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Sakura Con
Tatsuo Sato
2005
Martian Successor Nadesico and Stellvia of the Universe both are spacefaring science fiction stories and both were directed by Tatsuo Sato, but they give different views of mankind's future - one dark and comically cynical, one bright and almost innocent. As Sato explained at Sakura Con, the shows' different outlooks come because they were made at different times and for different audiences. Nadesico was created in the wake of Neon Genesis Evangelion and was intended for the older audience that Evangelion attracted in the late 1990's, Sato said. The newer series was aimed at a different group of people, non-fans - something that exists even in Japan. "Stellvia was more for a starter audience, for people who had not seen anime before - some people play games instead of anime," Sato said. "Stellvia was a return to basics. Hopefully, this will make people watch anime. I'm not trying to be too ambitious, this is an `anime 101' kind of style." Nadesico and Stellvia both were intended for Japanese release, Sato said, and there wasn't much concern about the portrayal of Japanese culture in those shows because even Japanese can disagree about how their culture should appear when it goes overseas.
Stellvia is a product of the digital age of animation production, where ink and paint on cels are replaced with computers, drawing tablets, paint and shading programs. Sato sees the change as a mixed blessing. "More communication is required and it takes time, but there are things that came be done digitally that are harder in ink and paint." The major impact of digital production is efficiency, Sato added. Fewer people can produce more animation, an important point in an industry, both in Japan and through Korean subcontractors, that churns out dozens of TV series for Japanese television each week. But, warns Sato, there's a production trap in the midst of digital animation that animators have to beware of. It's an advanced form of the mistakes that storyboarding of an animated series was supposed to stop - making sure the animation looked right when it was completed. Something in a preliminary form can look good in digital previews, Sato said, but look bad when a scene is finished. "Before, people had to check the film to see if effects were right. Now we check things on the monitor, but that's much different that the final product. People have mistaken what we see on the monitor from what we get when we're finished."

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