Category Archives: TKN Exclusive

Interview: Mangaka Shiten Akiyama on Creating HORIZON

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In recent years, manga readers have increasingly embraced works that challenge conventional storytelling. One such title is HORIZON, a series that blends philosophical themes, grounded realism, and an unusual narrative tone that shifts between genres.

Created by Shiten Akiyama, HORIZON explores the relationship between fiction and reality while following a protagonist navigating personal history and unresolved emotions. With its distinct pacing, cinematic composition, and thought-provoking ideas, the series has sparked curiosity among readers searching for something outside traditional manga structures.

Front cover of HORIZON (Japanese) | (c) 秋山視点/少年画報社

Although the manga itself remains relatively niche in Japan, HORIZON recently circulated widely on social media following controversy surrounding creator Shiten Akiyama posting an English-translated version of the first chapter online in an effort to reach overseas readers—a move that reportedly drew concern from the series’ Japanese publisher.

In this interview with The Kitsune Network, Akiyama-sensei discusses the origins of HORIZON, the themes that shaped its creation, and how his perspective on storytelling continues to evolve.


Interview With Shiten Akiyama – HORIZON

Shiten Akiyama‘s Twitter profile picture

The Origins of HORIZON

Krystal: To begin, could you tell us what inspired you to create HORIZON?

Shiten Akiyama:
Originally, I planned to draw only short works. However, if I wanted to pursue manga professionally, serialization was essentially the only path forward. I created several proposals and storyboards, but most of them did not work out.

During discussions with my editor, I encountered a barrier—the idea that “a project must be fully understood before it can be approved.” At that point, I decided to stop overthinking and simply create a storyboard for a first chapter. That draft became the early concept for HORIZON. From there, I began developing the series’ concept and setting.


Meaning Behind the Title

Krystal: The title HORIZON suggests ideas like distance and perspective. What meaning does the title hold for you?

Shiten Akiyama:
In the earliest concept, the series was actually titled Because the Earth Is Ending. However, the core theme of the work eventually became “fiction and reality.” I chose the word HORIZON because it represents the boundary between those two worlds.

Interestingly, I discovered the word while working on music production in a DAW. I noticed a plugin called “Horizon” by Waves that I frequently used.

I also designed the logo myself. The base font is “Plaza,” which was used in the logo for director Satoshi Kon’s animated film Perfect Blue. I also like the symmetrical arrangement of the “O” letters centered around the “I.”


The Reader Experience

Krystal: When you began drawing the series, what kind of experience or emotions did you want readers to feel?

Shiten Akiyama:
My goal was to create the feeling that the genre changes with each volume. Chapters 1 through 6 were intentionally written with the tone of a light romantic comedy. The reason for that is to betray the reader’s expectations in Chapter 7.

Another core theme is the relationship between fiction and reality—something I constantly think about. Ultimately, this leads to a paradoxical message to the reader: “Don’t read manga.”

Even the discomfort someone might feel from reading a manga can be part of what makes manga interesting.


Character Inspiration

Krystal: Were the characters in HORIZON inspired by real people or society, or do they reflect parts of yourself?

Shiten Akiyama:
Each character has a real-life model among people close to me. I sometimes ask them about subtle nuances in dialogue, their thought processes, or their values.

However, because I am the one drawing them, my own personality inevitably enters every character. Sometimes that even feels a little unsettling.


Creating the Series’ Atmosphere

Krystal: HORIZON has a distinctive atmosphere from the very beginning. How did you approach building that tone visually and narratively?

Shiten Akiyama:
For me, realism is always the most important factor, so I never intentionally tried to create something unusual.

However, readers often comment on the dialogue. Since much of the story is conversation-driven without action scenes, I try to make those exchanges engaging enough to carry the scene.

Even within those dialogue-heavy moments, I spend a lot of time thinking about camera angles and panel layout. My approach is heavily influenced by the directing style of Akio Jissoji, known for his work on Ultraman.


Silence, Pacing, and Visual Rhythm

Krystal: The series also uses silence and panel spacing in striking ways. What role do these elements play in the storytelling?

Shiten Akiyama:
I personally dislike overly “manga-like” techniques, so I always imagine a live-action camera when composing scenes.

I try to avoid elaborate paneling and instead focus on the rhythm of time as experienced by the reader. This includes background-only panels and carefully adjusting the amount of dialogue within a panel.

These decisions help the story feel less like an exaggerated fictional world and more like the lives of people who might exist nearby in reality.


Artistic Influences

Krystal: Were there particular artists or works that influenced the tone of HORIZON?

Shiten Akiyama:
The foundation of my manga comes from the works of Inio Asano. However, although I’ve been influenced by many manga, I rarely incorporate those influences directly.

Most of my inspiration comes from films and novels.

For HORIZON, I often thought about Night on the Galactic Railroad by Kenji Miyazawa and 2001: A Space Odyssey by Arthur C. Clarke.

Toward the later chapters of the story, The Consumer Society by Jean Baudrillard also served as an important conceptual influence.


Introducing HORIZON to New Readers

Krystal: How would you describe HORIZON to readers discovering it for the first time?

Shiten Akiyama:
I often see readers struggling to describe the series, and honestly, I feel the same way. It is not an easy work to introduce.

In truth, I create manga primarily for myself. As I get older, I find myself disliking more things—even becoming bored with manga that I once loved.

So I created the kind of manga that would still excite someone like me.

If it reaches readers who feel the same way I did in the past, that would make me very happy.


Message to International Readers

Krystal: What would you like to say to international readers discovering your work through HORIZON?

Shiten Akiyama:
Overseas readers often know a great deal about Japanese culture, and communicating with them is always enjoyable.

First of all, I want to sincerely thank readers for their interest in Japanese culture.

The freedom and diversity of manga culture are supported not only by creators but also by the diversity of readers. Because I am not a mainstream author, reaching international readers and communicating with them can positively influence my creative work.

Thank you very much for reading HORIZON. I will continue doing my best so that one day readers can confidently call it a masterpiece.


(c) 秋山視点/少年画報社

HORIZON is currently published in Japan by Shōnen Gahōsha, and an official English-language release has not yet been announced. Readers interested in experiencing the series and supporting creator Shiten Akiyama can find the manga available through retailers such as Amazon(JP account required) and Kinokuniya Books (US).

To celebrate our interview with Shiten Akiyama, The Kitsune Network is giving readers a chance to win a copy of HORIZON. This giveaway is independently organized by The Kitsune Network and is not affiliated with, sponsored by, or endorsed by Shiten Akiyama, the manga HORIZON, or its publisher Shōnen Gahōsha. Go to the NEXT PAGE and enter for your chance to win and experience the thought-provoking series for yourself.

Inside Anime’s Love Stories: Hana-Kimi, Hell’s Paradise & You and I Are Polar Opposites

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Love in anime is rarely simple. It can be comedic and chaotic, quiet and uncertain, or fierce enough to survive death itself. Across genres, from romantic school corridors to blood-soaked islands, love remains one of the medium’s most powerful emotional anchors.

