also those ones are a source of inspiration, because they’re surely end up in the manga, and he immediately thought “if Nanachi would eat some of it, she would die (because they’re too good)
F: This is something interesting for people who create stories with an “open world”, if he has all the story laid out in his mind or if it went on step by step.
G:He started writing it while already knowing the end of it, but he didn’t know any details. He knew Riko would have been in danger, during the story, but he didn’t decide which specific dangers, so he keeps writing while having fun since he always finds new things (to incorporate), he told us earlier that the story should have been completed in two volumes, you know, as Made in Abyss readers, how much it’s impossible to enclose this incredible story in two volumes. In fact, he says, it’s impossible, I didn’t know what the hell I was thinking!
F:Since the Abyss is a very rich in details world, there are a lot of magic animals, objects, how does he create all these structural elements of his world, does he make a list, takes notes, he invents them first and then he puts them into the story?
G:He takes inspiration from everything around him, so he has a list of objects, artifacts and monsters that were already introduced, also because there’s the risk he uses them twice, and another list of the still unused elements and things he’s still developing, so that there’s no risk of being repetitive, or forgetting things, since he is very forgetful.
Reality is incredible, because unexpected things happen, something no one would expect, even in a fantasy work.
[uninteresting comments on this part]
F: Talking about future development, are there some aspects of the Abyss he would like to develop, which he still didn’t have the chance to?
G:He says he drew the map in the first volume, and he told us that he drew it, but he didn’t actually decide in detail what would have happened, as he said earlier, he creates the story as he goes. If he doesn’t keep adding ideas, he can’t keep the story going, so he keeps some parts still unexplored, even for himself, so that he can have fun while drawing.
F:Still talking about the future development, since we don’t know yet how long it will last, does he have an idea of how many volumes will it be, or could it theoretically go on endlessly?
G: He says he doesn’t have the slightest idea about when this story will end, but in terms of percentage, he is at about 50% of the things he wanted to say. Who wants Made in Abyss to never end and keep on going in the exploration?
[irrelevant comments and an applause for the work in progress drawing]
J:I wanted to ask if sensei has assistants, and how does he work at a technical level with the publishing house Takeshobo, with deadlines, the relationship with the editor..
G:He is very close to his assistant, because he's been his best friend since high school. Basically they grew up imitating each other’s drawings, they have a very similar style, they have a wonderful understanding, to the point that his friend/assistant already knows what he has to do, without him telling what to do. The biggest help this friend gives him is, for example, coloring the boards, the cover illustrations…
There’s a technical problem, but I’ll translate what he’s said until now. He has an editor, which is Mr. Ogata, who’s over there, and now he’s worrying about the screen, they begin by writing the storyboard…
Maybe if we wait the problem will be solved..He says that he uses a Wacom tablet for drawing, and at the top there are some buttons which you absolutely mustn’t touch, he always ends up touching them, and he can’t wait that they produce a model without those damn buttons!
We were saying, about how he works with the publisher, there’s Mr. Ogata, the editor, they meet up and decide what to do with the next chapter. They have a list of the events that will occur in the chapter, from there he draws the storyboard, then he shows it to Mr. Ogata, they discuss about it, he does some adjustments and then he proceeds to draw, veeeeeery slowly. It doesn’t look he’s that slow!
He says he’s been fast in drawing Nanachi right now because it’s Nanachi, I like her, I’m fast at drawing her because she’s my favourite! But, for example, there would be 40 pages of adults to draw I’d be incredibly slow, because I absolutely don’t feel like doing it.
J:What about the monsters, then? Anthropomorphic characters, aside from the main characters, they’re drawn with his own style. Monsters, on the other hand, create some kind of contrast. Does he like drawing monsters, how does he create them?
G: He says that, for monsters, he takes for example the first monster he introduced in the story, he was so excited by the fact he was going to make this first monster appear, he dedicated himself fully, for every detail, how it appears, how does it move, how it looks like, so he put into it a lot of details, but then when it actually appeared in the manga and I had to make it move around, it was a gigantic pain in the ass in reality!
He say: “You say I’m fast (at drawing), but this what a single panel would be, in a chapter there are more than 200 of them, so obviously it takes time! It’s a big deal!”
F:About the style, another thing comes to my mind, he has a very “moe” style, very plush-like, cute children, almost super-deformed, while the genre is fantasy, adventure, did he ever think of writing a specific genre, closer to his style, like shoujo, or for children, instead of creating these very unique worlds?
G: He created a fantasy story, but, in his head, it is also for children, because he draws it with the heart of a child. Then, obviously, he thought of drawing stories for children but terrible things would happen to the protagonists, so it wouldn’t be the best thing to show to children! But in the end everything would be fine for the characters, he wants to point it out explicitly.
F: He wants a happy ending!
G:Maybe even Made in Abyss will have a happy ending, let’s try asking him, do you want to know or not? (People in the crowd say they don’t want to get spoiled)
F: Beware of spoilers
G: I told him (that the crowd doesn't want to know)
F: Are there some sagas he is fond of, other world builders he is interested in, inspired?
G: He is interested in other fantasy worlds, other franchises, but he is so deep in the Made in Abyss world that he just wants to explore and know more about the Made in Abyss world, so he can think only about the Made in Abyss world right now. His world is his landmark.
And also, like he said earlier, reality. Naples is wonderful! So it is giving him many many references to use. Let’s hope to see pieces of Naples in the next chapters!
F:It’s interesting that the inspiration for worlds so different from ours is reality. He observes what he has around himself and then he reinvents it.
G:He says there are so many things he doesn’t know about reality, so…
F:Rightly so. After Made in Abyss, does he have any interest in creating new stories, different worlds, for an hypothetical future story, a new manga?
G: He says he was collecting ideas for a possible new project, the problem is that everything he makes up is eventually used in Made in Abyss, but in the end if he doesn’t use the ideas that he comes up with he can’t go on with the story, so.
J:Since Made in Abyss is one of the biggest hits in recent years, both for JPop and at a world level, we as a publisher are very happy to publish Made in Abyss but we also publish Osamu Tezuka, we’re going to publish Azuma’s work, Ishinomori… If sensei would have to say three names of the past that changed his life as a mangaka, both as inspiration and way of life, who would they be?
G:Taniguchi Jiro, Yumemakura Baku, who created Kamigami no Itadaki (The Summit of the Gods), Yumemakura is a novel writer, and Taniguchi developed a manga from the novel, it’s a manga he likes a lot. Then, Ishiguro Masakazu.
I asked him about authors from the past, like Tezuka, Ishinomori, he says he started reading manga very late, for examples he likes Ishiguro sensei, who actually took inspiration, even in style, from Tezuka, Ishinomori, so he sees them as deities who stay at the end of the creative process of these other authors he knows about. And also Baki author, Itagaki Keisuke. Baki is a series he follows since he was a child, so..
J:So sensei likes martial arts?
G: He likes very much fighting manga, because he can’t do that! I would never practice martial arts.
J: If someone from the audience want to ask sensei a question while he’s drawing, we still have around 20 minutes
A(audience): I wanted to know, Made in Abyss seems to show some human things that normally wouldn’t be shown in another story, for example the characters of Reg, Riko and Nanachi, we see that they often pee, or they shit themselves from fear, or in Reg’s case and another character (Bondrewd?), they have erections, or other typical teenage things. Does he think that adding these details made the world cruder and more authentic?
G: There’s no particular reason he put these things in the story, just because they happen in real life, so why not show them? So, everything Regs see, I write it, I draw it, why would I censor some parts that actually exist. And if I have to be honest, I like those things. (laughter)
A:I would like to ask again, in the anime, in a little scribble on the map of the Abyss, we saw the fisher mushroom (maybe that monster they eat in layer 5?), but in the manga it’s not there, I wondered if in the webcomic there are some scenes that couldn’t be put into the tankobon.
G:There are some things that the anime staff, after asking him, introduced in the anime, for example there are a lot of insects that aren’t in the manga but are present in the anime, because the staff thought they could enrich the background or the story, also some details of the city of Orth. Actually, he worked a lot with the anime staff, maybe he’ll tell us something about this, to keep some continuity with the manga.
His initial mindset when the anime was being produced was to answer to every question it was asked to him, period. This would have been his involvement in the anime, and he would let everything in the hands of the staff, and let’s see the final result in the end. Actually the questions were very very specific, for examples, what’s the shape of the screws used to build the city of Orth, where are they produced, how big is Orth’s population, things like these, which he absolutely never thought about. It became more and more fun, they had incredibly long discussions on these things, like for Orth’s population, “these people are too few, if there’s some disease this city will empty”, “ok, so then let’s raise the population compared to what I said earlier” and all these kind of interesting things.
A:Considering the very bloody scenes that happened, was he always free to draw everything he wanted or he had to step back, sometimes?
G: He says he’s always been free to draw everything he wanted, they never forced him to do anything, let’s say that when he suggested to draw something, they (I guess the editorial department) told him to make it a bit less rough, a bit more elegant. But he actually drew everything he wanted.
A: I’ve seen from the fan book that the sensei had some past experience in the video game world, since the fantasy world he created is graphically very beautiful, and since when the anime came out there is a lot of fan art and concept art for a video game of Made in Abyss, I wanted to know if it’s a faraway and impossible reality or if we will ever see something based on the Made in Abyss world.
G: He says he would like to do a video game (he means it). He stops here, so maybe there’s something he isn’t allowed to say. Next question.
A:Good evening. Since Made in Abyss is a manga were there are many comedic and funny scenes alternated to very “intense” ones as we all know, this very dark world is filtered through the point of view of teenagers, it’s childlike in the end, so why did the sensei want to filter the Made in Abyss world through the eyes of children?
G:The main reason behind the fact he used children as main characters is because if adults journey though a dangerous place like the Abyss, everyone expects them to somehow get by it in the end, because they’re adults, they’ll manage, right? Children immediately start with a disadvantage, so everyone think that they won’t manage to do it. It’s impossible, it’s too dangerous. This is the aspect that seemed more interesting to him, so this is why the main characters are children.
A:Good evening, I wanted to know if he actually took inspiration from a particular video game genre, like dungeon crawler, action, a classic JRPG?
G: Dark Souls and Bloodborne had many elements that gave him inspiration, stimulating his fantasy to create these worlds.
A:Hi, I wanted to ask about the relationship in the manga between children, the protagonists, and adults, because it seemed to me that the conflictual relationship between these two sides is elaborated a lot.
G:In his world, adults exist only because of the children, he doesn’t want to draw an adults’ world, they are just a support for children, some of them support them, others are their first hurdles to overcome to fulfill their mission, since they’re children.
A:Something that I like very much about the Abyss is that it’s a journey without return; the veil preventing them to go back as they descend. What inspired this aspect, the more you go down, the more it’s difficult to come back to the surface?
G:The main inspiration for the curse of the Abyss, is that it’s exactly the opposite in adventure stories: the hero leaves and then he comes back, at the end of the story. He wanted to put an end to this tradition of “go and come back victorious”, and so he thought “why don’t we make a universe in which the hero leaves but stays there, he doesn’t have a way to come back?”. Another interesting thing is that this not-return (“unreturn”?) would mean that no one knows what happened, if no one came back to tell what it’s like.
A:Good evening, mine is more a curiosity than an actual question. Considering the way the story and the world are evolving, and the darker tones is taking, did he ever took inspiration by Lovecraft’s work, or is it a spontaneous analogy?
G:He actually never read Lovecraft, but Bloodborne is adapted from Lovecraft, so the affinity came into being from that. It was a “second-hand” connection.
J:We have 5 minutes left, there’s time for a last question.
A:Since the work is based on the hope and ambition of these children towards the unknown, I’d like to know where the author got the idea of the concept of curiosity for the unknown that pushes these children towards the Abyss.
