Interview with 326
(You can view the translation work and notes for this article.)
Creator of the Gitaroo Man characters
As the visual producer of Gitaroo Man, 326 was involved in game production for the first time. He spoke to us in detail, ranging from how he became involved with Gitaroo Man to the hidden story of how the characters came to be.
326
Born on February 28th 1978, 23 years old. Blood type A. Originally from Saga Prefecture. As a “pop artist” his works include illustrations, poems, lyrics, picture books, and so on, in various genres. His colorful illustrations, accompanied by verses, speak to and touch people of all ages and genders. He was responsible for the visual production of Gitaroo Man and created a variety of charming characters.
How Gitaroo Man came to be.
I heard that somebody contacted you out of the blue and asked, like, “Well, we have such and such a project going and, by the way, could you please kindly design characters for it?”
326: Yes. And I said, “I love games. I love it!” (laughs)
Why did you say that twice? (laughs)
326: I wanted to say I love it so much! (laughs) It happened that I was hoping to create game characters. The person said “something like this,” and then an idea came to me just like that.
It was such a sudden request, but you agreed to do it then and there.
326: It was more like “Finally!” and everything went smoothly from there. (laughs)
326, you said you love games; what kind of game do you play normally?
326: Let’s see, lately I’ve been playing a certain soccer game. I’m rather good. (laughs)
Gitaroo Man is a music game, one of the so-called “rhythm games.” Do you play rhythm games?
326: I’ve only dabbled in them. Like PaRappa the Rapper. I thought the graphics were kawaii. I mean, I only get the early ones. I just don’t know what’s going on with the recent ones.
Anyway, I don’t play games that seriously anymore. I don’t see and play games like I used to as a kid. It’s like, “I wish I could make games.” I was hoping to be a creator rather than a player. So it’s my dream come true.
The process of creating characters.
326, you have created many characters and illustrations. This time you made game characters. How was that different from your previous ones?
326: There were challenges inherent to 3D graphics that I had to consider. Can I manipulate and move around the characters easily or not? Some of the designs were so complicated that it was like, “No way, I can’t move that.” Also, I thought of it as a long-term relationship.
How did you develop different characters?
326: With lively discussions. I took account of everybody’s ideas.
Was it like a developers’ meeting that turned into a designers’ meeting?
326: Yes, it was.
I always went to the meetings with a clean slate. They lasted about 2 to 3 hours. Once we started we worked way intensely, and by the time the meeting wrapped up, we were totally exhausted (laughs). So as soon as someone said “The Gitaroo Man meeting is scheduled,” I already felt tired. “It’s the day after tomorrow~ Ugh, I’ve got to do it” (laughs). It was by far the hardest job I ever took.
Good work. (laughs)
326: But still we had fun. That’s why we could get through it.
The charm of Gitaroo Man.
Originally they were 2D illustrated characters. In the game they became 3D. Is it like you have 2 sets of each character?
326: Exactly. They’re 3D! Isn’t it amazing?! They’re really standing. Although you watch them on a 2D TV screen, characters in it are in 3D. I was really happy and excited about that. I was ecstatic when I could manipulate and move the characters around.
Did you get to try the actual 3D game?
326: Yes, I’ve been playing for some time, although I can never beat it (laughs). I get stuck, and get stuck, no matter how many times I play, I get stuck. Maybe I have no rhythm? (laughs)
The most recent one (the beta version under development) is quite difficult, I hear. I’ve heard the difficulty will be reduced in the final version…
326: What if I can’t beat it? At an interview I’d be like “I have no right to give answers!” (laughs)
How was it like when you moved the 3D character for the first time?
326: Simply, “Much cuter than 2D!” “Look! It’s moving! Moving!” (laughs)
But I’m happiest when I watch my friends play the game. Nothing beats playing with friends and having fun with the game you created yourself. My friends move my characters, and as they play, we feel the same emotions, happy or anxious, and we loudly express how we feel together. That's a joy, isn’t it?
There are some things you don’t realize when you play, but you do when you watch somebody else play.
326: Playing through repeatedly for achievements is fun, but there’s sort of an arcade-like mindset of watching others play, showing off your playing, that sort of thing. Like, “How’s that? Aren’t I cool?” (laughs) The game has that kind of element. Like when I watched my friend play, I said something sarcastic like, “That’s not really music, is it?” and went “Let me do it.” Then I played and made perfect guitar sounds. “You see that? I did it!” (laughs)
That’s what Gitaroo Man is all about, isn’t it?
326: Showing off in a good way, I wonder? It brings back the same feeling I had as a kid. The “yeah, I’m playing a game” sort of feeling.
What does Gitaroo Man, which you have been so eagerly involved in, mean to you?
326: I worked on the designs so much, and on top of that, those characters move, right? And not only do they move, but they also have backstories, and as for U-1, you can move him: my own character! Since I’ve never had a character with so much life, I can’t help but love him dearly. To that point, I'm hoping it’ll get popular and allow the characters’ scope of existence to widen with Gitaroo Man character goods or an animation.