In recent interviews I had the opportunity to sit down with the voices behind Hana-Kimi, Hell’s Paradise, and You and I Are Polar Opposites, where we spoke about how love — in all its forms — shapes their characters and connects so deeply with audiences.


Young Love and Self-Discovery in Hana-Kimi

For the cast of Hana-KimiKatelyn Barr, Wyatt Baker and Dallas Reid — love is inseparable from identity.

While the series thrives on humor and high-energy moments, the actors emphasized that its emotional weight comes from vulnerability. Beneath disguises, misunderstandings and comedic tension lies a familiar longing: the desire to be accepted for who you truly are.

The cast described building authentic chemistry as essential to portraying first love — that nervous uncertainty, the quiet glances and the emotional risks that define adolescence. In Hana-Kimi, romance is not just about attraction; it is about courage.


Devotion in the Dark: Hell’s Paradise

Love takes a far more dangerous shape in Hell’s Paradise, where Alejandro Sabb voices Gabimaru, an assassin driven by one unwavering motivation: returning to his wife.

Though surrounded by violence and survival trials, Sabb explained that Gabimaru’s emotional core is devotion. Every battle, every moment of restraint, stems from a longing to reunite with the one person who gave his life meaning.

Portraying that restrained affection required subtlety. Sabb spoke about finding softness beneath stoicism — allowing glimpses of vulnerability to surface in a character known as “The Hollow.” In this story, love is redemption. It is hope in the face of death.


Opposites, Attraction and Understanding

In You and I Are Polar Opposites, romance unfolds through small, intimate shifts. Celeste Perez and Brandon Acosta explored how two contrasting personalities learn not just to like one another, but to truly understand each other.

Here, love is not dramatic — it is patient. It is learning to listen. It is recognizing that differences are not barriers, but bridges.


Love Beyond Genre

Though separated by tone — romantic comedy, dark fantasy and introspective romance — all three series center on connection.

Whether it is the thrill of first love, the steadfast devotion that defies death, or the quiet work of understanding another person, these stories remind viewers why romance remains one of anime’s most enduring themes.

For the actors behind these roles, the responsibility goes beyond performance. It is about honoring the emotional truth of love in all its forms.

Valentine’s Day often invites reflection on romance, these anime series reveal something universal: love, whether loud or quiet, comedic or tragic, remains the heartbeat of storytelling.

Now Streaming on Crunchyroll

Fans looking to experience these heartfelt stories can watch Hana-Kimi, Hell’s Paradise and You and I Are Polar Opposites now streaming on Crunchyroll.

Each series offers a distinct perspective on love — from youthful romance to unwavering devotion — making them fitting additions to any Valentine’s watchlist.


Special Thanks

We would like to extend our gratitude to Crunchyroll for the opportunity to conduct these interviews and create this feature highlighting the emotional depth behind these performances.

As anime continues to connect audiences worldwide, collaborations like these help bring fans closer to the voices shaping the stories they love.

For more content Subscribe to The Kitsune Network!

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Hypnosis Mic Breaks New Ground With Interactive Division Rap Battle Movie

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The multimedia franchise HYPNOSISMIC -Division Rap Battle- is expanding the boundaries of anime exhibition with the release of Hypnosis Mic: Division Rap Battle Interactive Movie, a feature-length production that allows audiences to determine the outcome of its central rap battles in real time.

Launched in 2017 by King Records as a character-driven rap music project, Hypnosis Mic evolved into a cross-platform property spanning CDs, manga, stage adaptations and the television anime Hypnosis Mic: Division Rap Battle: Rhyme Anima. Set in a dystopian future where traditional weapons are banned, territorial disputes are resolved through lyrical combat using “Hypnosis Mics,” devices that amplify the psychological force of rap.

© King Record Co., Ltd. All rights reserved.

Within the narrative, divisions representing Tokyo districts compete under the authority of the Party of Words, a female-led governing body. Each team blends distinct musical styles with character-driven storylines centered on identity, rivalry and personal history. Prominent divisions include Buster Bros!!! (Ikebukuro), MAD TRIGGER CREW (Yokohama), Fling Posse (Shibuya) and Matenro (Shinjuku).

© King Record Co., Ltd. All rights reserved.

The interactive film marks the franchise’s most experimental installment to date. Rather than presenting a fixed narrative, the production integrates live audience voting at key battle moments. Viewers cast ballots via the CtrlMovie mobile application, and the story branches according to the majority decision in the theater.

HYPNOSISMIC -Division Rap Battle- Interactive Movie ©HYPNOSISMIC -Division Rap Battle- Movie © King Record Co., Ltd. All rights reserved.

According to production information from Polygon Pictures and Kino Industries, the film contains five voting sequences per screening, resulting in 48 possible narrative paths and seven distinct endings. U.S. listings indicate a runtime of 106 minutes.

The model builds upon Hypnosis Mic’s history of fan participation. Previous real-world Division Rap Battle tournaments have incorporated voting systems tied to CD sales and digital campaigns. By embedding collective decision-making directly into the cinematic structure, the interactive movie formalizes that participatory ethos on the big screen.

Industry observers note that the film arrives as studios explore new theatrical incentives amid the dominance of streaming platforms. By combining concert-style performance energy with branching narrative design, Hypnosis Mic: Division Rap Battle Interactive Movie blurs the distinction between spectator and participant.

Voting Guide

Our Interactive Cinema Experience

We had an opportunity to attend a screening of Hypnosis Mic: Division Rap Battle this week at Regal L.A. LIVE in downtown Los Angeles. Our familiarity with the HYPNOSISMIC -Division Rap Battle- franchise was limited however, knowing the film was designed as an interactive experience heightened our anticipation and curiosity about how the format would function in practice.

Regal L.A. LIVE in downtown Los Angeles

The screening opened with a QR code on the theater screen that prompted viewers to download the CtrlMovie app, which is used for real-time voting. After that brief setup, the film introduced each character and division, giving newcomers a clear overview of the competing teams. The opening sequence ended with a performance of “Hypnosis Mic -Division Battle Anthem-” by Division All Stars, setting the tone for the Final Division Rap Battle at the center of the story.

One standout element was the English-language master of ceremonies. The MC’s delivery felt energetic and authentic, adding credibility to the competitive atmosphere and reinforcing the film’s live-concert feel.

Audience participation takes place after each battle. Viewers do not decide who goes first, but once a rap showdown ends, they have about 15 seconds to vote in the app for the division they believe performed best. Each vote determines which story branch plays next. There are five total voting rounds, all leading toward a climactic final battle involving the all-female unit KOTONOHATOH.

At our screening, the audience appeared to choose what could be considered the “canonical” ending—though in a franchise built on audience choice, that idea remains flexible. Even with limited prior knowledge of the series, the experience was easy to follow and highly engaging.

The screening ended on an enthusiastic note. The immersive format and high-energy performances left us eager to revisit the film during its official run beginning Feb. 27—this time with a light stick in hand.