G: He didn’t take inspiration from a specific source since all humans are inevitably attracted by what they don’t know, mystery, so everyone like a good mystery to solve. This is his main inspiration, the mystery of the Abyss, the mystery of the artifacts, everything is fascinating because it’s mysterious, we can’t do nothing about it since we’re humans.
When we are born, we don’t know anything, so everything is a mystery until we learn about it.
F: The drawing is almost completed I can see..
G: He needs 2 minutes to put in the last details. So as a bonus we can put in a last question, so that he can finish
J: It has to be Riko (probably a girl cosplaying as Riko wanted to ask a question)
A: I wanted to know if, at an editorial level, his other projects are tied to Made in Abyss, he did two art books that were never published here. Does he want to do other art books in the future? (They discuss about publishing these art books in Italy)
J: What does sensei fear the most?
G: Who knows, maybe humans? More than fearing them, I find them incredibly interesting.
(Round of applause for the drawing, end)
By Nenemine, in this Reddit post:
Archive link (accessed 1. 5. 2019): https://web.archive.org/web/20190501101542/https://grand-spring.com/2019/02/02/%E3%83%A1%E3%82%A4%E3%83%89%E3%82%A4%E3%83%B3%E3%82%A2%E3%83%93%E3%82%B9%E5%8A%87%E5%A0%B4%E7%89%88%E5%BE%8C%E7%B7%A8-%E7%94%9F%E3%82%AA%E3%83%BC%E3%83%87%E3%82%A3%E3%82%AA%E3%82%B3%E3%83%A1%E3%83%B3/
Fan translation source for this document: https://desuarchive.org/a/thread/184048177/#184055311
Archive link (accessed 1. 5. 2019): https://web.archive.org/web/20190501101728/https://desuarchive.org/a/thread/184048177/
Tsukushi: That's what it is.
Kojima: I didn't even know....
Tsukushi: That new content is great. It even contains the discovery of the Zoaholic, in a way.
Q. Does fog weave fix itself if you rip it?
A. No.
Q. How do the squids in the Goblets of Giants lay their eggs on the Great Fault?
A. Many people tried to observe them laying their eggs, but nobody has ever seen it happen so nobody knows (Lord Tsukushi)
Q. Will the Neritantan make another appearance? (10-year old kid) [yikes]
A. There are many species of Neritantan. The small, weak ones are really adaptable creatures so they just might appear [later]. (Lord Tsukushi)
Q. How's "A Day in the Life of Marulk" going? [Seems to be an OVA about Marulk, first teased at a talk show in 2017] (Mr. Runny Nose)
A. I haven't given up my hopes. If Tsukushi-sensei would write it, then it just might be made (Producer Yamashita)
Q. If you were to do a spinoff, what would it be about? (Mr. Takuya)
A. Marulk-chan! Such a solid character background, shame it's not put to use! (Lord Tsukushi)
Q. I also want something about the pasts of the White Whistles (Mr. Takuya)
A. I do too. The new scene in the first film was part of that. (Lord Tsukushi)
Q. Did you change the crying voices for the Mitty farewell scene? (Mr. Nijita)
A. I didn't change them. Maybe you're hearing things that you weren't able to before because of the theater acoustics? (Audio Director Yamada)
Q. Does Ozen make Marulk's clothes?
A. Ozen doesn't make them, but they're order-made. He stores telescopic lenses and other equipment in those pockets around his head.
Q. Tell me more about Bondrewd's transport route [to the Idofront]
A. That's a route he made and only he and no other delver can use. The Praying Hands are responsible for moving the train. They don't have to worry about the weight and cargo on the return journey (because it's a one-way trip for orphans anyway)
Summary:
Original interview in Japanese:
http://nlab.itmedia.co.jp/nl/articles/1708/01/news123.html
Archive link (accessed 30. 4. 2019): https://web.archive.org/web/20190430133138/https://nlab.itmedia.co.jp/nl/articles/1708/01/news123.html
Hello every ???? readers, this is the chairman UK here.
This program of me recommending manga has already gone on for 5 years, this will be the 85th episode. Thank you every reader, it’s a miracle this program is able to be going on for so long.
Without further ado, for the 5th special summer episode, today our special guest will be the (I skipped a ton here cuz I’m lazy) famous Tsukushi sensei
(Yada yada introduction for the manga) In the beginning of this year I released my ranking project?Although it didn’t got a rank in <kono manga ga sugoii!> but it is still sugoii?2015?, and Made in Abyss ranking at first,shortly afterwards I also had the honor of being mentioned on the 3rd tankobon’s wrap-around band,and this also when the popularity of Made in Abyss exploded,also when the anime of Made in Abyss was announced(congratulations)
The anime had just started,so spoiler alert for those who hadn’t read the manga(skipped)
First, congratulations on the Made in Abyss anime! I believed it would happen when I was ranking it!
Tsu: Thank you very much!
From the very first episode, the anime has some amazing attention to detail. I think it recreated the vibe of the original perfectly. How much did you involve yourself in the making of the anime?
Tsu: Plenty lol. When the anime staff came to the meeting, they asked me a lot, to the degree that I’m thinking “eh? even this too?” Like the staple food and main fuel of the streets of Orth.
I’m happy the staff researched the details, it made me think about parts that I didn’t think about before. To the scenery of the streets, cities, and livestock, every part that you can see is researched thoroughly. But since I’m busy drawing too, there are parts I can’t get involved in. I wanted to be there in the recording session of the later episodes, too.
The original is well researched and well thought-out too, I’m surprised that this is your first commercial published work, feels like you worked on video games before you became a mangaka?
Tsu: After I finished college ,I entered Konami and became a designer. For the first 3 years, I worked on designing and character’s motion tweaking,afterwards it’s interface.
5-6 years ago I first took charge of the illustration of Elebits??????),and before that it’s the making of OZ-??- .
In this sense, you’re a professional in video game industries,what was the turning point for you to want to become a mangaka?
Tsu: After 10 years of game-making, I entered my 30s, I had a thought that this is not good if this keep going on. There’s only another half of my life left that I can still jump around freely doing what I want. Watching time slipping through me, thinking there’s only another half of my life that I can “wanting to do something more with my life”, I quit my job.
After you quit, you started real manga works right away, you had drawn manga before back when you’re working, right?
Tsu:It was just some doodle at the corner of my note back then. Actually before the year Made in Abyss started, the doujin From Starstrings(???????????) is the first manga I completed from start to finish. After my person in charge at the time read it, he thought “it’s time”, and so the series of Made in Abyss started on Web Comic Gamma.
>Dangerous creatures and the unreasonable abyss
“After the cute looking character cheerful-looking adventure, it’s a heavy story of life, death and parting ways” This is the comment it had 2 years ago, the adventure afterwards still shows the brutality and cruelty of the nature of this work.
Tsu:I’m happy to hear that. Riko is gaining more and more scars on her body. Once to the point she can’t even move anymore, but her eyes will live on
Only in darkness can life bloom a bright light. No matter how dim the light is, it must be blinding in vast darkness. Back when she was on the surface, she was just a careless and trouble-making kid, but in the diving process she was able to show her true talents. Should I call her an Abyss-otaku or Abyss-baka, being able to achieve what no one else can before, this is probably her biggest happiness.
When the poison was spreading through Riko, the scene where she told Reg to break her arm, probably showed what determination cave divers have.
Tsu:There’s a film called 127 hours, it’s based on true stories, it talked about a mountain climber who cut his arm off in order to free himself from a rock, although the work never said explained why he did this, but after the incident, he put on a prosthetic arm and went back on his road of adventure.
“Yeah, those who just can’t give up on the adventure always create a painful memory for themselves”, so all the cave divers would’ve chose the same choice
The deeper you dive, the bigger the consequences. It gave me a feeling of no return.
Tsu: At first, the curse of the abyss is just the time maddening part, other curses were added later, but I think having a harder and more dangerous setting would be more interesting. And it is also because of the “Absolute death” setting of the 7th layer, I can create a world no one else has seen before.
Even so, isn’t the “absolute death” curse of the 7th layer a bit too harsh?
Tsu: If you think about it, people are going to die one day in the middle of doing something eventually, in that sense, what Riko is doing is going on a way to suicide happily.
Sending herself to doom happily……?
Tsu: Those who didn’t go on an adventure lived their normal life on the surface. Thinking about “ahh...I should’ve gone there” before passing away. But not only did Riko go, she has gone so far now.
Only things that surpass normal sense can make a story interesting. When it happens, the readers would be like “what the hell just happened?!”. And, sometimes, I’m actually just as confused about the story myself too lol. The story in the future will continue with the theme of “no-return”.
Too lazy to translate the rest so here’s some FUN FACTS
Made in Abyss was originally going to be a flip up storybook(doujin) with ONE protagonist
Riko and Regu are the split personality of the original protag(who is a male)
Although the story started with Riko as protag,Tsukushi later switched it slowly towards Regu because he thinks the reader probably can't insert themselves as Riko very well since no one normal would stick a ruler into a boy's ass casually
Nanachi back story was originally created because Tsukushi wanted an absolute villain (Bondrewd) in the 3rd book, Nanachi was going to be killed off like defending a character from Bondrewd and then get stabbed or something
The layers of Abyss was designed like a video game levels,
The manga is 100% digitally drawn
Tsukushi has an assistant who was also his high school friend
>How did the complex world of the Abyss come to be?
Interviewer: Now, I would like to ask questions about "Made in Abyss." Where did you come up with the idea for the story?
Tsukushi: As I wrote at the end of Volume 1, I first considered releasing a pop-up book with certain tricks up its sleeve as a doujinshi.
I: Tricks up its sleeve?
T: If I tell you about it, that's going to change the direction this interview unfolds. Is that alright with you?
I: Hmmm...!! It really piques my interest, but I'll save the fun for later!
T: So, in the process of making this pop-up book, I told my assistant, who's been my friend since high school, "It would be interesting if the story took place around exploring a giant hole," and he agreed, and so I decided to do it.
I: I feel like there's an incredible amount of detail involved in the atmospheres, habitats of creatures, and relics of each layer of the Abyss - which consists of more than seven layers - as well as the mysterious Netherglyphs.
T: The entire story's set in the Abyss, you see. So, rather than expanding the world, there is a need to think meticulously about each detail, smaller and smaller, into tighter and tighter spaces, to each single leaf of a tree, lest the story thins out because there's no solid ground for it to stand on.
The Map of the Abyss near the beginning of Volume 1 is an example of that. At first, as I drew, I laughed and thought "there's no way this kind of topography is possible. But ah, well, it's fantasy after all." And then I wondered "But if this really existed, then wouldn't it be like this?" and "How did this come to be, and from how long ago?" and I answered those questions through my illustrations.
It's fun to see the whole concept grow rapidly before my eyes. I used to love imagining how the characters looked in "Wizardry" on my Game Boy, watching the wire-frame images and reading the descriptions on-screen.
There's a reason the Abyss has multiple layers, too. Like in Makaimura ("Ghosts 'n Goblins"), OZ ("The Sword of Etheria"), and Mashin Eiy?den Wataru ("Mashin Hero Wataru"), it's fun to know the entire setting and have an understanding of where you are in the middle of that. It's easy to see what's next by looking at a map that way and I like that. Seeing the protagonist at the point where they're thinking about what's next in their adventure - just like wondering what kind of station's next on Galaxy Express 999 - gets me excited too when I draw it.
I: But, judging from how detailed the map is, it must've taken an enormous amount of time...
T: It was really fun because the ideas kept bubbling up.
I: Reg's the protagonist, isn't he. I thought that Riko was, for some reason...
T: When it [Made in Abyss] was still a pop-up picture book, it was supposed to be just one person delving into the Abyss. The two - Reg and Riko - we have right now is that single protagonist's personality split into two. The main character in the picture book was a boy and that's why Riko is a bit tomboyish, and also more extraverted than other young boys.
In terms of Doraemon, Riko would be Doraemon and Reg would be Nobita. It would be the opposite according to their abilities, though. Yet, no matter what the situation, it's Riko who expresses her opinion about where they should go. Reg would be in a quandary without Riko.
