2025年春季即將結束,隨之而來的是許多令人難以置信的開場和結局序列。現在是時候深入研究這些作品及其創作者了,但更重要的是,行業狀態和商業/觀眾期望如何改變了他們懷有動漫的操作/ed。 href=“ https://www.youtube.com/watch?v=tvusi5pszo0”>開放鏈接]當然,這是一個時尚的結局序列,由 tao tajima 執導。正如我們之前討論的那樣,塔吉馬拍攝真人鏡頭的方式,然後調整照明設法從日常的風景中抽出如此稍微超自然的氛圍,這是精明的動漫創作者所利用的,從而極大地效果。最著名的是,他一直是 kunihiko Ikuhara 在Lapintrack Studio Lapintrack的現代作品的定期撰稿人;您可以想像的最明顯的協同配對也許,因為Ikuni已經是動漫中魔術現實主義的第一人物。鑑於工作室的首席執行官- 異常多功能 teruko utsumi utsumi utsumi utsumi 有一個藉口。

也許不像Ikuni和Tajima之間的主題橋樑那樣直接聯繫,但是Shoushimin確實提供了一個很好的藉口。 霍諾布·Yonezawa(Yonezawa)蓬勃發展的寫作紮根的神秘感,這也適用於這個系列,但其故事的整個癥結在觀察兩個自然怪異的人穿越這些平凡的問題解決方案,同時嘗試(失敗並失敗)變得普通。通過它的主要普遍景觀,一旦被過濾並覆蓋了2D字符,塔吉瑪在結尾中總結了該系列的氛圍,我認為我認為Shoushimin在今年的第二部分中返回了第二部分,絕對意味著我們會得到一個新的Tajima序列,所以我預計這是一個新的tajima序列,這是一個

請注意,這些期望沒有錯:塔吉瑪(Tajima)恢復了同一範圍的頻道,同時又恢復了同一範圍,並恢復了同一範圍的頻道。也許這首歌的變化在試圖匹配它們的視覺效果中的工作方式不佳,但這仍然是一個很棒的結局。而且,這甚至還沒有接近 kyouhei ishiguro 領導的開幕式的驚人驚喜。自從單詞發行像Soda Pop 之類的單詞泡泡以來,他的職業生涯一直處於一個奇怪的困境。也許是因為這樣,整個觀眾並不像以前那樣意識到自己的才華。儘管他的職業生涯中存在這種僵​​局,但導演的粉絲很可能意識到,這些序列通常是建立在圍繞有趣的想法。他們不是最華麗的,所以他可能不會像幾年前那樣脫穎而出,但是他的特殊觸摸絕不消失。實際上,他顯然已經有所進步,以至於他可能會毫無疑問地丟下自己創造的最偉大的東西,這無疑是現代電視動漫中最令人印象深刻的開幕式之一。

,因為我強調的是,我強調的是見證了這麼好的東西的震驚,似乎已經令人印象深刻的是,這是一個令人印象深刻的恢復,這是值得一提的,這是一個令人印象深刻的,這是一個令人驚訝的,並不是所有的開幕式,這是一個令人驚訝的東西,這是一個不足為奇的事。對於初學者, Masashi Ishihama具有明顯的影響;最清楚的是,在五顏六色的輪廓上,但熟悉的運動圖形類型定義了開幕式時,而且劇集也很棒。鑑於這種關係,一定程度的影響力最終像給定的感覺一樣。與某些Ishama Protegees不同,他們一直在迭代他的介紹中迭代-例如 Ishiguro和Ishihama -他在部署這些熟悉的樣式方面進行了更大的衡量。

實際上,這種Shoushimin開放的最大優勢之一就是它的感受。 彩色silhouettes href=“ https://i.imgur.com/ojhhlxt.jpg”>動畫資產,各種表演的默認外觀對自己的繪畫,已經是雞尾酒,您將其命名。所有這些有趣的方面是,尤其是對於通常需要模擬材料的方法,其中許多序列都在模仿這些技術。儘管物理藝術具有內在價值,因此我不會為這條道路作為一種絕對的替代而加油,但是在電視動漫方面,它只是通過將這些樣式調整為在商業環境中很容易獲得的工具來擴大創意範圍。雖然有可能讓替代藝術家被插入常規動漫,但最近我們一直在讚揚 saho nanjo 的團隊的作品-伊格羅(Ishiguro)在更多標準作品中的豐富經驗模糊了非凡的和平凡的界限。同樣,就像Shoushimin本身一樣。