Achievements and Digital Collectibles

The interactive experience extends beyond the theater. The CtrlMovie app includes optional account-based tracking. Viewers who create accounts can log their voting history, unlock achievements and collect digital items tied to viewing milestones. Without an account, vote data and ending results are not saved.

This gamified retention design encourages repeat attendance and alternate route exploration, strengthening the film’s replay value and aligning with the franchise’s competitive roots.

HYPNOSISMIC -Division Rap Battle- Movie © King Record Co., Ltd. All rights reserved.

A Franchise Built on the Power of Words

At its core, HYPNOSISMIC -Division Rap Battle- centers on the concept that language itself is a weapon. Lyrics serve as strategy, persuasion is power and self-expression determines victory. The interactive format amplifies that philosophy by granting audiences tangible influence over the narrative outcome.

While the full scope of participatory screenings has primarily launched in Japan, international interest continues to grow following the global reach of Rhyme Anima. If similar interactive infrastructure expands overseas, the project could signal a broader shift in how anime films are structured and experienced.

Trailer

For ticket information and participating theaters, readers can visit GKIDS’ official listing page.

Special Thanks

We would like to extend our sincere thanks to GKids for the screening opportunity and create this feature highlighting this unique, anime film experience. As anime continues to connect audiences worldwide, collaborations like these help bring fans closer to the voices shaping the stories they love.

For more content Subscribe to The Kitsune Network!

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Every Manga in Every Language: How Orange Inc. Is Expanding Global Manga Access With emaqi

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For decades, manga fans outside Japan have faced a persistent problem: the vast majority of Japanese manga has never received an official translation. While piracy has attempted to fill that gap, it has often done so at the expense of creators and publishers. Tokyo-founded localization startup Orange Inc. believes there is a sustainable alternative—one that combines respect for manga culture with carefully applied technology.

Founded in 2021 by Shoko Ugaki, Orange Inc. was built around a clear mission: “Every manga in every language.” That philosophy is embodied in emaqi, the company’s digital manga platform, which launched in North America with more than 13,000 volumes spanning approximately 1,700 series, including many titles never before officially available in English.

emaqi Homepage

From Fandom to Founding Vision

Orange Inc.’s origins trace back to Ugaki’s lifelong relationship with manga. A self-described otaku, Ugaki grew up surrounded by manga—more than 15,000 volumes in his family home—and continues to read extensively. While anime and games were part of that upbringing, manga remained the core medium that shaped his creative outlook.

A second influence was technology. After joining a mobile game development company in 2013, Ugaki began exploring what he describes as “the technologies that will define the next era.” That search took on new urgency when he discovered just how little of Japan’s manga catalog had been translated.

Industry estimates suggest that only about two percent of Japanese manga titles receive official English releases. According to Orange Inc., many readers turn to piracy not out of preference, but because legal alternatives do not exist.

“Creators pour their lives into their work,” Ugaki said. “If official editions don’t reach readers, manga culture itself is at risk.”

Shoko Ugaki via email

A Human-First Approach to AI Localization

Orange Inc. has drawn attention for its hybrid AI-assisted translation workflow—an approach that Ugaki emphasizes is designed to support, not replace, human professionals.

Each manga chapter moves through an extensive pipeline: preparation and glossary creation, AI base translation, human translation and quality control, AI-assisted retouching, professional typesetting, final review, and publication. At every stage, translators, editors, retouchers, and letterers refine the work to preserve tone, cultural nuance, and authorial intent.

The preparation phase is considered especially critical. Teams analyze character voices, world-building, recurring terminology, and stylistic patterns before translation begins. Shared glossaries and localization guidelines are used to ensure consistency across long-running series.

Orange Inc. also stresses the importance of its multicultural staff, which includes Japanese team members with overseas experience and non-Japanese staff deeply familiar with Japanese language and culture. Multiple rounds of independent quality control are used to reduce bias and catch subtle issues.

AI, Ugaki said, is used strictly for mechanical and repetitive tasks. “It’s about amplification, not replacement,” he noted, adding that human translators remain central to the process.

Manga titles exclusive to emaqi

Addressing Industry Concerns

AI-assisted localization has been met with skepticism across the manga industry, particularly amid concerns about job displacement and ethical use. Ugaki draws a clear distinction between language assistance and AI-generated artwork.

Orange Inc. states that it does not use AI for illustration and that its systems are not trained on copyrighted manga artwork. Its language models are used solely to assist with localization, leaving creative interpretation and final execution to human professionals.

Transparency, Ugaki believes, is essential to maintaining trust. The company has increasingly engaged directly with North American audiences through conventions, interviews, and community outreach. Ugaki relocated to the United States to better understand overseas readership and cultural expectations.

emaqi and a Different Monetization Model

Unlike many digital manga services, emaqi does not rely exclusively on an all-you-can-read subscription model. Instead, it uses a coin-based, pay-per-title system—a choice driven largely by publisher licensing realities.

Many rights holders decline subscription-based distribution, meaning a subscription-only approach would exclude a significant number of titles. The coin model allows emaqi to offer a broader catalog while still supporting creators. A “Wait Until Free” feature also lets readers legally access select chapters over time.

Orange Inc. has indicated that it may explore hybrid models in the future, balancing accessibility, user choice, and creator compensation.

Coin model on emaqi

Creators at the Center

Feedback from creators has been a key measure of success for Orange Inc. At events such as Anime Expo, the company has showcased localized works through trailers and sample displays. Some visiting manga creators have expressed surprise and gratitude at seeing overseas fans engage directly with their work.

Beyond publishing, Orange Inc. has invested in cultural initiatives including its Manga Truck project across the United States, donations to UC Berkeley’s East Asian Library, and sponsorship of museum exhibitions highlighting manga as an art form.

Orange Inc’s Manga Track | Via Instagram

Looking Ahead

While emaqi currently focuses on Japanese-to-English releases, Ugaki said Orange Inc. is actively developing multilingual expansion. The company’s long-term goal is to reduce language barriers and allow readers worldwide to experience manga in their native languages.

“If people around the world can read manga as naturally as they do in Japan,” Ugaki said, “then manga can become part of everyday life everywhere.”

Shoko Ugaki via email

Building Trust Beyond Technology

For readers who remain skeptical about AI’s role in manga translation, Ugaki is clear that technology is not the company’s driving force—manga is.

“While AI translation tends to attract attention, our roots lie in loving manga and wanting to deliver it to the world,” Ugaki said. “AI is simply one means toward that end. Human hands complete the key stages, and our stance of prioritizing narrative fidelity and reader experience remains unchanged.”

Rather than focusing on promoting AI itself, Orange Inc. has concentrated its efforts on expanding access to manga that global audiences have never had the opportunity to read. According to Ugaki, building trust takes time, and actions matter more than explanations.

“We want to help more people discover manga’s appeal,” he said, “and contribute to the expansion of manga culture itself.”

Shoko Ugaki via email

For more content Subscribe to The Kitsune Network!