At first, I considered starting the story from what is now Chapter 3, in which Reg woke up. So, I tried drawing the story from Reg's point of view. Therefore, Reg is supposed to be the protagonist's emotional insert for the audience.
I don't think an emotional insert protagonist would probe a boy's butt with a stick. I draw the story mostly from Reg's point of view.
>I: You definitely can't talk about the characters of this work without mentioning Nanachi. I feel like interest in "Made in Abyss" grew at once, even on the Internet, after Nanachi was introduced.
T: I felt something from the sort of storymaking I did in the battle with Ozen in Volume 2. I really wanted people to think "I read something good" for each volume of the series. I already had decided to introduce Bondrewd, a villain through-and-through, in Volume 3 and so Nanachi was born, to set his character up.
Actually, Volume 2 wasn't selling so well, so while I was in the middle of what was to be Volume 3, I was having talks about how to wrap up this story. But then Nanachi came along and so I thought to make their character as compelling as possible.
I got an unbelievable amount of feedback from Volume 3, so it was absolutely a Maneki-Nanachi ("beckoning Nanachi").
>I: Nanachi's appeal doesn't stop at just their individual attributes such as their manner of talk - like "Nnaa~" - and their appearance, isn't it so? For instance, Nanachi's background increases their allure...
T: At first I told my editor that "Nanachi might die," that she and Bondrewd may die on each other's swords, figuratively speaking. But as I kept drawing, I felt like she could live. And, from my time working on OZ, two persons are better than one, and three would support each other and be stronger as a unit than two. It even asks "Why are there three people?" on the packaging for that game. OZ is deeply rooted into me.
>Drawing the edges by hand, and tearing them apart: "Manga is more of a free artform"
>I: It's impressive that the edges of the panels [in "Made in Abyss"] are hand-drawn, that it looks like it's being illustrated on drawing paper, and that the pages give off this sense of warmth. Is this all being done in analog [as opposed to digital]?
T: No, it's all digital from start to finish. After I complete my clean copy, I layer shades upon shades, just like how watercolors are done, then I finish by adding in highlights. For the backgrounds, I use a pattern scanned from drawing paper.
>I: Are there times when the work became interesting as a manga because of these expressions?
T: There's a scene where Ozen stomps on Reg in their fight in Volume 2, but you can see how the panel breaks [from Ozen's sheer force alone].
I started experimentally drawing the panels by hand, from Chapter 2, and I'm thankful that I started doing so from that point. I found that manga is more of a free artform than I thought after reading different works. As a result, I'm doing unusual things like adding speed lines to speech bubbles.
>Influenced not by "diving", but by "climbing"
>I: We always ask this during interviews, but are there any works that you like or were influenced by?
T: Relative to ["Made in Abyss"], I'd say Kamigami no Itadaki ("The Summit of the Gods") by Jiro Taniguchi.
Hanyuu, the protagonist, calls himself a mountaineer. He says that "A mountaineer who doesn't climb mountains is mere trash." Only in the mountains does he see value in himself. He climbs mountains no matter what injuries he sustains.
>I: That's similar to delvers...
T: The last mountain Hanyuu faces is Everest, and it's really great.
Also, I like how Masakazu Ishiguro's Soredemo Machi wa Mawatteiru ("And Yet the Town Moves"), even though it's contained episodically and the panels are all simple, is written in a way that manages to be yet so entertaining.
I only had a shallow understanding of the manga back then, and when I found the timeline that was included with the author's commentary in the last volume, I was awestruck. That excitement was oozing out of the work itself. It was amazing. Indeed, excitement is an important element.
>I: Last of all, I think there are more people reading the original work (the manga) now that it's been animated, so do you have anything you would like to point out to them?
T: Everything I want to say is all drawn in the manga, so please take a look at it. I have nothing more to say. If there's something you don't understand when you read it, then it's my fault. Also, if you thought it was great in the anime, then there's more in the manga.
>I: The manga finally arrived at the Sixth Layer. Where do you think the serialization is going from here on out?
T: There are still many hardships up ahead. At the end of the day, Riko and her friends are all human [in one way or another], so whether by senescence or by one way or another, they are all going to meet their demise. How it's going to end... it's something to look forward to, isn't it? (lol)
Source: Collectors edition guide book.
In this discussion, which is only possible now that all 13 episodes have aired on TV, Akihito Tsukushi (the creator of the original manga), Masayuki Kojima (the anime’s director), and Shinpei Yamashita (one of the anime’s producers) frankly share their thoughts on Made in Abyss.
Interviewer: Looking back on it again, please tell us how you felt when it was decided that Made in Abyss would be getting an anime adaption.
Tsukushi: If I remember correctly, it was around April of 2015 when I was first approached about it. At that time, I did not so much as recognize the names of Director Kojima and Kazuchika Kise-san (the character designer). However, when I researched them later, I saw they were both very skilled at drawing children in particular, I watched Pain no Mori, which was directed by Kojima-san, quite often while I was working on my manuscript. So, I got the feeling it was a big deal.
Kojima: Actually, we had a lot of people barge into the first meeting we had after it had been decided that the anime adaptation was going forward.
Tsukushi: There certainly were a great number of people. All of them seemed to have just thrown on whatever was in their closet so they had a “Hey, we’re anime staff!” feel. Still, out of everyone it was you, Director Kojima, who had the shabbiest, most tattered clothing. (Laughs) It seemed like you sunk down into your chair quite deeply like some kind of mountain hermit, so I thought, “I wonder if this is gonna turn out alright…”
Kojima: I always sink deeply into my chair, but at the time, I’m fairly sure I had a lot on my mind-I mean, who wouldn’t be anxious? Tsukushi-sensei called me a “mountain hermit”, but from my perspective, I suppose I felt he was something like Coppola. He has a presence, and you can’t get an idea of his age. But, he was very easy to talk to, so that gave me some peace of mind.
Yamashita: The first person Tsukushi-sensei hit off with was Kurata-san (the anime’s story editor)
Tsukushi: We talked for a bit and then said to one another, “Come to think of it, we’ve met each other before, haven’t we?” It seems we had met at a drinking party about two years prior.
Yamachita: Kurata-san said, “Come to think of it, I previously received a volume of the manga from Tsukushi-sensei!” (Laughs)
Tsukushi: That’s right. (Laughs) The first time we all got together, we ended up talking about how far into the story to take the anime adaptation-whether to adapt until the Ozen arc or until Mitty is set free.
Kojima: Yamashita-san, you intended to adapt through the Mitty arc, right?
Yamashita: That’s right. I made it known that I very much wanted the anime to go up through the end of the third manga volume.
Tsukushi: At that time, the decision between the two options was put on hold, but I personally thought there was no way the adaptation wouldn’t go through the end of volume 3.
Yamashita: The worry was that there might not be enough running time for that. We coordinated things from a funding and production standpoint and decided to have Episode 13 be one hour long.
Tsukushi: Speaking of that first meeting, I remember being asked about the shape of the screws, “Where did these screws come from? Were they made in Orth?” That kind of thing.
Yamashita: Design Leader Takeshi Takaura-san and First Assistant Director Hitoshi Haga-san made sure to take part in the meeting with you, Sensei, and they didn’t hold back on asking you questions. They asked about the setting’s level of industrialization and so on.
Tsukushi: That was the first time I had been asked those kinds of questions in such a serious manner, so I was very happy.
Kojima: Sensei answers questions right away; he doesn’t put them off until later.
Tsukushi: Whenever anything was off in terms of consistency, all of the staff members would press me about it. (Laughs) We reconciled a number of points, and provided feedback on the manga, so it felt like I was playing one of the tabletop role-playing games I enjoyed during my childhood. It was a very interesting experience.
Yamashita: Although we examined the manga’s world in detail, there were a mounting number of cases in which someone wanted to draw something that wasn’t in the manga. Kurata-san even said he wanted to produce a full cour of anime set in Orth.
Tsukushi: He said it was a waste to have them descend into the Abyss in Episode 3.
Kojima: Everyone thinks that. But, there’s no way that Riko and Reg weren’t going to head into the Abyss, and I also didn’t want to cut their time in Orth any shorter than three episodes, so we walked a fine line in that regard.
Interviewer: In order to consolidate the content before Riko and Reg’s departure into three episodes, the story ended up being structured differently from the manga from the very outset, didn’t it?
Tsukushi: That’s because I requested that they please summarize the first half, slim it down and make it interesting. (Laughs)
Kojima: I was relieved that Tsukushi-sensei told us that. The first volume of the manga depicts Riko and Reg’s time until their departure. However, if we adapted that into the anime as it is, there would be too much information and no way to consolidate it into three episodes, so it was necessary to change the story’s structure. I was really grateful that Tsukushi-sensei readily consented to that. It was a difficult task to have to explain the Abyss to a certain extentent by the time Riko and Reg depart, but Kurata-san did really great in that respect.
Tsukushi: Looking back on volume 1, I wasn’t at all able to depict everything that I wished to-the backgrounds of things included. But, in the anime the team strikingly did what I could not, which I thought was great. When the scenario was done being worked out, I thought that Kurata-san did an incredible job and that nothing in it felt at all out of place. Made in Abyss is a work that tells the story of the adventures of people living within a great pit. I am drawing it with the idea that I am translating these stories into Japanese and putting them down on paper, so the manga contains my interpretation of things. The anime takes that and deplete it based on Kurata-san’s interpretation. Therefore, both are correct.
Kojima: There was a common understanding shared between the staff that we weren’t trying to make the anime into something different than the manga.
Tamashita: Rather than a show people get excited about before it’s all over, I wanted Made in Abyss to have the kind of content people would return to and watch in 10 years’ time. So, instead of a young energetic director, I requested that all these experienced veterans join the project. All of them read the manga and said, “I want to work on this,” so after that, it felt like I was just leaving things in their hands.
Interviewer: The anime generally unfolded the remaining faithful to the manga, but in episode 9 you fleshed out a lot of content not depicted in much detail in the manga.
Kojima: That episode contains an element of me attempting to see just how well I understood the manga, so I felt some pressure in that regard. When an anime based on existing source material has a part that makes you cock your head in a questioning manner, it is often the case that said part is original to the anime, so I was mindful to not create content like that.
Tsukushi: Due to length considerations, they had to descend quickly, you see.
Yamashita: Sensei, in the final chapter of each volume of your manga, you create anticipation for the next volume, so I thought maybe that was the reason you did it.
Tsukushi: I was told by my editor to hurry up and make something interesting happen. (Laughs)
Yamashita: Following the farewell with Ozen and Marulk, he told you to hurry on to the next instance of human drama?
Tsukushi: That’s right. He told me that from around the time Ozen was introduced, he realized the manga was capable of doing lots of different kinds of things, so he wanted me to include some more interesting content. I actually would have liked to insert Nanachi and Mitty’s arc as the journey was unfolding, but we had decided that we’d feature it in the fourth layer, so I ended up rushing up to get there. So, I think the anime expanded on the story. After all, without having that episode in the anime, Riko would have been laid up in bed soon after the end of her and Reg’s survival training. (Laughs)
Yamashita: She also had to bear the third layer Curse, which wasn’t shown in the manga.
Tsukushi: The anime is “Curse complete”, isn’t it? (Laughs) What I felt when I watched the anime is that the harshness and vividness of Riko’s journey is staggering when sound and motion are added in. By looking at Riko’s conduct toward the Neritantans, you can get a really good grasp on how the interior of the Abyss is such an exceptional environment, and how the weak are only able to advance by treading the path of the weak.
Interviewer: Despite confronting such an exceptional environment, Riko’s ability to not become disheated no matter what happens is really something.
Tsukushi: For me, the protagonist of this story is Reg. However, the one who personifies Made in Abyss is Riko. Because Riko is there tugging it forward, the story rolls along, troubles are encountered, and many things are waiting down the line. I, by all means, wanted to make Riko an enthusiastic, forward-looking character. No matter what kind of horrible injury she gets, she won’t lose that enthusiasm of hers. If she stumbles, it will not be backward-I think that’s just the kind of girl she is.