開放序列可以通過有效地總結其故事和角色動態,提煉作品的主題,或通過偏離其細節而找到一種相似的氛圍來在不同程度上取得成功;此外,您可以像Ishiguro一樣,並在所有這些級別上運行。我們強調了它的個性,以及如何以某種方式總結該系列的核心思想和感覺,但它也使用了大量的削減來對故事和關係的特定點頭。第二個賽季始於領先的二人組得出的結論,即保持在一起只能為不允許他們正常的古怪傾向,因此他們在明顯的絕望行為中分開了,因為它們逐漸清楚地表明他們只能與彼此共享一架現實平面。開口通過切割和負面空間不斷地暗示了這一點-從字面上看,它們在現實世界中並不存在- plus 重疊 儘管從來沒有微妙,但只有在觀眾了解正在發生的事情的情況下,對本賽季事件的參考深度才會變得顯而易見。 fire 很容易發現汽車是;您無需成為最聰明的人就可以在縱火和交通事故周圍建立的弧線之間建立聯繫。但是,要意識到為什麼顯示出某個明亮的角色鑄造陰影以及為什麼其中的三個特別是其中的三個。 一個簡單的鏡頭回想起來,可以總結兩個人主動追求其他人,但犯了這些顏色自己暗示的錯誤。一個人簡直是冷,藍色,而邊界的人不尊重地入侵了一個傻瓜,這是一個紅魔,她可以起訴曼徹斯特曼聯。他的無知外表有一個明亮的 juvenile 看起來很恐怖因為……好吧,那是Osanai,在這裡沒什麼可解釋的。不過,即使那張鏡頭都可以對關鍵細節的整齊點頭! 這個您可以在她眼中看到yorushika的徽標,就像樂隊所期望的那樣,他們很幸運,他們得到了這首歌被動畫成兩部完全不同的,酷的短片

最後,這是一個開口,感覺就像它只能在Shoushimin中存在,因此為什麼它也是您以前從未見過的樣式的組合。並非每個節目都足夠豐富,可以使導演如此成功地進行挖掘,但是如果Ishiguro迎接挑戰,我很樂意看到他繼續為其他冠軍做出這樣的序列。或者誰知道,也許再次帶領他自己的一個有趣的人!

巫婆手錶的開放,這是Megumi Ishitani出色的職業生涯的下一個迭代一步?傾向於將藝術家減少到最大的熱門歌曲。並不是將Megumi Ishitani與一件相關聯,這特別是錯誤的。那是她近年來一直集中精力的專營權,導致結果如此令人眼花,亂,我們不得不在這個網站上一遍又一遍地撰寫有關它們的文章。 While Oda’s canvas has been one to offer her the possibility of growth and refinement, it wasn’t what made her a brilliant creator—neither was her climactic episode in Dragon Ball Super, the event that made her popularity grow by orders of magnitude.

8 years ago, when she was merely an assistant in that series, we already introduced Ishitani to the world as a name to look out for (alongside someone else we’ll see在這篇文章的後面),因為她的潛力簡直就是如此。並非每天都遇到具有技術能力的藝術家,可以在此程度上發光,而在任何地方都吸引了傑出的團隊,但對於Ishitani來說就是這種情況。您不應該將這一發展解釋為她與一件作品的關係打破了她的關係,但是這是一個時刻,了解她在與路飛的道路上橫穿道路之前是輝煌的,並且隨著他們的職業生涯的差異。如果您對動漫的看法僅包含您最喜歡的節目,但這聽起來可能很令人髮指,但是在某個時間軸上,Kunihihiko Ikuhara將Sailor Moon終身導演,Miyazaki將其變成了僅僅是特許經營成員。考慮 Watch Watch 打開一種特殊的初步味道。

請注意,您的預覽不一定是我們必將在將來看到Ishitani的工作類型(當將來的變化不大時,Witch Watch的另一個變化並不是WSJ的另一個WSJ系列,而是開啟了一個現象的人,而是一個現實的人才。最近,在 naoko yamada 離開京都動畫的情況下,我們經歷了其中最極端的例子之一,這是在動漫中最緊密密封的工作室的長期任期之後。由於工作室的內部政策急於與他們突然可用的偶像一起工作,但由於工作室的內部政策而欽佩她的工作很久以來一直無法與她合作的人,而且從她的終結中也發生了同樣的事情。儘管Ishitani和Toei並沒有以相同的方式鎖定,但與特定公司的合同和既定關係的合同仍然規定了該行業現實可能發生的事情。通過暫時搬到另一個工作室並在有不同聯繫的生產者的領導下工作,以前非常不可能的會議(儘管有個人希望他們)突然成為可能。在許多情況下,一個現實。