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The Kitsune Network Announces Exclusive Collaboration with Emerging VTuber Talent, Krystal Vee

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The Kitsune Network is excited to officially announce an exclusive collaboration with independent VTuber talent up-and-coming talent Krystal Vee, marking the beginning of a new chapter of engaging, creator-driven anime and pop-culture content.

This partnership will expand The Kitsune Network’s multimedia presence across YouTube and Twitch, introducing VTuber-hosted vlogs, interview coverage, in-depth product and content reviews, and exclusive interviews with figures from across the anime, gaming, and entertainment industries. Fans can also look forward to live-streamed gaming, community interactions, and future giveaway opportunities as part of this growing collaboration.

About Krystal Vee

Softly debuting in late 2024, Krystal Vee has steadily cultivated a small yet loyal following through a mix of gaming streams, YouTube videos, and casual vlog-style content. Known for their friendly personality and variety-driven approach, Krystal brings a fresh and interactive edge to anime and gaming discussions online.

Vee streams on Twitch and posts additional content on YouTube. Their growing online presence and genuine connection with viewers make them an ideal collaborator for The Kitsune Network’s mission to celebrate anime culture from both the professional and fan perspectives.

As part of this collaboration, Krystal Vee will work exclusively with The Kitsune Network as an independent partner, helping to bring more personality-driven, community-oriented experiences to viewers worldwide.

Follow Krystal Vee

Twitch: krystalvee
YouTube: @Krystal_Vee
Twitter: @Kry_Vee
BluSky: https://bsky.app/profile/krystalvt.blog
Kick: @krystal-vee
IG: @kry_vee

Arist Acky Bright on Originality, Collaboration, and His Global Vision | Exclusive Interview

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Japanese illustrator Acky Bright has become one of the most exciting names in global pop culture, fusing his signature kawakakkoii (cute × cool) aesthetic into projects that bridge anime, gaming, music, and fashion.

Over the past two years, Bright’s work has exploded onto the international stage. In 2024, he spearheaded McDonald’s worldwide “WcDonald’s” campaign, designing manga-style packaging, original characters, and a digital manga series that brought anime culture into fast-food history. He also teamed up with chart-topping band ASTERISM on the Planet of Metal concept album, creating a 28-page artbook that expanded their musical world into visual storytelling. Fans of gaming saw his touch in the Monster Hunter Now × Ayase collaboration, where Bright’s illustrations powered an energetic crossover of music and monster hunting.

Characters Designed by Acky Bright (Left to Right): Mia, Carm, J, Flurry, Mr.Bev, Wicke, Burg, Midnight, Quart Sr, and the WcDizer 3000.
Planet of Metal concept by Acky Bright

On the fine art side, Bright’s “Studio Infinity” solo exhibition at Japan Society in New York blurred the line between gallery and studio. Visitors watched him live-draw massive murals and even join in on the process, highlighting his love for interactive creation.

At Anime Expo 2025, Bright delivered one of the convention’s most talked-about panels, mixing live art games like “Guess the Sketch” and the “3 Deck Challenge” with big announcements. He teased a major cross-industry project set for October 2025, showcased a prototype of his upcoming Underverse collectible figure, and reaffirmed his lifelong dedication to designing original characters.

© Acky Bright

Acky Bright’s journey demonstrates not only his versatility but also his commitment to making art that’s playful, edgy, and deeply personal.

Exclusive Interview with Acky Bright

We at The Kitsune Network had the honor of speaking with Acky Bright to discuss his recent projects, his artistic philosophy, and what fans can expect next,

Krystal:

You’ve worked with McDonald’s on some high-profile anime-inspired projects – from the global “WcDonald’s” campaign (complete with manga-style ads and even an immersive LA restaurant experience) to a viral McDonald’s Japan music video promotion featuring popular artists like Ado, YOASOBI, and Hoshimachi Suisei. How did you approach blending your manga-style art with such an iconic fast-food brand, and what was most challenging or rewarding about bringing these campaigns to life?

WcDonald’s iconic Manga paper bag, designed by Acky Birght.

Acky:

Regarding WcDonald’s, I found it incredibly cool that the actual McDonald’s launched a global campaign using the “WcDonald’s” parody—a concept long familiar in anime and manga. I was truly honored and excited to be selected as the campaign’s main designer. I also had a great degree of creative freedom, which made the entire experience genuinely enjoyable from beginning to end. Given my understanding of Western culture, I think I was able to deliver work that left both the client and fans highly satisfied. In Japan, McDonald’s campaigns are major cultural moments each year, and this one was led by a creative team composed of some of the country’s top talents, so it was a fantastic project to be a part of. I was also given considerable freedom in designing the characters, which made the process all the more enjoyable. One additional point: each popular artist has their own loyal fanbase. So when creating the designs, I considered not only the artist themselves, but also how to make their fans happy through the visuals.

Krystal:

At Anime Expo 2025, you surprised fans with a sneak peek of an upcoming figure based on one of your original designs. This is part of your partnership with collectible company Underverse to create high-end figures. How does it feel to see one of your illustrations come to life as a detailed 3D figure, and what can you tell us about the design or story behind this character? Are there more figures or plans in the works through this collaboration?

Acky:

As for the UNDER VERSE project, while I can’t go into too much detail as this was shown as a bit of fan service, I’m absolutely thrilled that a figure of mine is being produced as part of the “SEVEN STARS” series. The official setting is as follows: when the silicon-based civilization tore through the constraints of the “Three Laws of AI,” a torrent of machines was unleashed within the quantum matrix, issuing a final judgment upon human civilization and bringing it under machine rule. In response, humanity leveraged the “GAME” system—featuring rogue AI warriors that still retained remnants of the Three Laws—to ignite rebellion through a bounty-based mechanism. The first figure in the series is MONICA, once a member of the “Number 7s.” Originally created by AI as the perfect warrior to carry out humanity’s extinction, she now fights back—having lost those memories. The plan is to release more figures of these “Number 7s” warriors, and I hope the project will eventually evolve into something like an anime.

Krystal:

Your solo exhibition “Studio Infinity” at Japan Society in New York essentially turned the gallery into your personal studio – you were live-drawing on site, letting visitors watch and even participate as you created manga-style murals in real time. What was that experience like for you, performing your art live in a museum setting? Did interacting with visitors on the spot influence the pieces you created?

Acky:

This was my first solo exhibition in the U.S., and it was held at a gallery with more than a century of history—one that has hosted only world-renowned artists. It was truly an unforgettable experience for me. Some people came back to visit every week, and I was able to form real friendships with them. I imagine it’s unlikely that another artist will exhibit something similar at Japan Society in the future, which makes me feel incredibly grateful. I look back on this time with nothing but happiness.

Krystal:

Any plans on bringing “Studio Infinity” to Los Angeles?

Acky:

If the opportunity arises, I’d definitely love to do it again. There are many great galleries in Los Angeles, so I hope to make it happen someday.

Krystal:

Your art style is often described as kawakakkoii – a blend of “cute” and “cool” aesthetics. When designing characters, how do you decide what elements should be charming or adorable versus which should be edgy or “cool” to achieve that mix?