Kojima: I think Riko’s forward looking manner is this story’s salvation.
Interviewer: The episode where Riko is poisoned is rather graphic, but just how much did you think it was possible to depict in the anime?
Tsukushi: Even if I say I’d go for it, we are talking about a terrestrial television broadcast, so I thought there must be a limit as to what could be shown. But when I looked at the storyboards, I thought, “They’re not messing around…!”
Kojima: Whether or not it can be broadcast is not our problem, after all. (Laughs)
Tsukushi: I thought it would be censored with blacked-out areas, so I was really grateful they showed everything on TV. If the scene wasn’t broadcast, the story would ring absolutely false, and it would feel like there was no justice.
Yamashita: It underwent examination seven times. Still, even the harshest scenes within the directors storyboards avoid showing the parts that viewers would find the most unpleasant. For example, when Reg cuts Riko’s arm, a cross-section of the open wound isn’t openly depicted.
Kojima: It’s my intention not to go beyond what is shown in the manga for that kind of thing. Whether or not you can see the wound is not a significant issue in terms of the story, but I simply think the reason why it’s necessary to animate those actions is important.
Tsukushi: The scenes that are necessary to show are fittingly drawn, so when I viewed the broadcast, I found it so gripping that my palms got sweaty. I mean, even as the one who drew the manga, I thought to myself, “Yikes!” as I watched the episode on TV.
Interviewer: I think the cast’s tenacity was also really something.
Tsukushi: Riko’s voice actor, Tomita-san, was truly amazing. With her acting in Episode 10, I think she really managed to become “a kid on an adventure.”
Kojima: In Episode 10, the number of takes really piled up, but rather than editing together various cuts, I have a feeling we used the final take as is.
Tsukushi: The Sound Director, You Yamada-san, told Tomita-sand, “You can take it further-you can do it.” and Tomita-san herself said, “My arm has begun to hurt.”
Yamashita: It hurt all of us just to listen to that scene you know. I remember thinking, “It’s painful inside this studio,” but Yamada-san said, “I bet we can take it further.”
Tsukushi: And I remember that Reg’s voice actor, Ise-san, got in the frame of mind before the dubbing session even started and said, “Please, let’s get started soon.”
Kojima: She had read the manga, so she knew what kind of episode it would be, and I think she put some fighting spirit into it.
Tsukushi: I’m glad that I went to watch the dubbing of Episode 10. Ise-san was so cool. After Tomita-san recorded her performance as Riko-chan when the character’s arm gets broken, she was crying as she backed away from the microphone and returned to her seat. It was Ise-san’s turn to stand up, and she patted Tomita-san on the head a couple times.
Yamashita: She told her, “You gave it your all.” Ise-san herself may have been overcome with emotion at that point but the next scene after that was the one where Reg cries, so they just went ahead and recorded it. Conversely, after Izawa-san gave her weeping-filled performance in Episode 13, everyone took a 30-minute break. The scenes set to be recorded next were ordinary ones for which a tearful voice was unsuitable, so it was necessary to wait until she stopped crying.
Interviewer: Speaking of Izawa-san, let me ask about her character, Nanachi. Given how popular Nanachi is, were there not any proposals to have that character make their appearance in the show sooner rather than later?
Yamashita: There’s the scene where Riko injures her arm, and the only possible time to introduce Nanachi is when the character comes to the rescue during that scene. So, that pushes Nanachi’s first appearance to Episode 10. If we were to try to introduce the character before that, Episode 9 “The Great Fault” would be greatly shortened, and everything wouldn’t have been able to fit neatly into a single episode. And if we tried to introduce Nanachi even earlier on, then we wouldn’t have been able to respectfully depict the episodes with Ozen. With Nanachi being in Episode 13, a one-hour special, they actually appear for four episodes’ worth of content. So, I declared to the production committee, “Nanachi is going to become a hot topic from Episode 10 onward, so bear with me!”
Tsukushi: Nanachi is the reward that Riko and Reg receive when they give it their all, keep giving it their all, and then still give it their all even as the situation was becoming hopeless. Nanachi is a character who shouldered the weighty burden of their past and destiny. Although we see them carry these heavy burdens, right after, they are cheered up by Riko, and the disparity between those two things is great, you know? Nanachi is a character who is both connected to the darkest parts of Made in Abyss and who also has a mascot-like side. In Episode 13’s scenes with Bondrewd, I’m glad that we were shown both of these aspects of Nanachi.
Interviewer: I think that final scene with the mail balloon is something that viewers who watched all 13 episodes were not able to get through without tearing up.
Tsukushi: That scene is original to the anime, and when it was proposed during the scenario stage I was hesitant. But even though I thought of alternative plans, they would’ve done a poor job of wrapping up the anime. I was told this was a good way to wrap up the story, so I consented to it. However, originally the mail balloon was set to float all the way up to the first layer without any trouble. But hardly any mail balloons make it from the fourth layer to the first layer, so I requested that they please have it arrive there by way of one fortunate coincidence after the other. When I actually watched the completed animation, I saw that the mail balloon becomes tattered and the scene is set up to make viewers reminisce about Riko and Reg’s journey as the mail balloon rises, so I was deeply moved and cried my eyes out. The music was also incredibly good.
Yamashita: Didn’t we give the musician access to the animation when we had the music for such scenes made?
Kojima: No, we had the music made at the scenario stage. The ending scene was originally meant to be 90 seconds long, but when I drew the storyboards they weren’t even close to fitting within 90 seconds. So, I asked Kevin Penkin if he could make it a bit longer, and as a result, the song is over 4 minutes long. (Laughs)
Tsukushi: I get teary-eyed just thinking about it. I think that scene surpasses the manga and will still be remembered 10 years from now.
Yamashita: The mail balloon scene was something I couldn’t get a real feeling of with just the music and storyboards, so it was after it was animated that it came together nicely for me for the first time.
Kojima: I don’t thing Sensei’s impression changed much from when he saw the storyboards compared to after it was animated. But when you add in music and show the video, the animation can take on a whole new shape in some cases. I think maybe that scene is one example.
Tsukushi: I think it is a moving scene precisely because of all the things that happened before arriving at that point.
Yamashita: It’s thanks to the final episode being an hour long that we were able to draw it.
Kojima: That’s right. If it wasn’t an hour long, I don’t think it would have been so deeply moving. If I do say so myself, the pacing didn’t feel rushed.
Tsukushi: I hear you! In the places that have a lot of screen time, it’s amazing that you gave them that time. One of my favorites is the scene where Nanachi is fishing. One aspect of that scene is that it’s the first time Nanachi is speaking to Reg in an openhearted manner. It was also a nice directorial choice to not have Nanachi catch any fish.
Yamashita: The song that goes with that scene feels like it exists for just that purpose. There are a good number of songs that first appear in Episode 13 and were used in memorable ways. It was like scenes had their own dedicated songs.
Kojima: When the soundtrack went on sale, I realized we had not used “Nanachi in the Light” anywhere. (Laughs)
Yamashita: There are a number of cases where the songs are used in scenes other than the ones Kevin first envisioned, but they ended up fitting in really great.
Tsukushi: One place where I got the feeling that Kevin looked at the animation was the scene in Episode 3 when Leader sees off Reg. The music starts around when Leader says “You’re on your way to the toilet too, right?”, which was super cool.
Kojima: That is Yamada-san’s skill at work. Kevin’s songs have extreme changes of key in some spots, and Yamada-san did a great job with his editing work.
Yamashita: We received the audio sources from Kevin in stem format, which to some extent has a version of the audio for each instrument. That audio was adjusted during the dubbing process, which involved the work of try to nicely tie things together by, for instance, turning down the volume of the percussion or removing the violin. Yamada-san said, “I consider it a hobby at this point.” He also added, “At the level of minutiae, it’s not possible for someone to handle it unless it’s more of a hobby for them than a job.”
Kojima: When I selected the songs, I didn’t say much more than “insert it here.” But even when I said nothing at all, Yamada-san would say, “Kojima-san, this is what you wanted to do, right?” and he’d insert the songs for me.
Yamashita: You and Yamada-san have been working together for quite some time now.
Kojima: On the very first project I directed, Azuki-chan, Yamada-san was the sound mixer. You might even say we understand each other without any need for words. He’s someone I can rely on.
Interviewer: The end card Tsukushi-sensei drew for Episode 13 was fantastic.
Tsukushi: I spent quite some time on it. However, I drew it before watching the final episode, so the color of llim’s hair is different than it is in the anime. I drew that end card wanting the people who viewed Episode 13 to say, “Wasn’t that end card amazing?” Some characters who don’t appear in the anime have also stealthy been inserted, as my assistant told me I should draw them, too. However, I forgot to draw Majikaja, a rather important character. (Laughs)
Interviewer: Made in Abyss was a show that kept viewers’ eyes glued to the screen all the way through the last episode. To conclude the interview, will you please give a message to all the fans?
Yamashita: Thank you for your purchase. I’ve seen the big response the show has gotten and heard that people say they want a sequel. While that is just what we were aiming for, I must say I’m extremely happy that the response is even bigger than I expected it to be. Made in Abyss is a work for which I’d like to keep making sequels, so I ask for your continued support.
Kojima: To be honest, I didn’t think we’d get this level of response, and I’m very happy that people watched the parts that we especially wanted them to see. Going forward, I hope to keep working on further adapting this story, which everyone has already been so moved by.
Tsukushi: I believe everyone who watched it is a substantial fan of the show, but I’d like to say that I’m it’s biggest fan. (Laughs) It was a pleasing show to the point that no one was more delighted that this anime was able to end on the note it did than me. If after you’ve watched the show we’re able to partake in each others’ joy, I’d be very happy. Also, rest assured I will try my best as I continue to draw the manga.
Source: https://www.animenewsnetwork.com/feature/2019-08-21/interview-the-cast-of-made-in-abyss/.150280
ANN: When you auditioned for the series, was the role you ended up with the role (or one of the roles) you auditioned for? If not, who did you actually audition for?
Miyu Tomita: I originally auditioned for Riko but I also auditioned for Reg. My performance as Riko was preferred because I could essentially be myself. Riko was just like me.
Mariya Ise: Reg was the only role I desired and I'm happy I got the part.
Shiori Izawa: For Nanachi, The studio asked around for someone most like this character. At the first audition, I tweeted how I love this story and how Nanachi is my favorite character from it.
My favorite too.
Izawa: Mr. Tsukushi (the creator of the manga) mentioned to me that I was one of the voice actresses that he admired so much and was hoping I would be Nanachi. I tried really hard to get the role after that.
When you first read the original manga, what was your impression of the role you eventually played?
Tomita: The character is 12 years old and very curious about everything. She's very cute, healthy and active. That's the first impression I got but there is also a strong girl inside of her. I learned that as I got into the character.
Ise: As you know Reg is actually a robot, not human, and on top of that he has no memory of his past. Everything he sees and experiences as soon as he opens his eyes is new and fresh. I tried to make sure that feeling of his pureness comes out as I do the voice for him. As he starts going through the Abyss with Riko whoever, he starts to take on more responsibilities, like taking care of Riko and protecting her. My mission is to get that across, including how he starts growing and realizing his power. I wanted to emphasize that well.
Izawa: When I play games or any entertainment, I always pick the characters that are healers or some sort of medic. I choose someone who can help or bring someone back to life. That's my favorite type of character so Nanachi absolutely fills that role. She's the one who helps Riko and Reg regain their power and tries to fix Reg and everything else, so I thought this was the coolest job.
Riko is a very exuberant character, but she is not defined solely by that. What was your initial take on the character beyond that, and did you find yourself having to adjust that as the series progressed?