一個立即脫穎而出的實例是動畫總監Masayuki Nonaka,Ishitani是

。儘管風格上有差異,但兩個動畫導演在他們的職業生涯中分享了兩個動畫董事在他們的職業生涯中的重要時刻,在他們的職業生涯中分享了兩個人,在他們的同齡人中表現出了貢獻的貢獻。當Soty大約在2014年左右到達IT的尾聲時,由於他的早熟技巧繞開了標準職業的新秀,當時的自由職業者Nonaka(離開JC員工)成為了他們的ACE動畫師之一。他們的作品中有彈力的運動經常被他撰寫,而卡通般的反應具有令人驚訝的栩栩如生的基本原理。在沒有達到他的表達水平的情況下,他的作品可以讓人聯想到 tetsuya takeuchi 的有趣表現;也許毫不奇怪,Takeuchi對開幕式的貢獻使某個生產商可以確認 nonaka是他的粉絲。他們的所有樣式都足夠獨特,您不會將它們混合在一起,但是它們之間的這些線程使Ishitani為何能夠與一個有效的全新團隊合作如此良好。

值得返回該製片人,以更好地理解這個特殊的序列如何變得如此,以及為什麼這麼多的人才與人才如此。 Ishitani自己是Witch Watch的作者 Kenta Shinohara hidehisa taniguchi mamoru hosoda 的Studio chizu上簡要介紹了 hidehisa taniguchi 的動畫製作人;當時,簡要充當生產助理生產助理(製作進行,塞薩庫·辛克(Seisaku Shinkou)):實際上,排名最低的“生產者”角色,但在系統中是必不可少的齒輪。他們檢查並隨身攜帶材料,並與數十位完成情節的藝術家聯繫數十個。通常會處理與他們有關的節目的多集。 belle 等項目。這使他能夠見面 takashi nakame ,這是日本戲劇動畫場景中的策劃者,他只是通過吸引 frieren 等項目的工藝大師而開始受到更廣泛的關注。整個演出的責任。他已經提出了任命Ishitani的想法,這使得Nakame更有可能接受該請求,因為 hiroshi ikehata ;他在2025年6月的《動畫》(Animedia)的採訪中解釋說,他自己傳遞了指導它,因為這會給它帶來一種過時的感覺,而他寧願擁有更新鮮的風格,可以將其作為音樂視頻加倍。鑑於Ishitani對這種方法的親和力以及製片人與她合作的願望,他們擴大了一個報價,使她暫時搬到Bibury進行此開幕式。

當人們談論Nakame談論Nakame與您在電視中沒有在電視中看到的戲劇人才的能力相關的能力時,他們經常向All thervision介紹,他們傾向於向Animators介紹Animator。這種看法在弗里倫(Frieren)和這個開幕式一樣出色。儘管長短,但他還是設法招募了Hiroyuki Aoyama,Ayako Hata,Hiroomi Yamakawa,Ryosuke Tsuchiya等人以及許多高調電視動畫師。 That said, focusing on that ignores how he also has the ability to reach out to color specialists with equally prestigious pedigrees to help Ishitani capture her highly specific vision.

The most renowned example of that broader gravity that he deserves credit for is art directorArt Director (美術監督, bijutsu kantoku): The person in charge of the background art for the series.他們繪製了許多由該系列總監批准的藝術板,可作為整個系列背景的參考。藝術部門內的協調是必須的-設置和顏色設計師必須共同努力製作一個連貫的世界。 hiroshi oono ,與演出相比,他有助於使這個序列完全不同。儘管他很少會在電視上露面,但他在職業生涯的後期階段被限制在更獨家的項目中。並非每個製片人都有能力與他接觸,他擔任藝術總監董事(美術監督,Bijutsu Kantoku):負責該系列背景藝術的人。他們繪製了許多由該系列總監批准的藝術板,可作為整個系列背景的參考。藝術部門內的協調是必須的-設置和顏色設計師必須共同努力製作一個連貫的世界。和畫家的許多背景,甚至訪問他的家以定居下來,以與導演的願景相匹配的風格。 Ishitani本人充滿情感回憶他們設法取得的成就:與藝術總監(Art Director)(Art Director)(bijutsu kantoku)一起工作,該公司的ARCKENT ART ART ART ART ART ART ART ART ART ART ART ART ART ART ART ART ART ART ART ARTIM for ARACM付諸待他們繪製了許多由該系列總監批准的藝術板,可作為整個系列背景的參考。藝術部門內的協調是必須的-設置和顏色設計師必須共同努力製作一個連貫的世界。 kiki的送貨服務是關於年輕女巫的現代系列,這是一個非常神奇的火炬傳球。也許在他們的情況下。 href=”https://www.youtube.com/watch?v=oUTGoBChCIY”>Ending link]