Acky:

I’m not the type of artist who draws based on theory, so I can’t say for sure how my style developed. However, the phrase “kawa-kakkoii” (“cute and cool”) has become somewhat of a signature descriptor for me. It actually originated from manga artist Yusuke Murata (of Eyeshield 21 and One-Punch Man fame), who once posted on social media that he had purchased my art book and used that term to describe my work. I’ve proudly adopted it ever since.

Krystal:

You’ve mentioned that you have a lifelong passion for creating your own original characters rather than working on pre-existing IPs. How has focusing on original designs (instead of fan art or existing IP) helped shape your career and identity as an artist?

Acky:

When I was in middle school and first dreamed of becoming a professional artist—with no real basis for that dream—I told myself: “You can’t become a true artist by copying others.” Of course, as we live, we naturally absorb influences from everywhere, and as professionals, it’s important to understand trends. But even within that, I try to maintain originality and focus on expressing what makes my work me.

Krystal:

What elements in daily life inspire you to create your own original characters?

Acky:

My inspiration comes from everything I see. In that sense, traveling the world and experiencing different cultures is an incredible source of creative fuel. I also make a conscious effort to absorb input—whether it’s watching all kinds of videos or listening to music—especially because when work gets busy, output tends to take over.

Krystal:

You’ve achieved so many collaborations across music, gaming, and even fashion – Looking to the future, is there a dream project or medium you haven’t tackled yet that you’d love to try next? Overall, what new goals or aspirations are you excited to pursue as you continue to evolve your artistic journey?


Acky:

My next goal is to build a studio in the U.S., where I can take on even larger projects as a producer, working with other artists from around the world. I want to go beyond just anime and games—live-action, too. My ultimate dream is to recreate the energy and excitement of 1990s shonen manga magazines, but on a global scale. I already have a concrete idea that might make it possible, so this may very well be my “dream project.”

Krystal:

As an artist who has overcome your own artistic challenges, What advice or messages would you have for those who want to pursue an artistic career?

Acky:

That’s why I want to encourage people to free themselves from comparing their work to others or measuring their value by the number of likes on social media. If you keep going, you’ll come to understand: once you choose the path of art, “creating” becomes a lifelong journey. So don’t get caught up in momentary praise, fleeting trends, or surface-level recognition. They don’t matter in the long run.

Acky Bright’s career is a testament to how art can transcend borders, industries, and mediums without losing its soul. From redefining global branding campaigns to reimagining gallery spaces a interactive canvas, he continues to push the boundaries of what manga-inspired art can achieve. As Bright himself reminds us, true artistry isn’t about likes or fleeting trends, but about the lifelong journey of creation. With October’s mysterious new project on the horizon, fans around the globe have every reason to stay excited: Acky Bright is just getting started.

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“You’re Not Alone” – Interview With Umi Takase Author of “I Wanna Be Your Girl” | Interview

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Since its debut on the digital manga platform GANMA! in 2018, I Wanna Be Your Girl (Japanese title: カノジョになりたい君と僕) has touched the hearts of millions of readers in Japan—and now, it’s finally reaching English-speaking audiences through Random House Graphic’s newest brand, InkPop. Behind this moving series is Umi Takase, a manga artist and writer whose work fearlessly explores the blurry, sometimes painful questions that come with adolescence, identity, and human connection. Takase writes from a place of vulnerability, authenticity, and quiet resilience—qualities reflected deeply in the lives of protagonists Akira and Hime.

Umi Takase |  ©Umi Takase/COMISMA INC.

We had the pleasure of speaking with Takase to discuss the origins of I Wanna Be Your Girl, the complexity of self-discovery, and the messages she hopes her readers carry with them.

Interview with Umi Takase

What inspired you to create I Wanna Be Your Girl and its characters?

Takase: Honestly, the idea for the story began with a pretty mundane moment. When I was still a rookie trying to get published in magazines, I was constantly pitching one-shot ideas to editors—most of which got rejected. One day, I suddenly pictured Akira in a girl’s uniform. I vaguely thought, “This child was born male but has always dreamed of wearing a girl’s uniform and being a girl.” Then I thought, “If that’s Akira, I want to create a girl in a boys’ school uniform who supports her,” and that’s how Hime was born. That one-shot was rejected at the time, but years later I revisited it as a serialized project, pouring in all my thoughts and experiences. That’s how I Wanna Be Your Girl came to life.

The story explores transgender identity and queer themes with care. What influenced your approach?

Takase: My own experiences—getting lost in life, meeting different people, and clashing
with others—are the foundation of the story. One of the things I struggled with was my sexual orientation. I’d wonder things like, “Maybe I’m a lesbian? But if that’s the case, is it weird that
I like male characters in anime?”
and I’d feel a contradiction within myself. I compared myself to others and thought, “Other queer people probably have it all figured out,” and I’d get discouraged. Eventually, I came to accept that it’s okay not to have all the answers. Honestly, how many people truly understand themselves? We question our career paths, our choices—sometimes we don’t even know what we want to eat. So I now see confusion as something normal. Through this story, I wanted to tell people who are lost, “It’s okay. You’re not
alone.”

Akira’s journey is central, but Hime’s growth is also key. How did you approach that balance?

Takase: Honestly, I didn’t consciously try to balance them. I was overwhelmed by deadlines, so I’m thankful my editor helped with the bigger picture. To me, it was a simple story, a girl falls in love with her childhood friend, who turns out to be a girl. Hime grows because she wants to understand someone she cares deeply for. Their arcs unfolded naturally.

 ©Umi Takase/COMISMA INC.

How did you handle sensitive themes like LGBTQ+ identity and bullying for a younger audience?

Takase: To be honest, I didn’t write it specifically to reach young readers. I didn’t intend to present LGBTQ+ themes as something “special” that readers had to understand. Feelings like “the person I love doesn’t love me back” or “I can’t become my ideal self” are universal. Rather than emphasizing the struggles of being a minority, I focused on making it a story that people could empathize with. I didn’t want to label the characters—I wanted to depict them as individuals with feelings. Instead of conveying delicate themes, I hoped readers would think, “Yeah, I get
that,”
or “That was me too.”

Many readers say the series made them cry. Were there any particular scenes that were emotionally significant or difficult for you to write?

Takase: Honestly, I was surprised when readers said they cried. I wasn’t aiming for that—I was just desperately doing my best, so those responses mean a lot. A scene I personally love is from Volume 2, when Akira confesses, “I’m scared of living as someone like me.” Before that, most portrayals of transgender people I saw in books or media seemed very confident in their identity.
They seemed to know who they were and had already found their “right answer.” But I think many trans people have different personalities and stories. What if someone like Akira—timid, ordinary—struggled with confidence and couldn’t easily explain her choices? I depicted Akira as a realistic girl, shaken by her father’s words, uncertain of herself, frustrated when people questioned her. That’s why I really love that scene.

Many readers related personally to the characters. Were there any particularly memorable messages or episodes from your readers?

