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#she's the hardest character to draw because my design for her is so perfectly envisioned in my head it's hard to put it out
catsoftheclans · 1 month
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kenkamishiro · 3 years
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20210218 Jack Jeanne Creator Interview with Famitsu - Interview #1 with Ishida Sui
The Jack Jeanne staff (Ishida Sui, Towada Shin, Kosemura Akira, Seishiro) were interviewed by Famitsu, a Japanese gaming magazine for Jack Jeanne’s release. Someone was kind enough to let me read it, so I’ll be translating the 4 interviews. The interview with Ishida I’ll do a full TL, and the other three I may do more of a summary since I’ve been busy lately.
Ishida Sui
Creator / Character Designer / Script Supervisor
Mangaka. From Fukuoka Prefecture. Creator of “Tokyo Ghoul” and “Tokyo Ghoul:re.” 2021 marks his 10th anniversary in the art industry.
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Characters that were created based on the idea of “personifying plays”
Please share with us how you honestly felt when you received the commission request for this work.
That it seemed kind of questionable but interesting nonetheless. “If others can do it, I can too,” I thought.
How did fans react after Jack Jeanne was announced?
I still get letters from the readers of Tokyo Ghoul to this day, but some of them would bring up Jack Jeanne, or mention that they like a character and are interested in them even before the game’s release, so it makes me happy seeing that reception.
Please share with us your thoughts about being in charge of the character design.
It was a good learning experience because it was something I’d never done while working on my manga, trying to finalize the 6-member cast of the protagonist and the main characters, and then completely focusing on them as an elite squad. I tend to make too many characters, so...
When coming up with a character, how do you develop their image?
Previously, I decided it based on the character’s name and face. But with Jack Jeanne, it was a trial-and-error process. At first, I envisioned each character as a personification of a play - for example, Fumi was modelled off of “Salome”, Yonaga off of “Shintokumaru”, Shirota from one of Yamamoto Shūgorō’s works... I dropped the idea after that...and that’s how they were developed. They were created in a peculiar way this time.
Which character did you have the easiest time drawing, and on the flipside, which character did you find yourself struggling to draw?
Kai was the very first character I created, followed by Fumi. Those two I was able to draw relatively quickly. I wouldn’t really call this a struggle, but Suzu, the one with the red hair, wasn’t part of the main cast of six at first. Ootori, the blond character with the prickly personality, was actually part of the main cast at first, but since I wanted a simple-minded character, Suzu ended up being promoted.
I’m sure you consider every character your favourite, but if you had to pick only one character, who would it be?
Probably the main character Kisa. She embodies everything I think of in a shoujo manga protagonist, and I’m very fond of her. But I really do love all the characters. They each have their own appeal, so I can’t settle on just one.
Was there anything you had to constantly keep in mind when designing the characters for Jack Jeanne?
Broccoli specially requested that I give every character a strong colour palette. It’s because if I’m left to my vices, I end up using only subdued tones...I also constantly kept in my mind that I was making them look good-looking as boys.
You were also responsible for the event illustrations in the game. Could you give more details about them, and any difficulties that you faced?
For the event illustrations, I had to be aware of what scene would best match the script. Towada-san also specified where the illustrations should be inserted, but if there was a better scene before or after it, I gave priority to it instead. The hardest part...was drawing them all by myself. There ended up being more than 160 illustrations.
I heard it was you who requested Touyama Maki to design the chibi characters. Please share with us the appeal of the chibi characters drawn by Touyama-san, as well as your thoughts when you saw the chibi characters in the game.
Touyama-san’s appeal...is that their art is great! The deformed characters are perfectly balanced and outstandingly stable. I’m also a fan of their art and I like their life-proportion-size characters. It’s really cute seeing them move their tiny limbs around on the game screen.
Despite his humble abilities as an amateur lyricist, he oversaw every song with a burning passion that was second to none.
You supervised the game and the script, but what was the most memorable part of working on this game for you?
For starters, I vividly recall talking with Towada-san all the time. It was common for us to spend 10 hours a day talking to one another, several times a week.
How did production handled between the two of you for the script proceed?
I come up with the general outline. I’d talk about the overall flow and the key developments during the meetings, and Towada-san would take that and organize it, adding descriptions and colour to the details. It would have been impossible to create Jack Jeanne without her.
You wrote the lyrics to all the songs, including the opening song “Jack & Jeanne Of Quartz.” Please share with us how you came to be in charge of the lyrics.
Originally, there were several candidates, and there was even one person that I thought, “This person might be the one.” But I realized that it would take an enormous amount of time to share the understanding of my work to them, so I decided to give it a try, thinking that even an amateur would be the best for the job as long as they were passionate.
How did you come up with the lyrics?
I’m embarrassed to say this since I’m a complete amateur, but I tried my best to associate it with the feelings and information related to the subject, and whether it sounded good when sung...at any rate, I did my absolute best.
Are there any verses in the lyrics that you’d like people to pay special attention to, or any phrases that you really liked?
Avu-chan from Ziyoou-vachi (a 4-member rock band) is a friend of mine, but when I met up with her, I had her look at the lyrics, and the part she liked I also ended up liking. It’s the phrase “charcoal night grey” in the opening song. I also like the last two lines of the ending song because they represent the entirety of the game.
What was the most memorable interaction you had with the composer Kosemura-san?
He was professional in that every time, he exceed my expectations in what I wanted conveyed. We also spent about a week together (?) during the recording boot camp for the demo songs, and the time I spent sitting next to him and listening to the same songs was surreal. I couldn’t believe the person sitting next to me wrote the songs that I listened to as a student.
I want readers to like Kisa. A cover illustration filled with strong emotions.
On October 9, 2020 on Twitter, you tweeted, “Makin’ games is hard.” What was it you found difficult?
I was given a lot of decision-making authority as a producer, but since I’m a company outsider, I had a hard time making decisions without seeing the actual situation or making choices in areas where I had no insight. It was a tweet vexed from my inability to understand due to lack of experience. I wish I had more power...
What do you want people to pay attention to when they play the demo version?
I’d like people to pay attention to the fact that the art and script were created by very few people (almost two people), much like an indie game. Something like, “Ishida really drew all these characters!” or “Towada-san really wrote all the script!”...there is more to come in the full version.
You drew the cover illustration for this issue of the magazine, but I’d like to hear more details regarding this.
I drew it while reflecting on how lucky I was, like, “I’m really drawing for the magazine I’ve read since I was a kid...!?” I drew both male and female forms for Kisa, in the hopes that people would come to love the main character.
Please leave a message to your fans and readers who are eagerly awaiting the release of this game.
I made it so that players of all ages and genders can enjoy the game. There is a lot more in store besides just the illustrations. I hope you will play it!
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