Tomita:When I started dubbing for the first episode, it went awful and none of the material could be of any use, so I went home crying. I thought to myself“ I can't believe I couldn't even get it right on the first day.” After 12 episodes I was really trying my best, of course it was a difficult character but this was the first character I could really relate to. Now I have many offers, but I think this character and I matched and allowed me to grow alongside her. That is why I became so successful. I'm here because of Riko.
One of the most difficult scenes to watch in the series is the one where Reg tries to cut Riko's arm off after she gets poisoned. Did that scene pose an unusual challenge for you?
Tomita: Yes, it was one of the most heartbreaking and difficult episodes. You have no idea how long we were actually inside the studio recording that particular episode. It was very long and challenging. It seems like Riko had a newfound love and respect towards Reg after the decision of cutting her arm.
How would you characterize the way Riko sees Reg, and what have you done with your performance of Riko to reinforce that?
Ise: First of all, when they first met, Riko was just interested and curious about Reg because of how different he is. As the story goes, they go through a journey and they both realize how much they need each other. She has the knowledge while Reg has this adventurous attitude and the ability to take chances. They both became best friends and need each other to reach the goal they both share. That's how she feels about their relationship.
Is your approach to voicing a male character like Reg different from your approach to voicing a female character?
Ise: I'm not purposefully lowering the octave of my voice just to make it manly or more boyish. I'm doing it more naturally. Instead, I think about the backbone of his journey. When I put myself in his state of mind, I'm able to portray him as a more attractive boy. I'm looking inside of his character, to make it sound like a boy you really want to hear from.
So you could say you fully immersed yourself into the character?
Ise: Oh Yes. Reg is special. I've been voicing many other characters but he is one of a kind because I see him as my son or child. So many of his characteristics matches mine and how pure he is. I want to preserve that so I'm exploring his pureness to the audience and hope people will remember him for that.
In your opinion, how does Reg think of Riko? How does he view their relationship in general?
Ise: The first time Reg opens his eyes, there's Riko. Like a newborn, she was the first person he sees. So in order for him to bring back his old memories, Riko is the only way to bring back those memories. She was kind of like a tool to him in a way, but this began this partnership and friendship. In the beginning they are helping each other. They both have a common purpose. Do you remember the scene where Riko took her clothes off and embarrassed Reg?
Yes.
Ise: Having seen that, Reg probably realizes the gender difference but that's about it. I see it as more than friends but there's some boundary.
Nanachi often says “Nyaa” but do you struggle with the different variations?
Izawa: It's not “Nyaa” it's “Naaa.” “Nyaa” is more like a cat sound. “Naaa” is possibly more non-human. It's a little bit of all the animals in her I believe. Every time she says something she says “Naaa.” as a habit. You're right there are many variations. I have to think how I'm going to sound when Nanachi is troubled, and how that's different from being surprised? In the manga, you could only read it and the reader can't hear the variations so I asked the original writer “How do you want me to differentiate the Naaas?” He said to do as I wished and that's what I did.
So the Author gave you free range.
Izawa: Yes and it matched exactly what he was thinking it would sound like.
No difficulty thinking up variations by yourself?
Izawa: I can do this for everything!
There is a scene where Nanachi asks Reg to kill Mitty. How do you view Reg, or how does Nanachi view him after he kills Mitty?
Izawa: Many people have asked me the same question about when I have to say goodbye to Mitty and how difficult it was watching your best friend die. You have to remember she was the one who asked Reg to ease her pain. She is a healer and that was the only way she knew to ease her pain. Of course it was sad but part of her said this was the right thing to do. It was a comfort for her.
So you believe she holds no resentment at all?
Izawa: I don't there's any regret or resentment about the outcome
Nanachi is a fan-favorite character in the West. In general, how have fan reactions to this character compared to previous roles you have done?
Izawa: First of all, I am so happy to hear that American audiences love my voice! Nanachi is my actual voice.
I've been hearing Nanachi all this time!
Izawa: Exactly! Previously I did other characters but every time I was told my voice is different. Different In what way I'd ask. Some people say it's unusual or say it's very unique in a nice way. That's how my voice was defined. Since this role, everybody knows my voice. Now everyone is telling me I have a cute voice. I've been a voice actress for so long so I ask myself “what was I before then?”. Was I not cute? This character brought me the cuteness and recognition.
What was your favorite scene to voice?
Tomita: In the last episode, Riko says her wound is proof Reg protected her. That scene was the most touching, as you can see her relationship with Reg and you know they are going to have deeper adventures together and are going to trust each other more along the way.
Ise: My first favorite scene is when the narrator explained how Reg and Riko would be chased instead of chasing the monsters themselves when they enter from the second layer into the third layer. That narration really hit me. My second favorite scene is when Nanachi asked to kill Mitty. He is usually smiling and always said yes to everything but this time he noticed it would be the wrong answer. His mouth drops very slowly. The first time I dubbed that scene, my voice had perfect timing. Everyone, including me, was impressed.
My third favorite scene is when Riko is swimming and Reg says “For some reason I feel thirsty.” Did American audiences get that expression?
Yes I believe so.
Ise: Men will probably grasp he's nervous and didn't know what to say
Izawa: My favorite scene is the ending. When everyone is going down we ask, why do they have to keep going deeper into the Abyss? What is the purpose? They're saying you can not stop us, searching for our dream. This is the message of the whole series.
Source: https://myanimelist.net/news/58244750
Interviewer: Made in Abyss is one of the most critically-acclaimed shows in recent memory. On MyAnimeList, it is currently the 21st-highest rated anime of all time. Did you expect it to become so popular in the West, and could you tell us about your reaction to the fan reception here at the convention?
Kojima: Indeed, we were actually surprised by how popular Made in Abyss was. It is a somewhat sensational work, so the response in Japan has exceeded our expectations. We were a little concerned about what the response would be from Western fans, but the response from the Made in Abyss: Wandering Twilight premiere here at Anime Central turned out to be even better than that from Japan. So I'm very happy with the response, both in Japan and outside Japan, as well as here at Anime Central.
Interviewer: In regards to the compilation films—were there any challenges in compressing the material from the anime into film-length works? Were there any ideas that you wanted to focus on while compressing?
Kojima: When you take a 13-episode TV series and try to turn that into a 90-minute film, you definitely need to make edits. I think the most important thing is to create a single film that can stand on its own. A single film that, even if someone is seeing the story for the very first time, they can understand and appreciate. That's what we tried to do and what we focused on.
Interviewer: In a similar vein to the previous question—how was it, going back to work [on something] that you had already done and getting to take another look at it? Were there any opportunities that arose while making the film to change or improve on things that you did in the TV series?
Kojima: Yes, there were certainly a lot of opportunities. When we were broadcasting the series, we were under a lot of time pressure. Now that we had the opportunity to do this movie, there were some areas where I saw chances to fix or adjust some things for the film.
Iijima: And from a music perspective as well—there were themes that we weren't able to fully take advantage of for the TV series, and so we were able to catch up and be sure to include those. There were actually some unused songs as well that we were able to incorporate into the film.
Penkin: Yeah, when we had the premiere the other night, that was the first time I've actually seen the movie in its entirety. When there were certain tracks that they'd used differently than in the series, I remembered turning to Kojima-san and just being like, "thank you."
Kojima: I think that the way you approach the soundtrack for a TV series is different from how you would approach the soundtrack for a movie, so I'm glad that we were able to incorporate these unused tracks in the film.
Penkin: I felt that the usage of music in the films, especially Wandering Twilight, was a lot more cinematic in nature. It sort of matched a more long-form piece of work as opposed to a 24-minute episode.
Interviewer: What drew you to Made in Abyss in the first place? What made you say "you know what, I want to work on it"?
Kojima: To be honest, it wasn't until the producers at Kadokawa approached me and offered me the director role that I looked closely at the manga—that was my opportunity to sit down and read the manga. When I saw the images and the amazing story, I knew that it would make for a great anime. That made me very excited to work on it.
Penkin: Um... Yeah, I was pretty happy to just have a job. (Laughs) And working with Kinema Citrus on any project has been a great pleasure. So when I was approached for Made in Abyss, I don't think I fully grasped at the time how immense it would become and how important it would be on both a personal and professional level. It was only after I started actually writing for it that I realized how much of an opportunity we had to do something quite meaningful.
Iijima: I also hadn't read the manga at the start. However, when I eventually did, my first impression was that the characters and story were all very well crafted, and I found myself pulled into the world. I also saw it as a challenge and was very excited when we started work.
Interviewer: When you have certain projects like this, do you try to follow the mangaka's vision as best you can, or do you take your own interpretation of it and go forward like that?
Kojima: When you turn something from a manga into an anime, you have to create new visuals. There are times where you can't just replicate frame-by-frame what the manga is doing. You can't take a manga-like approach when you're animating. In this case, the quality of the original manga was very high, so I did try to take a lot of inspiration from it. I tried to make as few changes as possible, but at the end of the day, it's my job to take what's appealing and exciting about the manga and bring out those same feelings for the viewers of the anime. I tried to preserve those values—that is, the values and feelings that I saw in the manga—and bring them to the screen, and I hope I was successful.
Interviewer: You see food in the anime as a social and bonding experience. And so for you, while you were working on this project... What was your comfort food?
Kojima: (Laughs) This answer is completely unrelated to the animation, but I am Japanese, and so I love sushi.
Penkin: My flatmates back in London know this, but I go through phases of creating different foods. I had a bread phase where I made bread, and then I had a paella phase... That was a fun one. I also had a curry phase and stuff, so I can't remember what phase I was in when I was writing for Made in Abyss... Actually, I think it was the paella phase. So I was making a lot of paella, which is awesome. Yeah, I stress eat as well. (Laughs)
Iijima: Before some of the recording scenes, we would go to Kevin's place and eat his cooking.
Penkin: Oh, right. I had a risotto phase as well.
Iijima: It was a very good experience.
Penkin: Yeah, when you've got to record a lot of music quite quickly, sometimes it's good to get the musicians over to your house the night before and basically wine and dine them, to explain the music before you get into the session. It's almost like bribing them with nourishment.
Iijima: Very good nourishment, though. And to expand on the answer... Dandan noodles, as well as Chinese knife-cut noodles, were very popular among the staff while we were making Made in Abyss.
Interviewer: If you lived in the world of Made in Abyss, in the town of Orth, do you think you would be a Cave Raider yourself? If so, how deep into the Abyss would you be willing to go?
Kojima: I think one of the great things about being a creator is that you can portray scenes and things that you normally couldn't do in real life. I haven't really gone there and thought about what I would do in that kind of situation, but to be honest... I would probably be happiest just staying in Orth.
Penkin: I'm originally from Australia, and the first layer—the first level—has a lot of greenery, sunlight, and spiders. It's pretty close to what I'm used to. I think as long as we have a decent setup, and kind of just relax and occasionally run into a [spider]... well, not that I actively look for spiders, but I'm used to them. So I would just chill out at the first layer.
Kojima: Actually, now that I think about it... I'm afraid of heights, so I probably wouldn't be good in Orth either! (Laughs)
Interviewer: In Made in Abyss, there are many moments of high dramatic tension that elicit very strong emotional responses from the viewer. Is there a methodology for evoking such emotional responses? Or, to put it more simply, what's the easiest way to make the viewer cry?
Kojima: So it's not that we're trying to make the viewers cry, it's more that we want to make sure the viewers understand 120% of what we're trying to say. There are various techniques that we use to do that. For example, in the way that we edit together the different scenes, and the musical choices that we make—where we choose to place the music and what parts of the music we try to emphasize.