Takase: It meant a lot to hear that readers saw themselves in the characters. Messages like “This gave me hope” or “I finally felt like I could exist” gave me encouragement too.
One moment that stood out was in the GANMA! comments section. Someone wrote, “To be honest, I still don’t fully understand LGBT issues. But when I see someone crying, I want to be someone who can accept them.” Others replied with things like, “It’s okay not to force yourself,” and “You don’t need to change who you are—just don’t be hateful or hurtful.” It wasn’t a fight—it was gentle kindness. Witnessing that moment really stayed with me.

In addition to the web serialization, this series was also published through crowdfunding. How did the direct support from readers and digital platforms impact your creative process?

Takase: It made me more aware of the need to succeed as a creator. Before, I thought wanting to “sell well” felt greedy. But thanks to the support of readers, I realized that success means being able to keep creating. Selling a work allows you to publish volumes, deliver stories to readers, and support all the people involved—editors, marketers, designers. Now, I seriously ask myself, “How can I create something worth paying for?” Of course, it’s hard to achieve my ideal—but I’m always striving.

The title I Wanna Be Your Girl seems to carry multiple meanings. Could you share the intention behind it?

Takase: The phrase has two meanings; One is Hime’s wish to become Akira’s girlfriend. The other is Akira’s desire to be recognized as a girl. “Your” and “I” in the title are deliberately ambiguous. Is “I” Akira, born male? Or Hime, in her boys’ uniform? Since it’s a dual-protagonist story, I wanted the title to reflect both of them.

 ©Umi Takase/COMISMA INC.

With over 8 million views in Japan, the series is now being released in English. What message would you like to share with international readers discovering your work for the first time?

Takase: First of all—thank you so much for picking up this story. It’s overwhelming to think a one-shot idea that was once shelved has reached readers overseas. This may sound odd coming from the author, but… if while reading you ever feel, “This is too much for me,” please don’t force yourself. Close the book if you need to. There are a lot of different characters—some might make you uncomfortable. But even feelings of dislike are clues to understanding yourself. Of course, I love all of my characters, so I’d prefer not to hear “I hated this!”—at least, not where I’ll see it! (laughs) Still, what matters most is that readers honor their own feelings.

LGBTQ+ representation has been increasing in manga recently. What are your thoughts on the current state of the industry and what stories would you like to see going forward?

Takase: I don’t have particularly strong opinions, but if I had to say something, it’s that this feels like a natural progression. LGBTQ+ people have always existed—it’s just that we’re finally starting to see them in stories. If, in the future, I Wanna Be Your Girl is seen as “a bit outdated and hard to relate to,” I’d be thrilled. That would mean society has evolved to a point where this topic is no longer seen as something “special.”

 ©Umi Takase/COMISMA INC.

Your art style is soft and expressive, especially in how you capture emotion. Do you feel your style or techniques have evolved since the beginning of the series?

Takase: Since this was my debut series, the beginning was pretty rough. But over time, I got more comfortable, and I started to get a feel for things like character expressions and pacing.
I truly appreciate your kind words about my art.

Your follow-up series, I DON’T WANT A VISIT FROM A STORK explores more mature themes like marriage and family. Did working on I Wanna Be Your Girl influence that project?

Takase: To be honest, I saw I DON’T WANT A VISIT FROM A STORK! as a completely separate work. Initially, I approached it with the mindset of, “This is going to be a tense drama about a troubled couple!” (laughs) But a friend told me, “This feels very you.” They pointed out that both stories feature characters from marginalized or hard-to-voice positions. I wouldn’t say I write with the intention of “standing up for the minority,” but I’m naturally drawn to those vague, hard-to-name feelings—like the loneliness of wondering, “Is it just me who feels this way?”

 ©Umi Takase/COMISMA INC.

If you could say one thing directly to Hime and Akira, what would it be?

Takase: Hmm… I usually don’t talk to my characters, it’s kind of embarrassing…
But if I had to say something, maybe “Take care, and thank you!” Hime and Akira both made their own choices in the story, but that doesn’t guarantee lifelong happiness. Still, I just hope they’re doing well out there somewhere—that would be enough for me. Thanks to them, I was able to tell this story. During the serialization, I went through a lot, and honestly didn’t expect the series
to reach so many readers. Now, I’m just filled with gratitude.

Lastly, what message would you like to share with young readers—especially those who may be struggling with their identity?

Takase: The phrase “struggling with identity” sounds kind of cool, but the reality is messy,
awkward, and painful. You might not be able to define yourself in one word, or you might say, “This is who I am!” and then immediately second-guess it. That was my adolescence, honestly—awkward, embarrassing, painful, and full of hurt. There were times I thought, “Maybe it’d be better if I weren’t here.” But now, I see that all of that was my own treasure. No one can take away those struggles, and they’ve become the foundation that supports me. Thanks to those painful, uncool moments, I get to do the work I love today—creating stories. (laughs) So even if you hate yourself right now, or feel like a mess, that’s okay. Just maybe—maybe—trust that someday, those struggles might become something precious. Even if you don’t believe me, please tuck that idea into the corner of your heart.

 ©Umi Takase/COMISMA INC.

I Wanna Be Your Girl Vol. 1 will be available in English through Random House Graphic. Takase’s work stands as a moving and accessible entry point for queer storytelling in manga—one where identity, confusion, and kindness intersect with empathy and hope.

Still on the fence on reading “I Want To Be Your Girl”? Read our review here.

Acknowledgements

I’d like to extend my sincere thanks to Takegami of the GANMA! Editorial Department at Comisuma Co., Ltd., for their generous support and guidance throughout this interview process. Most importantly, heartfelt gratitude to Takase-sensei for taking the time to thoughtfully answer my questions and share insight into her creative journey. This feature would not have been possible without you both. Thank you.

For more interviews and coverage from Anime Expo 2025, follow The Kitsune Network.

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Interview with COVER Corp CEO Motoaki Tanigo | HoloLive Night at Dodger’s Stadium

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Hololive’s presence in the global pop culture landscape has grown from niche phenomenon to household name, with fans cheering on their favorite VTuber talents across continents. But in July 2025, that evolution took a historic leap—straight onto the field of Dodger Stadium..

During the second-ever Hololive Night at Dodger Stadium, VTubers Ninomae Ina’nis, IRyS, and Koseki Bijou took over the jumbotron along side a first-of-its-kind live stream from a major U.S. sports venue. The night also featured themed merch, interactive fan activities, and a first pitch thrown by COVER Corporation CEO, Motoaki Tanigo himself.

Motoaki Tanigo takes to the mound for the ceremonial first pitch | Image via linkedin

We caught up with COVER Corp CEO Motoaki Tanigo following the wildly successful Hololive × Dodgers Night 2025. From ceremonial first pitches to real-time VTuber livestreams in a stadium, Tanigo shared his thoughts on Hololive’s explosive growth and future plans.

Interview with COVER Corporation CEO Motoaki Tanigo

Krystal:

You threw the ceremonial first pitch at the second Hololive Night at Dodger Stadium—how did it feel stepping onto that mound with thousands of fans cheering? Did you prepare/practice before the game?

