Sarazanmai‘s wild ride continues, which means it’s time to learn more about Kunihiko Ikuhara‘s creative mindset and the perfectly fitting team he assembled for the second episode’s needs.
Anime’s possibilities have multiplied with the growth of digital 2D animation, both in terms of techniques available and accessibility. This industry has more tools at its disposal for more people than ever, but how did we get to this point? Who are the main people responsible for all this change? And how did they convince both industry peers and audiences that this was a valid path worth heavily investing on? That’s what we’re here to address in a very special anniversary!
Since people seemed to enjoy the first rundown, here’s another look at many interesting books released by individual staff members and creative teams during the last edition of Comiket. It’s not just a very direct way for them to reach fans, it also allows us access to production materials and original art that wouldn’t have been shared otherwise. Enjoy!
This long feature on Precure as a franchise comes to an end with an extensive look at its production. I hope you’re ready for some magical girl animation history.
Do we need some rebranding if Pokemon becomes the show with Digital Monsters?
It’s time to start a regular feature for this site, the weekly highlights! The idea is simple: take a handful of interesting pieces of animation – in the broader sense of the term, compelling visual direction is included too – and offer a bit of insight on them. Let’s go!