Penkin: I'll expand on that a little bit. Made in Abyss, in my opinion, has a lot of juxtapositions. And I've always been very interested in the matching of music that traditionally would not go with a scene that... well, for example, there's this game called Shadow of the Colossus. The final battle, which should be the biggest, most high-tension battle of the game, uses a very slow piece of music. Applying that idea of basically matching music to a scene where the music is not inappropriate, but goes against your expectations of tempo, for example, is one that I find quite interesting. So in the... apologies, I'm going to spoil episode 13 a little bit, but there's a scene where Mitty and Nanachi are in an elevator. Originally, I had thought of suggesting music that was quite aggressive, distorted, and fucked up in nature for that scene—a track called "Crucifixion." Instead, they ended up using a track called "Forest of the Abyss," which is incredibly ambient and just features a solo cello, against what is inherently quite a violent scene. That sort of juxtaposition I find quite interesting, and I thought it was infinitely more effective than just being like "this is scary, let's do scary music." It kind of gave it a bit of depth.
Interviewer: Were you, at any point in production, brought to tears by the story of Made in Abyss?
Kojima: Not during production. I saw the show so much as it was being put together—all 13 episodes as they were coming together with the imagery, the rough cuts, dubbing, and the music—that I really didn't have time to cry. My head was in a different place at that time, a creative one, while I was working on those episodes, and there wasn't really room for an emotional response. However, when everything was complete and I saw the final edit of the video... That's when I did cry a little, but only just a little. (Laughs)
Penkin: There are these great online reaction compilations, of episode ten, episode 13—people go on there and videotape their responses, and that's like their channel. Some of these people did not handle those two episodes very well, and I have to admit... I kind of smiled. (Laughs) Yeah, I might be taking a slightly more cynical approach to this, but, you know. It's in a very, schadenfreude-esque kind of way, quite gratifying to see that someone's being... what would be the word... "aggressively" affected by work that you're involved in. It's like, "I did it!"
Iijima: I also saw the series so many times that I felt like I didn't really have the time to cry. However, there is this scene in episode 13, where Nanachi looks back. In it, the animation and Nanachi's expressions... It's so effective, like a person is really there, acting. I really felt like I was going to cry after watching that scene.
INTERVIEW WITH AKIHITO TSUKUSHI (AUTHOR OF THE ORIGINAL MANGA) AND MASAYUKI KOJIMA (DIRECTOR OF THE TV SERIES)
https://web.archive.org/web/20201219003803/https://animation-week.com/made_in_abyss_interview/
Hideki Nagaishi (HN): Where did the initial idea of the story of Made in Abyss come from? How did you develop the universe of the Abyss?
Akihito Tsukushi: I really love orthodox fantasy video games, like diving into dungeons and battling with swords and magic. I had worked for a game company for ten years, so I had been having a strong passion for writing a realistic orthodox fantasy story like Made in Abyss.
I am getting chances to come up with ideas for the story and universe from various things. For example, when I read a manga series titled Silver Spoon, which Hiromu Arakawa (she is best known for Fullmetal Alchemist) is writing, and got an inspiration for the structure of the story. It is a story of a student of an agricultural high school, and there are many things I didn't know even though it is a story about the real world that I know. For instance, there is an expression: "When I rode on horseback, I felt that I was integrating with the earth, and I got the strange feeling of my entire body itself becoming taller."
I felt, when I read this expression, that this sounds like a fantasy story to me, and thought that I can write a fantasy story if I use this style of storytelling. I mean that a story has many different meanings behind it, so that when I create one thing for the universe of the Abyss, I would gather the threads of its story by considering the reason why it exists there now. That is how I have written the story.
In terms of the design of the universe of the Abyss, I got an idea of how I would build it when I saw a big tree, which was exhibited at the National Museum of Nature and Science in Ueno (It is an area in Tokyo, Japan where there are many National museums). In the description of the tree, there was one sentence saying, “Tens of thousands of creatures are living inside this tree". I thought that such a huge number of creatures are living in the micro-world, so that I could create an interesting new world, not by expanding the world by designing materials of it one after another, but by stretching the understanding of the one vertical cave, the Abyss, like the tree and designing it in detail.
Masayuki Kojima: In that way, all kinds of unknown realms (for us) of a story can be fantasy for us, right? Regardless of what kind of story it is, even if it is a story of an agricultural high school or a story of a parallel world, if audiences do not know the universe of the story, it could equally be a fantasy for them.
Akihito Tsukushi: Yes. If I can make audiences think "Hmmm, I see" about something in our real world through the story I wrote, I think that it would be a good quality fantasy story for them. So, what I would like to write is a persuasive story, which enables the audience to think like that, if the information in the story is a fabricated fact, which doesn't exist in our real world.
HN: I would like to ask both of you. Could you please let us know your first impression when you heard about the TV series project for the first time?
Akihito Tsukushi: If I remember right, it was around April 2015 and I was writing the story for the fourth volume of my original manga, when I heard about the project of the TV animation version of Made in Abyss. To be honest, I thought that it would be a 5-minute short animation series when I heard of it the first time, but it turned out that in the project, each episode is 30 minutes long. Then I thought, "Insane! Are you serious?", because if it will be a 30 minute TV series, it means that this scene and that scene from my original story will be animated*1, so I thought it was probably difficult to get the project off the ground. Hence, I was really surprised when the project was greenlit.
*1: Characters in the original manga of Made in Abyss have several very hard and tough experiences, which are really demanding mentally and physically. It means that these scenes in the original comic could be too shocking and difficult to animate for a general TV series to broadcast.
If the animation project were decided officially, I need to get my pace of writing and drawing up for publishing a few new volumes to stock enough story to make a 13-episode animation series before starting production of animation. So, one more thing I thought when I heard about the TV series project was that I started to worry about that, thinking "Oh, my god! What am I going to do?" (laughs).
Masayuki Kojima: In my case, Muneki Ogasawara, a producer of a company named Kinema Citrus, which I belong to, gave the first volume of the comic to me saying, "This is the next project we are thinking of adapting. How about directing this?" And actually, I thought, "This story will be absolutely interesting. I want to do it!" Soon after, when I just saw the cover illustration and the first page of the manga, which is a color illustration printed on the facing page (Comics in Japan are generally in black and white), I replied to him: "Yah, I will think of that", at that time (laughs). Anyway, the illustration has a persuasive universe, so I could imagine how it would be if we animate this manga story and move them. Then, when I started to read it, the story was more interesting than I had imagined.
Akihito Tsukushi: Now, the director said that he wondered how it would be if he animated it. I was completely fascinated when his words became reality and appeared in front of me as a storyboard, which he drew. It was so great. And I also thought that it was insane to animate this storyboard as a TV animation series (laughs).
Masayuki Kojima: At that time, I said to the animators at Kinema Citrus, "This original story is amazing. We definitely want to animate this one, don't we?" And some of them agreed with me, but some said, "It would be really hard work" (laughs)
HN: What is your first impression after seeing the completed animation of the first episode, Mr. Tsukushi?
Akihito Tsukushi: I was amazed with the quality of the visuals, which easily exceeded my expectations from the storyboards drawn by the director, after seeing the first episode for the first time. All drawings are beautiful, and even the farm animal, which I designed after being asked, was drawn in detail accurately and moving. In addition to the high quality of the background music composed by Kevin Penkin, the sound effects are all so wonderful, so I was touched, I had never seen such great visuals! Actually, the director told me at the first meeting, "We will draw everything written in the comic", and I knew that it was real after seeing the first episode.
HN: How did you get involved in the animation, Mr. Tsukushi?
Akihito Tsukushi: I prepared references and illustrations, which could be a base to design various new things for the animation series that were not originally drawn in my original manga. The way I worked was more of answering questions and requests made by the production team. For example, we discussed what kind of fuel that people use in Orth. I gave the idea of people using affluent trees as fuel. Then I got feedback from them: "It seems like more than a thousand people live in the town, so they would probably run out of trees in a few years. It would be difficult to live sustainably if trees are a main source of fuel". Then we talked about a new alternative idea: "How about relics of the Abyss that are located at pivotal points of the town to generate energy, and people use the energy for their daily lives?" We all agreed and decided to use that idea, as there is not going to be fire if they are using the relics. Another example is that Takeshi Takakura (He designed various props for the animation series) invented a new method of horizontal locomotion by using Reg's stretchable arms, because if Riko moves upwards within the Abyss, she would get affected by "the Curse of the Abyss". We call that method of locomotion "Reg's ropeway". It is actually drawn in episode 5.
Masayuki Kojima: There are creatures in the animation, which were not described in the original manga. Tsukushi newly designed all of them. I think that the animation production team came up with tons of questions, because the universe of Mr. Tsukushi's original manga is well grounded. And the reason why we could add new settings for the animation series in the way Mr. Tsukushi answers our questions and requests was due to a solid foundation of the original universe of his manga that can accept these new things.
Akihito Tsukushi: They checked the setting of my original manga's universe very much in detail, such as what thread profile is used in Orth, to design the "art setting". I think that is the reason why the animation visuals are persuasive and the animation series has more realism. Actually, even the texture of plaster of each building is drawn in the background art.
Masayuki Kojima: How amazing of Mr. Tsukushi, that he can answer those kinds of questions instantly. So, realized that he thought through and designed the universe of the story, even if those elements never made an appearance in the original manga. I was really impressed with that.
Akihito Tsukushi: It is probably because I have intended to have the cause-and-effect of the things in the story worked out as much as possible when I write the story.
HN: Mr. Tsukushi, you are still writing stories for your original manga. I mean, the original manga story is still ongoing, it has not met its ending yet. How did you deal with the relevance of the storyline between the story of the manga and the animation series? Did the story of the manga receive any influences from the animated series?
Akihito Tsukushi: In terms of the link between the story of the original manga and the animation, when I read the plot of the animation series, which had a good storyline to the last episode, I found some small problems of consistency with the storyboards for my original manga, which I had finished writing at that time. Those inconsistencies may be just small things, such as whether Riko sends a message via a mail balloon up to Orth from the depths of the Abyss, and whether to show the situation of Orth for a little when the message arrives at the last 13th episode. Actually, these scenes are not written in my original story yet. But I really liked the idea of the scenes in the plot of the animation, so that I thought, “Let's show these scenes first in the animation in advance of the original manga." And then I rewrote the storyboards for the original manga to make it have no contradiction with the story of the last episode of the animation series.
Regarding influences from the animation to the original comics, it's a lot. The designs of the characters by Kazuchika Kise are really great and I'm reflecting what I felt and learned going from his visuals to my drawings. Background art in my comics also received many influences from the beautiful animation background art, such as the finely drawn sceneries of Orth.
HN: Could you please let us know what you got hung up on, in terms of the music?
Masayuki Kojima: Speaking of the music in this animation series, first of all, one of the characteristics of this animation series is the music composed by Kevin Penkin. Actually, it was not easy to use his music in the animation series, because he composes by taking a different approach from the general Japanese animation music. But when it fits with a scene, it becomes very stylish.
Akihito Tsukushi: It matches well with the visuals of my stubby characters.
Masayuki Kojima: Yes, it is strangely opposite. Kevin is an Australian composer and Ogasawara-San, a producer of Kinema Citrus, introduced him to me. And I told Kevin that I would not like to make this animation associated with a particular ethnic, but have it be a stateless work.
Akihito Tsukushi: I feel the atmosphere of the music is stateless for sure. At first, I thought that it would become like Celtic music.
Masayuki Kojima: I asked him to please read the original manga first, and compose the music based on his imagination when he finished reading them. Then, he composed a few musical pieces, and the music we used for the opening song in the first episode was among them. The opening song for the first episode is different from the other 12 episodes' opening song. Actually, Kevin prepared a different one for the opening scene of the first episode, but I liked a different number, which was in the first demo tape and suggested to him that I want to use this number. Then, he arranged the number to match my storyboard for the opening scene: "After the opening title appears on the screen, the sceneries of Riko and Nat's backward journey from the Abyss to the town of Orth are projected onto a screen one after another with a camera angle, which keeps looking across the characters. Next to a few different sceneries of the town, a panoramic view of the town by telephoto lens spreads across". The number had only a chorus, but Kevin made it as a vocal song. It was good that we could prepare music, which fit my direction of the production, because Kevin is a very collaborative person.