Tanigo-san:

I’ve thrown the first pitch in Japan before, but doing it at Dodger Stadium was a special experience. I didn’t practice beforehand, but I did get a chance to warm up on the field right before.

 © 2025 TKN MEDIA LLC, All Rights Reserved.

Krystal:

This was the first time Hololive VTubers livestreamed from a major U.S. sports stadium. What did it mean for you to witness Hololive talents on the stadium screen?

Tanigo-san:

One of the biggest appeals of VTubers is their interactive engagement with fans. By having them appear on the stadium screen in real time, I believe fans enjoyed it even more than the first collaboration.

Krystal:

Did you get to meet any of the Dodgers players backstage? Any fans of VTubers among them?

Tanigo-san:

Unfortunately, I didn’t get a chance to meet any of the Dodgers players.

Krystal:

The fan response at the stadium was electric—did anything from that night surprise or deeply move you?

Tanigo-san:

After the game, seeing fans run around the field together, having so much fun, made me truly glad we did this collaboration.

 © 2025 TKN MEDIA LLC, All Rights Reserved.

Krystal:

Now that Hololive has reached Dodger Stadium, are there any other unexpected venues or collaborations you’re aiming for? Maybe the Super Bowl halftime show or The Olympics next?

Tanigo-san:

First, I’d like to deepen collaborations with gaming events. But eventually, I’d also love to partner with other major sports leagues like the NBA or NFL.

Krystal:

What’s something you still want Hololive to explore that hasn’t been done yet?

Tanigo-san:

I’d love to have our talents appear on American TV shows, music programs, or talk shows. We’ve already done this in Japan, but I want to make it happen in the U.S. too.

 © 2025 TKN MEDIA LLC, All Rights Reserved.

Krystal:

With more in-person VTuber events growing popular, anime cafes have also seen an increase outside Japan. Can we expect a Hololive Cafe in the near future?

Tanigo-san:

I’d love to bring the kind of collaboration cafes we’ve done in Japan and Asia to the U.S. And not just cafes—I want to expand partnerships with restaurants and other venues too.

Krystal:

If you were to debut as a Hololive VTuber tomorrow, what would your name, concept, and catchphrase be?

Tanigo-san:

Unfortunately, I don’t have the talent to be an entertainer, so debuting in Hololive would be tough. I’d rather leave those opportunities to younger, more talented people.

Krystal:

Finally, any message you’d like to send to Hololive fans around the world?

Tanigo-san:

I believe VTubers are an incredible tool for young, talented individuals to shine as entertainers. Moving forward, we’ll keep debuting amazing talents that fans will love to support, and we’ll explore new ventures—like TCGs—that bring everyone joy. Thank you for your continued support!

Looking ahead

As Hololive’s reach continues to expand—from streaming platforms to IRL locations—Tanigo’s vision remains rooted in uplifting young talent and reimagining what entertainment can be in the ever evolving, digital age. Whether it’s a late-night talk show debut or a slam dunk VTuber collab with the NBA, fans around the world will be watching—and cheering.

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Anime Los Angeles 2025 | Recap In a Nutshell

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Anime Los Angeles 2025 (ALA 20) concluded on January 12, 2025, leaving attendees with cherished memories from one of the West Coast’s first anime conventions of the year. Held at the Long Beach Convention Center, this year’s event not only showcased the best of anime culture but also brought the community together to explore the convention’s nostalgic theme: History.

This year’s theme, History, set the stage for celebrating Robotech’s 40th anniversary while highlighting anime’s evolution into a global phenomenon. Robotech (1985) introduced Western audiences to anime with its blend of mecha battles, love, and survival across generations. Created by combining three Japanese series, Super Dimension Fortress Macross, Super Dimension Cavalry Southern Cross, and Genesis Climber Mospeada— its mature storytelling and rich lore made it a cornerstone of anime’s global popularity.

Attendees enjoyed a range of insightful panels, including Anime Mecha to Real-Life Toys, featuring guest of honor Keiichiro Maeno. Maeno shared his expertise on 3D sculpting, articulation, and the recreation of iconic mechanical anime designs.

The panel The Making of Robotech offered a nostalgic look at anime production in the 1980s, a time when the medium was far from mainstream. Meanwhile, fans also got a glimpse of anime’s future with the special premiere of Lazarus, an upcoming series directed by Shinichirō Watanabe, celebrated for classics like Cowboy Bebop and Samurai Champloo.

Star Guests and Memorable Moments

ALA 20’s lineup featured an impressive roster of Guests of Honor:

  • Shinji Aramaki (Appleseed, Ghost in the Shell: SAC_2045), who shared insights into the future of animation.
  • Tomonori Kogawa (Space Runaway Ideon, Aura Battler Dunbine), offering a rare retrospective of his career in character design.
  • Shinichiro Watanabe (Cowboy Bebop, Samurai Champloo), who packed the main hall during his signing sessions and Q&A session about directing timeless classics.
  • SHIHORI, whose musical performances captivated fans during the live entertainment on Friday night.

This year’s ALA featured an impressive lineup of talent, including voice actors Rebecca Forstadt, Melanie MacQueen, Wendy Lee, Suzie Yeung, Richard Epcar, and his wife, Ellyn Stern along with popular influencer Kaho Shibuya.

Exclusive Premieres and Screenings

Attendees were treated to exclusive previews of upcoming anime projects, including the premiere of Shinichiro Wantabe’s highly anticipated anime series Lazarus. The series is set in 2052 and follows Axel, a master criminal, on a mission to find the missing creator of Hapna—a drug that brought global peace but hides deadly consequences. The series features action design by Chad Stahelski (John Wick) and a soundtrack by Kamasi Washington, Floating Points, and Bonobo, promising thrilling visuals and a rich auditory experience. Lazarus is set to premiere on Adult Swim in 2025, joining the year’s most anticipated anime releases.


Attendees also enjoy concert night on Friday and Saturday, featuring local talent and musical guests such as hard rock band, Against The Sun and Jpop artist, SHIHORI.

Photo taking during our interview with SHIHORI [Stay tuned for interview release] | Photo © 2025 TKN MEDIA LLC

Vendor Hall and Artist Alley

What con without an exhibit hall? ALA’s Vendor Hall and Artist Alley were a treasure trove of exclusive merchandise and one-of-a-kind artwork. From collectible figures to fan art prints, attendees had plenty of opportunities to support creators and take home unique souvenirs.

Looking Forward

Anime Los Angeles continues to be a cornerstone of anime fandom on the West Coast, blending community-driven programming with industry innovation. With ALA 21 already announced for January 2026, fans are eager to see what next year will bring.

Stay tuned for our interviews from Anime Los Angeles 2025. For more information and updates, visit the official Anime Los Angeles website or follow their social media channels.

What was your favorite part of ALA 20? Let us know in the comments!