Those characters have now left my care, but they are living beings whose future actions I can’t predict. There are no other characters whose futures I look forward to with such anticipation, you know.
For Mr. Shimomura [director Yukio Shimomura], “a fusion of analog and digital” was the hidden theme of Gitaroo Man.
326: Oh, I see. (laughs) Which part is considered analog?
Recently there have been many computer graphics illustrators. They’re not that rare anymore, right? But 326, you do hand-drawn illustrations, and that’s why you’re an artist with an analog-like feel to your work. They attempted to connect such an illustrator to the digital world of games, and with 3D setting at that, a concept that is uniquely digital. The key idea was how to bring 2D illustrations into 3D, and how to put interesting things on top of it.
326: That's for sure.
This is how 326’s illustrations come to be.
I’m afraid this goes off the topic of Gitaroo Man, but what’s the environment like where you do your illustrations?
326: I often draw at a cafe, I guess? At cafes and family restaurants and so on, places that are open 24 hours. I have too much freedom at home. I can watch TV and listen to music freely. When I get a little tired, I can rest in bed... I have freedom like that, and can’t put my effort into it. Also, I burn a lot of calories straightening my desk (laughs). If that’s the case, it’s better to change my clothes and go out. Some might say “that takes more effort!” but it’s a necessary effort. As I change my clothes, step out the door, and go to the cafe, my switch turns on. Gradually, like slowly starting up, and then… “Ba-ding!” (laughs)
Oh, I wash the table top at the cafes and family restaurants, too. During those 5 minutes when I wash the table…
For 5 minutes! ...They might think you’re a pesky customer, huh? (laughs)
326: What am I doing wrong?! I’m cleaning! (laughs)
However clean it looks, there’s always cigarette tar and stuff like that stuck to the table. I don’t want it to get on my drawings, either. Those 5 minutes when I wipe off the table are the same as making ink from an inkstone. It’s an act of concentration that hones my mental focus. The grime is already gone, but I’m not done honing my concentration yet, scrub scrub (laughs). Once I’m in the zone, I work non-stop. Just relentlessly, for 5 to 6 hours straight. Was it at a family restaurant that I worked most recently?
Yeah, family restaurants in Tokyo are surprisingly solid! When I went to the family restaurant, the server must have remembered me and took me to a secluded seat way back in the store (away from other customers). But as dawn broke and the sun came up, what do you know, I kind of started noticing pedestrians outside even though I wasn’t paying particular attention. And there were more and more people out there. And then the server lowered the blinds for me! It wasn’t the evening rays. You know how they usually lower blinds when the sun is setting [but not in the morning]? In spite of that, they lowered them so I wouldn’t see. I was deeply touched by this thoughtful attention to my needs…
At the end, I gave my autograph to the server, and they said “Actually, this is my last day here.” “Wait, what? That makes a great story!” (laughs) That’s why I have my favorite cafes and such.
Isn't that a nice story? (laughs) So when you draw, you usually go out somewhere?
326: I almost always go out. I probably did about half of the Gitaroo Man illustrations out somewhere like that. I really love drawing as I sip tea and such at a cafe.
Message from 326
Oh, yeah, this is off-topic, but according to the Gitaroo Man Wan survey postcards, an outstanding number of supporters are teens and preteens, I’ve learned.
326: Is that so?
I understand the average age of the users is around 17. Compared to other Koei games, the users are so much younger. I guess you could say that it’s so typical of Gitaroo Man to have such a result. What age group did you intend to target?
326: Basically it has no age limitation. No age limit! I think it’s totally okay for adults over 17 to play and go, “Yeah, right, it kind of brings back memories.”
That’s right. I think the way people perceive and enjoy things must be different between age groups.
326: I see the survey says the game is for 17-year-olds. When you think of 17-year-olds, for example, there are those who are 17 now, and those who used to be 17, and younger people who yearn to be 17… No matter their ages, if the game is really good, I’m sure people will find some part that resonates with them, different parts though they may be. Something like that. As long as you make it good, you might say. I believe Gitaroo Man was made in such a way. The fact that the staff and I hit it off so well really worked to our advantage. I also think that if either of us hadn’t been so well-attuned, we couldn’t have made a good game. In that sense, I was really fortunate. I’m so grateful.
I don’t watch much TV, but you hear catchphrases in TV ads, right? Gitaroo Man Wan has one, too. “Talent rained down on talentless me.” People kindly tell me, “It’s really great.” That phrase, we came up with it after the first viewing of the movie. They asked us “Do you think you can write a phrase that goes with this?” Right then and there we were like “Let’s see” and became excited and bounced ideas around. It came out of such a simple and natural process, nothing like an intense and long brainstorming session. It worked out, and it was received very well. We wouldn't have come up with such words under normal circumstances. So, it was really... like, I was glad I stuck with it and felt this work was going to be a success.
Finally, any messages for the players of Gitaroo Man?
326: I can’t play the guitar either. That you can simulate the experience, and also experience the boy’s growth and emotional transformation... It’s more than just a happy and cheerful game; it’s a music game with a story of a boy who’s growing up, so if players also mature along with him, I’d be very happy.
Thank you very much for the interview today.