HN: To animate the spectacular fantasy world, Abyss, what kinds of things did you focus on? What sorts of difficulties did you face?
Masayuki Kojima: My starting point was my strong passion in expressing the fantastic universe of the original comic series in animation. So, how to transform the comic to animation, which is a different medium, was the most important task for me as the director. For that, what matters was sharing the final visuals among the production staff through detailed storyboards, which I refined as much as possible with a lot of time and care. It was exactly how I could make the best use of my expertise and know-how, which I accumulated in my long career, so I drew storyboards of nine episodes among the total of thirteen episodes carefully. It was really lucky that the schedule of this project had enough time to do that.
Another one is background art. The artistic director of this animation series is Osamu Masuyama, who worked for Studio Ghibli. Actually, his first image boards were already fantastic and enormously beautiful. And despite the tight production schedule due to it being a TV series, Mr. Masuyama maintained the quality of the background art at a very high level throughout the series. Beautiful background art is one of the highlights of this animation.
2017-08-20
https://www.comitia.co.jp/history/121_creators.html
Modern expressionists (creators) who are active in this wide world of today. This is a series of interviews looking to know how these authors achieved their current individual quirks. For the first one, we have Tsukushi Akihito, now renowned for this summer’s anime adaptation of Made in Abyss, We asked him about his time in a videogame company, the process of going from his first dōjinshi to being serialized in a web magazine, and also about his outlook on what’s coming next.
(Interview by: Nakayama Kenshi and Nakamura Kimihiko – Tears Magazine vol.121/2017.8.20 reprint)
Author Tsukushi Akihito’s Origin
First I wish to explore your roots. Please tell us your favorite works and authors, and pastimes.
My pastime is videogames. My most crucial electronic experience was Wizardry Gaiden for the GameBoy, which is what got me interested in dark fantasy on the spot. In middle school, I saw the roundish style of the one who drew the notes in the rulebook of the TRPG version of Wizardry, Kaneko Shinya (illustrator and mangaka), and thought “This is nice!”, which stayed with me to this day.
Your drawings, Tsukushi-sensei, are impressive in that they depict a deep and finely detailed fantasy.
I love fantasies that have a sense of loneliness and in my school years, the series “Iblard Natural History” by Inoue Naohisa was one of my favorites. It has a wonderful atmosphere but the characters feel isolated inside its vast world, it feels like I’m looking at the scenery from there myself. And there’s also this polish illustrator Zdzisław Beksiński, his illustrations give you the smell of death and ruin but it also has beauty in its calmness and vastness, which gives it an exciting sense of presence. The most astonishing one was the American illustrator Norman Rockwell. He uses the motif of good-old America, making the story in the illustrations easy to understand. When I saw his pictures I thought I also wanted to draw pictures that capture the instant the characters shine the most.
How did you study illustration?
I wanted to become an illustrator and I attended the Illustration course at the Tokyo Design Academy. When I took Konami’s entrance exam I ignored the subjects assigned and instead I committed to finishing the picture I’d made for my thesis project called “Treasures of the Gentleman” and I got accepted. This picture is still displayed on my website.
From his time as a company employee to beginning his work in dōjin
Please tell us about what kind of work did you do or what your objective was when entering Konami
At the time my objective was to make a game, book or anime with my own illustrations. For a while my work was working on motion graphics. There was a time I rotted away doing work unrelated to illustration but I was allowed to work for the first time as game illustrator for “Elebits”. My schedule then was horrible, I stayed for the night at Roppongi hills where the company was located. Only then was I part of the “clan of the hills”* (Laugh). I also participated in the draft designs for the characters in the anime “Fairy Musketeers” in the year 2005. And then again in motion graphics. During that time, I entered Comitia for the first time as a peddler for a friend’s circle and I got interested in the craft of dōjin. I’d be in despair usually, so until my thirties I began thinking of leaving the company.
T/N: “Clan of the hills”(ヒルズ族) is just a term used for people who worked at Roppongi hills mostly used during the 90’s.
Did you have some vision for your future when you resigned?
Absolutely not (Laugh). But, with too much time in my hands I thought of creating dōjinshi. I’ve always had an interest in manga so I thought maybe something fun could happen if I finished one through to the end at least once. I debuted as a circle at Comiket but I got to know that at Comitia you can enjoy interacting with different people calmly, so I happened to enter an event and experience another kind of enjoyment there.
From “From Star Strings” to Made in Abyss
How did your first dōjinshi “From Star Strings” come about?
At first I intended on drawing a story about boys and girls riding on different kinds of robots. One of those girls likes to write stories and among her thinking there was one about “climbing a thread to the stars”, so I made that into a manga. It took me about a year and a half to complete but it gave me an incredible amount of confidence. After that I got approached by someone from Takeshobō saying that they had plans of starting a new web magazine with an invitation for serializing, so I made myself accept. At the time I thought that perhaps the future wouldn’t look grim even if it ended up flopping (Laugh).
So “From Star Strings” became your opportunity for serializing?
A coworker from Konami had some connection with someone from the first generation of editors of Takeshobō and apparently he recommended me to him. If I hadn’t gotten the chance of making a game at Konami it’s possible I wouldn’t be drawing manga today.
And how did Made in Abyss come about?
Made in Abyss was actually an idea I had of making a dōjin like a pop-up book. I like stories where you explore a dungeon like in “Wizardry” which is why I wanted to draw in detail the world of a “giant pit” called the Abyss. Just simply descending down a vertical hole seems plain but after making you think that the rest of the world was all the same you get presented with this interesting place that doesn’t exist anywhere else, with monsters that appear in fantastic environments and the main character being in real danger of dying… Except, me and my editor were both entirely new to making manga so it didn’t go quite as planned, and just as the second volume was coming out when my editor was changed, the talk of finishing it came up. However, just before that I borrowed a book from a friend about how to create characters called “The Art of Captivating People” by Kazuo Koike. So I started thinking “wouldn’t it become more interesting if I mainly depicted the people who live in the Abyss?” and came to think more closely about how to construct their character and background. What came out of that were Ozen and Marulk who appear at the end of the second volume, and Nanachi who appears in the third volume. Especially after Nanachi appeared, suddenly Made in Abyss started getting popular.
What was that response like?
The reactions on the web increased. Made in Abyss is a story about once-in-a-lifetime encounters and farewells to be cherished and Nanachi’s episode was meant to be that way, but because of Nanachi’s popularity I hurriedly made them one of the regulars. What’s funny is that Nanachi started improving things on their own. Additionally, they even became more popular than the main characters (Laugh). It didn’t fit the plot as much but it’s interesting how the story changed as the characters interacted with each other, which is why I wish to continue on portraying the drama that comes from the mix of characters and action.
What kind of back-and-forth do you have with your current editor?
Despite knowing everything about Made in Abyss, the editor will also take the perspective of readers who would be reading for the first time. So basically if the editor doesn’t get it then the reader won’t either. I’m grateful for the sense of balance given by those types of indications. And also for example, in the fourth volume of Made in Abyss there’s that bit about the flower field, for the finishing development of that I took the editor’s advice, like the tiny bugs coming out. “It’s interesting that the flower field that was so important to Riko’s mother comes up in flames” is what came up.
What a great reaction, so serious.
Must be the greed for what’s interesting! When I was making that part of the story, I used an article I saw online for reference that was called “22 rules Pixar uses when creating their stories.” Among them there was one that said something like “If you’re having trouble with the story, make a list about what absolutely will not happen. Among that list is your hint.” And one of them was “stirring the fanbase”*. As I came up with the list, there were parts that I thought were unpleasant but if I tried something wild, as the characters act and head towards a resolution then it’s also possible for interesting things to come out of that. Also, among those rules, the one that impressed me was the one that said “the audience wants to see the process and not the success of the character,” like “Success is absolutely a must, if you depict how that success is achieved then it’ll turn into a spectacle.” I thought that indeed made sense.
The pickiness of Made in Abyss
What are you picky about when it comes to drawing Made in Abyss
It is the depiction of the exciting feeling of adventure while still being “the daily life in the middle of a pit.” At first, everyone has that anticipation and exaltation for the adventure but in reality they must step into a very impregnable place, lay waste and risk it all- That catharsis is what’s interesting.
Certainly, Riko and the others often find themselves in danger along the way.
I think it makes it more exciting if a character doesn’t heal as easily when they get injured. If that wasn’t the case it would feel like any children could travel down the Abyss easily. I want Made in Abyss to feel like a successful case that by chance is going smoothly. Because of that I try to portray Riko and company as nothing that resembles heroes, as much as possible.
How do you come up with the meal scenes?
I go to a shop where they sell food that’s close to what I imagine, and I use as reference the recordings and notes of my own expressions when eating. For that scene when they’re preparing that strange animal from volume 4, I used my own experience from when I prepared a raw squid in my kitchen, I was impressed like “wow, amazing, its innards are silvery.” If I’m able to experience it then I myself can be sure that it’ll be interesting, because with fantasy it’s possible to make it more convincing.
So were the adventure scenes actually backed up with references?
About this, I used movies and books that are based on real life experiences of explorers and mountain climbers as reference. Their experiences under extreme situations have realism or surprising discoveries. I myself did a 100m bungee jump at the great Ryūjin suspension bridge in Ibaraki prefecture last year. Just before, there’s a scene where Riko’s team falls down, right? So I definitely wanted to experience that. In actuality, as you jump down, just for an instant, you are fully released from gravity and I came to understand that you can become completely free. You can definitely grow accustomed to that feeling and I’m sure Riko and the others can also feel that.
Author Tsukushi Akihito’s present and what’s to come
I’ll turn to ask you about the anime of Made in Abyss
It was arranged at the end of the year before last. Apparently, the anime’s producer had read 3 volumes and recommended it to his superiors. When I heard it I thought “are you right in the head?” (Laugh), but I only requested the director to fix the part of the first volume and make it more entertaining. I was told by the editor to have 6 volumes published by the time the anime commenced and I really thought I tried my best but at the beginning of this year I quickly understood it’ll be impossible. Which is why I asked Habata Daisuke, who was my high-school senior from the drawing club. He’s an older friend who I know how he is so I’ll barely be able to finish without any problems together with him.
You draw plenty of child characters but, what’s their appeal?
I really like children who are in their stage of secondary sex characteristics. Every human goes through this phase so you can relate to your own period, and because of how everything changes suddenly in only an instant, very particular feelings of that time period emerge. Even for sakura blossoms, they’re the best when it’s time for them to come falling but what’s also really good is the situation in which they continue on changing despite nothing going on.
You’ve liked fantasy and drawing since your teens and it feels as though you have obsessed over that all the way to this moment, does it feel like you’ve accomplished your dream?
I still don’t feel a sense of accomplishment. When I accomplish something I do feel happy, but later I suddenly feel worried that “things will turn out really bad” or “whether I would be able to make it next time.” Though, it feels like I would be able to make it next time if I was able to maintain my concentration, passion and an interest in newer things.
Lastly, please can I have a message for all the circles that entered Comitia.
Dōjinshi are about what people like and about the great feeling of leaving the murky stuff unfiltered. I enjoy books that were drawn by people who enjoy drawing to the fullest, so please allow me to read them this time around that I’ve entered myself.
Thank you so very much, we’ll be looking forward to your magnificent work.
Translation provided by VanirExplosion
About Doorbeetle Report
(2017/18 notes)
Something akin to the original concept of Made in Abyss is laid out here. It is just on the level of a draft, so it’s pretty different in a lot of ways.
Please enjoy.
Hello Abyss
A manga that I’m currently writing that is aimed to release next year.
A gigantic hole so deep that its bottom isn't even visible, and a town that was built surrounding its top. That is the stage where the adventures of a boy and girl will be drawn.
The hole is known as “The Abyss." Befitting of this name, a number of people have been engulfed by it. But, even now, there is no end to the people who dive into this massive hole, which hides danger as well as romance.