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‘MAKE A GIRL’ Interview With Gensho Yasuda | ANIME EXPO 2024

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Gensho Yasuda, a member of Xenotoon Inc., is a rising star in the world of animation. With a social media following exceeding 6 million, Yasuda has captured the attention of a global audience through his innovative and captivating anime shorts. His breakthrough came with the self-produced anime “Make Love,” which garnered critical acclaim and won a prize at the prestigious 29th CG Anime Contest in 2020, Japan’s oldest CG animation contest. Building on this success, Yasuda has taken on the role of director for his latest project, “MAKE A GIRL,” further showcasing his talent and vision in the animation industry.

©安田現象/Xenotoon・メイクアガールプロジェクト

MAKE A GIRL is scheduled for release in Japan sometime in 2025. Film’s synopsis is as follows,

Akira Mizutamari, a scientific genius who succeeded in developing and commercializing SALT, a robot that supports people’s lives, finds himself stuck in a rut when all of his new inventions fail. After hearing from a friend that he can “power up” by creating a girlfriend, he does literally that and scientifically creates an “artificial” girlfriend named “No. Zero”. Torn between her programmed emotions and her growing feelings, No. Zero starts to waver. Is it “love” that buds between her and Akira, who is unaccustomed to communicating with others, or perhaps……?

The fascinating characters in this story are brought to life by Atsumi Tanezaki (No. Zero), known for her versatile performances as Anya in “SPY x FAMILY” and Frieren in “Frieren: Beyond Journey’s End,” and Shun Horie (Akira Mizutamari), who has captivated audiences in leading roles such as Kyoutarou Ichikawa in “The Dangers in My Heart.”

Interview With Gensho Yasuda

©安田現象/Xenotoon・メイクアガールプロジェクト

We had the opportunity to interview Yasuda-san regarding his latest project, “MAKE A GIRL” who Yasuda serves as the director. Before we could ask our questions, KADOKAWA promotion team had the following questions for Yasuda-san,

KADOKAWA PT:
Yasuda-san published many CG animations on SNS and YouTube. Total number of social media followers is more than 6 million followers. His works have been seen all over the world. What made you decide to create and post your own CG animation?

Gensho Yasuda: I enjoy reading and creating stories as a hobby. I work as a 3D animator, and I’ve been wanting to make 3D animations based on my own stories. In Japan, many creators, like mangakas, don’t frequently use social media to promote their work. Therefore, I’ve decided to use social media to promote my own creations.

KADOKAWA PT:
For the production of the film “MAKE A GIRL,” you have set up a studio called Gensho Yasuda Studio.
Is there any difference between working alone and working with a studio?

Gensho Yasuda: so working on my own the freedom that I experience is really the best part. It really allows me to set up and think about the technical approach in detail before starting so it’s really the advantage is being able to research while I’m working. So it’s kind of like a two birds one stone situation. Working in teams, in contrast really it’s a strength in numbers. The workload is reduced. The research can be done much faster. And in terms of MAKE A GIRL we worked with that eight-person team and so it was kind of like eight times the work was done in a very short amount of time. The research was done eight times faster, but it wasn’t just that it was that each animator brought with them their unique careers and their unique ideas and techniques, they discovered new techniques and they even taught me new techniques as well. So the ideas that weren’t mine got to be incorporated into this as well, which was a huge strength of working with that team.


KADOKAWA PT:
What are some of the highlights of the film? What should the audience keep an eye out for?

Gensho Yasuda: So I’ve made a lot of short animes and in these short animes that were online I didn’t use any voice actors and it was just about the movement. It was simply only the visual that was involved which required some imagination from the audience and this time in this film, I’ve used voice actors and they really gave life to these characters so you can enjoy it a lot more like a classic anime. And in the sort of CG action scenes, that’s one of my strengths and one of my deeper wells of experience I would say so I think that will be a really fun and exciting part for audiences to watch as well.

Our Questions

Gensho Yasuda & Krystal during Anime Expo 2024

KRYSTAL: Usually your animations have little to no voiceover, for each character in this project has a voice actor. Do you think this project will resonate with your audience?

Gensho Yasuda: Yeah, I think so, but you know until now, imagination was such a big part of the shorts that hit, as you said, and people were just kind of free to imagine what they wanted based on their life experiences and what came to mind. This is a lot more like classic anime, so there isn’t as much that people can use their imagination with, so yeah. That’s a point that will be interesting to see how people relate to this.

KRYSTAL: Tell how you came up with initial story of MAKE A GIRL?

Gensho Yasuda: it’s literally ‘make a girlfriend’, is how you described when you get a girlfriend or that kind of thing. So thinking about the sentence written down I thought about how there could be a lot of different meanings to that sentence and the noun of girlfriend can be thought of in different ways. So I thought well what if there was a scientist that used science to create his girlfriend and I love science fiction and it’s sort of a meta expression of my love of SF that I put into this piece this film.’

©安田現象/Xenotoon・メイクアガールプロジェクト

KRYSTAL: What were some of the challenges that you faced in this project?

Gensho Yasuda: So the biggest challenge was really just making the film itself. There were 8 members including myself in this project and to get each of these people to become this fully fleshed-out animator was a process especially because I have a very unique know-how and I have some very interesting specialties that I taught these other people so that was the most challenging part was like creating the environment for that to happen before we even started making the film. However, at the same time, you know, six months or about a year in, each person focused on a different section, for example, like 3D modeling or background work, that sort of thing. And so each person kind of became a specialist in each area and so much so that their level of detail and expertise became deeper than mine in those areas. So I really came to rely on them and learn from them.

KRYSTAL: I know it’s probably too early to tell but you have created a numerous characters throughout your career releasing your shorts. Do you think you’ll create a film or a larger animations based on the other characters you’ve created?

Gensho Yasuda: In terms of characters I’d like to expand upon, definitely the cursed doll and the Miko character, I’d like to flesh out their stories. I have a clear image of how their stories end and how their journey ends but I don’t know exactly what medium would be best to tell that story. So it might be short, it might be long, I’m not too sure yet.

KRYSTAL: During the casting, was there a moment where you said to yourself, “Ah, There! There’s the voice of my main character”?

Gensho Yasuda: So I’d say yes, Akira’s- Yeah, I had an idea of what sort of acting I wanted to use for the character of Akira and then Shun Horie who played him really did an incredible job with like small nuances at the end of sentences or doing that sort of thing in bringing him to life because if you just read his dialogue, he’s not a very likeable character and yet he truly became Akira and even I think was somewhat likable and there were moments like that. That really made me think. Oh, yeah, this is this is Akira for sure.

KRYSTAL: Have you given any thought to venturing into other mediums, such as 2D animation or hand-drawn animation?

Gensho Yasuda: No, I have not. I think the reason is that people who can’t draw enter 3D; that is really why I entered. The 3D that I create look like hand-drawn and feels hand-drawn animation, and to do that, there are interesting adjustments that need to be done over and over again, and in making these adjustments, I find myself learning a little bit more skills in drawing, but that doesn’t mean I can draw anime.

©安田現象/Xenotoon・メイクアガールプロジェクト

You can follow Gensho Yasuda on social media here. Visit the film’s official website. I would to special thanks to KADOKAWA and the MAKE A GIRL PR team for this wonderful interview opportunity.

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