A new adaptation of Anne of Green Gables due Spring 2025, this time by the name of Anne Shirley, was announced back in November 2024. Leaving leaks aside, that type of announcement is how everyone would normally find out about即將到來的標題的存在。當然,這不是這個節目的情況。該公告的近兩個月前,紀錄片系列 jounetsu tairiku 將一集獻給了《輝煌的 naoko yamada》 ,後者最近導演了她的最新電影《裡面的色彩》。該計劃結束後,他們顯示Yamada在開場和結束序列上工作以進行一項未命名的工作……立即被抓住 href=“ https://x.com/hrayk/status/1842977840175906846”>將是。鑑於他們從那以後是如何通過圍繞她的名字構建的新聞稿來推廣序列的,因此說Yamada的存在是該項目的主要吸引力之一。

她是如何降落那個演出的?觀眾中的浪漫主義者很快就注意到她的職業生涯一直與後來的傳奇人物 isao takahata 交談。他們對人的共同興趣使他們探索了類似的話題,儘管他們的角度偶爾會越過道路。尤其是在她當前的自由職業時代,山田被允許重新審視高哈塔過去的特定作品。雖然從未實現過實現,但他曾經打算指導 Heike Monogatari 動漫,就像她最終一樣,現在被允許她分享她對他在精湛的 akagi akagi no Anne no Anne (1979)(1979)的探索中的詮釋(1979年)。 合作。雅馬達(Yamada)在Animage 2025年7月號的採訪中證實了人們關注她最近職業的人們已經能夠猜測。也就是說,這是安妮·雪莉(Anne Shirley)系列董事主任的邀請:(監督,坎托克(Kantoku)):負責整個製作人的負責人,無論是作為創意的決策者還是最終主管。他們超越了其餘的員工,並最終擁有最後一句話。但是,確實存在與不同級別的導演的系列-首席總監,助理主任,系列劇集總監,各種非標準角色。在這些情況下,層次結構是一個情況下的情況。 Hiroshi Kawamata使她如此渴望接受這份工作。她甚至稱自己是他的粉絲,很高興能正確地努力工作。很容易看出她沒有出於公關目的而虛張聲勢。早在2022年,山達(Yamada)也為他的現代愛情東京(Modern Love Tokyo Tokyo)選集委託了他的原始設計。在同一雜誌的功能中,川田(Kawamata)留下了一封短信,他將山達(Yamada)的手藝與量身定制了一件漂亮的衣服,這可能會使任何人都像主角一樣脫穎而出。說,作為藝術家的欣賞是相互的。

在她的第一個任務時,Yamada迅速鎖定了該系列的關鍵概念。奇妙的想像力和好奇心是安妮·雪莉(Anne Shirley)像辮子和紅色頭髮一樣令人回味的想法,因此為什麼它們是序列開始的重點。 Yamada將前者紮根於故事開始以來,您可以欣賞的事物:主角試圖通過想像異想天開的替代方案來處理悲劇。不過,即使在承認這一點之後,她還是選擇了專注於安妮對世界的固有喜悅。 她的手勢和floriography的用法以說明她以Yamada-sque的想像力顯然是Yamada-que的增強自己的現實,但我認為最重要的方面屬於夢dream以求的充滿活力的動畫。雖然 Yamada 您必須在幻想中尋找它,例如,您必須在幻想中尋找它,例如 liz and liz and bulue Bird> evernistion from