Of course, there isn’t a single person who has seen the bottom of The Abyss and returned. Aside from “dying from falling in”, in The Abyss there are also many rules that mustn't be disobeyed. Since the flow of time slows down the deeper you delve into this hole, going too far will cause you to end up like Urashima Tarō, with nobody waiting for you... things like that.
Around 7,000 meters is the deepest that people can go and still come back. There is a sudden change in both the flow of time and environment past that point, and returning becomes exceedingly difficult.
It may be the case that someone has seen the bottom of the hole, but it would be hundreds of years before they could come back home.
The one who challenges this abyss is a young twelve-year-old who was raised in an orphanage. She has no chance of survival.
The only key is a robot who came from inside The Abyss. He looks rather scrappy and has lost his memory, but he joins in on her reckless endeavor in order to find out just what exactly he is.
Combining their strengths, the two make their way to the netherworld that none have tread before.
“Hello Abyss”
Please watch over them.
Riko
A girl with a cheery disposition who was raised in an orphanage in The Abyss City. This orphanage takes in children whose parents were swallowed up by it. It also teaches them about Abyssal excavation, as well as other specialized skills… In other words, these children, without exception, bear the fate of delving into The Abyss.
Contrary to her dark fate, Riko is extremely interested in The Abyss, and happily lived her days with the robot that she found while excavating.
It was one such a day. A message came that Riko's mother, who had vanished in The Abyss a decade ago, had been found. And even now, her mother is still inside it. Also, she received a mysterious letter.
Riko's destiny will change massively.
Reg
The other protagonist, an amnesiac robot. He was rescued by Riko after having fainted inside The Abyss and has been kept by her ever since.
Bearing great strength, he spends his days assisting Riko in her work while also trying to avoid attention. Robots like him are extremely rare. On top of being valuable, the orphanage forbids pets.
Riko claims that there is no doubt that he is an emissary from The Abyss and that by reclaiming his memory, the path to the bottom of The Abyss will be opened.
Just who is he really? What lies at the bottom of The Abyss? Reg is lured by curiosity... and while led around by a master who doesn't really listen to him, he embarks on an adventure with her.
Translation provided by VanirExplosion
Behind the scenes of Made in Abyss
I have drawn and written this with my thoughts behind the characters and setting in mind.
This isn't overly explicit about world building, but parts that are will be in the tankoubon.
The tankoubon, Made in Abyss, already has three volumes released by Takeshobo Bamboo Comics.
(written 2015)
Reg
Reg's design concept is from Tetsujin’s (Tetsujin 28) friendly lines and rustiness as well as Atom's (Astro Boy) unguarded sexiness. There is also a tribal feeling mixed in as well.
As much as I didn't intentionally include it, some Mega Man-style influence subconsciously slipped in as well. (I love Mega Man Legends)
I love the junk-ish slanted helmet. I’m always putting all my heart into drawing Reg as cute as I can, when drawing him.
Riko
Riko's design concept is that of an unrefined girl. Braids, a huge forehead, and glasses. But she is also a blonde. Her cuteness occasionally peeks through her rustic-ness, but I generally avoid drawing her too cutely. But during special occasions, when I feel that it is called for,
I try my best to give her a cute depiction.
Deep down, she is the embodiment of boyish love for adventure.
Jiruo
Leader’s hairstyle was modeled after Fiel’s from The Sword of Etheria.
Welcome to The Abyss (Volume 1 Cover)
A bird's-eye view of The Abyss city, Orth, from the west. This illustration, that I used for the cover of the first volume, is the result of adding background and color to the drawing I had used for that doujin leaflet. The orientation of Reg is backwards, though. That is a really unfortunate mistake.
The leaflet I took to Comitia was pretty hard to make, since Reg is asymmetrical.
An unused rough sketch. A scene of Riko dragging Reg through a window in the orphanage. It includes a panoramic view of Orth and Riko's room with the other kids in it. As a full spread, this layout allows a look of both sides, but i didn't use it in the end, because it seemed weak without both of them together on the front cover. I personally like it. I like drawings that tell a story.)
*(Editor’s note: An illustration which depicts a similar action (from a different perspective) was drawn for the home video release of season 1)
Drawing
How to draw Reg's head/helmet:
How to draw Reg's hands:
A preparation draft of Orth: It has a deep conical shape, a narrow chasm, and the houses are more sparse and scattered.
Leader's hairstyle was modeled after Fiel's from The Sword of Etheria.
Early draft of Riko, back when I was brainstorming her on oekaki chat.
Lyza
Lyza's design in this instance just naturally came to me when I was first starting laying this scene out. Since she is a character who is loved by many and has a reputation for getting into fights with lots of people, I couldn't solidify her image in my mind in the beginning.
By drawing how I felt following Ozen’s thoughts and memories in the second volume, the look for Lyza just flowed right out and came to me very easily and clearly. Since this is from Ozen's perspective, she is practically shining.
Ozen
Ozen's design concept is based on the Minotaur and witches. Around the time I finished volume 1, she was intended to be like a “gigantic, silent grandpa”, but after reading Kazuo Koike-sensei’s book, I felt that “doing something so mundane is no good” and she ended up becoming her current incarnation.
As White Whistles are characters who wouldn't be unheard of ending up as the “final bosses”, I’m careful to have her act boldly, in a grand way, to make sure that she and other White Whistles don't seem cheap.
Marulk
Marulk was initially “just a maid”, but after reading Kazuo Koike-sensei's book, I felt that “doing something so typical like a normal maid wouldn’t do”, and Marulk ended up…
“Small Spoils of Victory” (Volume 2 Cover)
This is a “simple, typical delving cave exploration” that I had always wanted to draw in color. Thinking back on it now, I should have drawn Marulk there with them…
The small creatures using the artifacts as a dwelling here resemble the Hermit Rat in Lyza's notes, but it is actually a far smaller species. I used a relatively shallow part of the first layer as the model for this, so you can get a little peek of the Abyssal city, Orth, in the left upper section.
“The Shores of Drowsiness” (Volume 3 Cover)
The cover for the third volume, which took a lot of time to compose just from a rough draft. I wanted to leave readers especially satisfied with a rich impression after they finished reading. “Look, Mitty, it's a bird.”
Cover Pattern
By the way, the backside covers of all the volumes (right sides) all have a certain aspect in common. I tried not to make it too obvious, but did you notice it?
Nanachi & Precursors
Nanachi hands are way too fluffy, so clapping just fluffs them and there isn't much sound.
The children who served as the base for Nanachi's design:
Mauru: A ten-year-old girl. Brushed her up a lot and changed her into something nanachi-like.
Princess Saika: One of the heroines of my doujinshi, Gears Maiden.
Kinda fixed. The smelly bandages [which were part of the original Nanachi design] interfere with the fluffiness of the arms so they were quickly removed.
Character Chart
Created to be distributed officially. Since I could, I added my impressions of them.
Riko: A twelve-year-old girl. At the age when the tips hurt when touched.
Reg: Robot Boy. A little shorter than Riko. Sensitive here and there, like his belly, despite it being exposed.
Nanachi: A fluffy stuffed doll. Doesn’t bathe often, yet never forgets to groom. Has a scent that you can get hooked on.
Marulk: Ozen’s direct disciple, and solace of the Seeker Camp. His scent gives him away to those with a good sense of smell.
Mitty: A cute, innocent treasure. Feels like a silkworm, to the touch.
Nat: A sad boy who couldn’t chase after the girl that he liked. Has a manly scent.
Shiggy: In charge of being the brains. Since he isn’t the indoor-type, he smells like sunflowers.
Kiyui: Nice and clever orphan. Growing up to be pretty and has a lovely body. Smells of dried saliva.
Jiruo: Nicknamed “Leader”. Lyza’s disciple, kind of stuck-up. Used to be cute, back when he was little.
Belchero: The director of Belchero Orphanage. She loves dishing out punishment. Used to be a delver, but retired after messing up her knees.
Hablog: An old veteran. Leader of a large squad. Specializes in investigation and research of The Abyss’s layout. A fatty who is a capable leader and able to move at great speed.
Laffi: Proprietress of a spice shop, and Hablog’s wife. Reeks of spices, no matter where she goes.
Mio: Caravan ship pharmacist. A master of anti-aging, but her methods are unknown.
Lyza: Riko’s mother. Abandoned her parental rights and is now on her Last Dive.
Torka: Riko’s father. A Black Whistle, despite having a dumb face. Dead.
Ozen: Superstrong granny. Will eat anything, thanks to her high calorie expenditure. Likes delicacies.
Bondrewd: A man of mystery. Also known as “Bondrewd the Novel” and “Lord of Dawn”. Loves experimenting.
Translation provided by VanirExplosion
Nanachi Anatomy
-Fingers are longer than they appear (base is covered in long fur).
-Palms have “low repulsion”, “holding power”, protrude from hands.
-Fur on hands and arms in two layers: short layer of hair and a longer, fluffier layer of hair which spreads out.
-Nails grow directly from the tips of the fingers, unlike human fingernails.
4th Layer of The Abyss, Nanachi's Hideout
History: It is believed this place was used to grow mushrooms, long ago. It appears small for adults, but it is just the right size for Nanachi and Mitty
Back Hallway: Leads to a water source. There are also graves here.
Medicine Room: Made lots of medicines in the hopes of fulfilling the promise to Mitty.
Second Floor: Medicine is stored here.
Mushroom Bed: Mushrooms are grown here
Storage Annex: It hasn't been cleaned, so shed fur collects here.
Kitchen: There is a vent, so it doesn’t get smokey. Nasty-tasting powder.
Underground Storage: Don’t leave anything important there, because it is infested with bugs.
Delving Equipment: Picked up from people who died. There is also a fishing pole
Sleeping Area: Sleeping area for both Nanachi and Mitty. There are lots of books, too.
Mitty's Room: She nibbles on handmade stuffed animals.
Outside Toilet: Lots of grass grows where they pooped.
Bottom of Nanachi’s Hideout: The bottom dips into water. Other creatures tend to avoid this place.
Character Draft Art
“Wouldn't it be boring if I told you everything?” - Ozen
Translation provided by VanirExplosion
Delver Prushka
I didn't like the one on the binding for volume 4, so I drew her again for volume 7.
Riko, Reg, and Nanachi
If they lined up next to each other with their backs straight, Nanachi would be the shortest (ears not included).
Maaa
The main heroine of volume 7.
Made in Abyss creator Akihito Tsukushi recently invited manga YouTuber Otoreko into his home and work space for a detailed video interview. Not only does Tsukushi show off the Mac computer and Wacom tablet that he uses to draw the manga, he also showed off the more unusual paraphernalia in his home like the torso of a young girl that he uses for drawing reference. He said that he collects items like toothbrushes and school bags in order to properly depict a girl living at home.
The main interview videos also delve into Tsukushi's influences and history as a manga creator. He started his career as a game designer and illustrator before pivoting to manga in 2012. He cited Jiro Taniguchi's manga adaptation of The Summit of the Gods and Hayao Miyazaki's The Journey of Shuna as huge influences. Masakazu Ishiguro's And Yet the Town Moves was also formative when it came to Tsukushi's understanding of manga-style paneling. He also cited the non-fiction books Catharsis Plan by Takashi Kisaki and Hito wo Hikitsukeru Gijitsu (Techniques for Attracting People) by Kazuo Koike for influencing his narrative and character writing.
Tsukushi launched the Made in Abyss manga on Takeshobo's Web Comic Gamma website in 2012. The manga is licensed in English by Seven Seas Entertainment. A 13-episode television anime series premiered in 2017, and a sequel film Made in Abyss: Dawn of the Deep Soul film opened in Japan on January 17. The franchise is getting a sequel project.
[a]in the environment of the Absolute Boundary* (something I believe was left out from the translation in the main site)
[b]this is the same word as "insignia" in the original. It may be possible to interpret crest as meaning the insignia of the creatures but I do not know why they didn't go for consistency here