隨著下半場的開場,山達(Yamada)繼續強調綠色山牆的安妮(Anne of Green Gables)世界中的更多關鍵思想。第一個是時間本身的通過,這是逐漸且有意義的-至少在您不像安妮·雪莉(Anne Shirley)那樣匆匆忙忙的故事時,它的身高和髮型就可以使您流淚。從以前開始,她的情節板使用一個旋轉時鐘使我們獲得了這個美麗的功能的快照,以及所需的成長。更廣泛地說,Yamada通過在記憶中建立記憶與定義開始的想像力的內在幻想相反,將這一最終部分分開。與安妮的明亮前景一樣重要的是,它使她能夠過上充實的生活,因此,情節板也旨在捕捉她將要回顧的所有事件。誠然,即使是那些充滿音樂感,安妮本人也無法逃脫。

進入結局,涉及風格的根本變化,但這並不能使結果變得更加難以識別。該方法與 ping pong the Animation 完全相似,完全由Yamada與之合作的同一Eunyoung Choi動畫。這次,Solo Key AnimationKey動畫(原畫,Genga):這些藝術家在動畫中繪製了關鍵時刻,基本上可以定義運動而沒有真正完成削減。動漫行業以允許這些個人藝術家的大量空間來表達自己的風格而聞名。她最近在犯罪的塔卡西·考吉瑪(Takashi Kojima)的伙伴的手中努力,後者也是開幕式的主管。您可能通過意識到主角覺得自己就像在設計表中的Kojima的顏色一樣迷失了。在此過程中的一個關鍵細節是 NHK的反藝術信貸政策,您不允許您知道 最大程度地使用了Yamada,最大程度地繪製了 href=“ https://x.com/yuyucow/status/1913550696017694722”>熟悉的水力。如果您想知道導演的願景是多麼的綜合性,她將這首歌描述為投射溫暖的凝視,而她的結果是打算保持同樣的色調和溫度的方法-奇怪的是,這也就不足為奇了,這也就不足為奇了,這也難怪她以前的電影是關於一個可以將人們視為顏色的女孩。

可以理解這一序列,以了解您的指導。如果開放收集了將安妮定義為一個人的大多數想法,那麼結局將集中在該系列的最終關鍵文章上:綠色山牆。序列始於沿著愛德華王子島(Prince Edward Island)漫步。就像您在馬車上看到的那隻遠景一樣,將安妮帶到了她的新家,散佈著激發了她想像力的細節。但是,這不一定與她有關。如果有的話,這與安妮周圍的生活有關,因此雅馬達拒絕描繪主人公的臉-試圖強調她的身體行為,因為我們可能會從寄養父母的鞋子中見證他們。從這個意義上講,最終削減是意圖的華麗封裝。我們看到安妮(Anne)從後面跑來跑去,這是馬修(Mathew)和瑪麗拉(Marilla)到達那一刻以來無數次的圖像。而且,使他們想起她成長的人,因為這種形式在演出中逐漸變得更高。但是,結局總結了她為他們代表的東西:她獨特的紅色頭髮變成了溫暖的光。這是安妮·雪莉(Anne Shirley)的真實本質,也是結束每一集的最佳方法。

一個開放表明,庫蘇里亞(Kusuriya)和中國之間的愛情故事還沒有結束

[ Kusuriya 在過去幾個月中的第二個賽季;最終無法阻止它成為愉快時光的問題,但這肯定會阻止其特徵在於第一次系列的拋光水平。即使該續集並未被其施加的日程安排抵制,它實際上也無法與第04集的超凡脫俗的高潮競爭。由中國領導的藝術家實際上是在廣播中插入一部令人驚嘆的短片的客人,他們在這片情節中無法做到這一點,因為他們一直很忙……在同一個工作室……在同樣崇高的風格上(樣式上)非常不同-在風格上非常不同-在puniriru中遇到了一個epister of Puniru。他遭受了共同條件的困擾:認為Maomao是一個出色的gremlin。 There’s also the fact that the specific relationships that brought him to the studio are still at play, as well as his fondness for aspects like Yukiko Nakatani’s design work, but those pale in comparison to the universal love for the toxic cat. Chinashi may not have been available to commit to the project the way he did during their first rodeo, but it’s no surprise that he found time to storyboardStoryboard (絵コンテ, ekonte): The blueprints of animation. A series of usually simple drawings serving as anime’s visual script, drawn on special sheets with fields for the animation cut number, notes for the staff and the matching lines of dialogue. and direct a very nice opening sequence for the back end of this sequel.

Right off the bat, it’s clear that the main theme of the sequence is identity. This might sound familiar, but you can hardly blame different directors for focusing on the same idea when Kusuriya is all about people’s hidden sides and secret personas. After an intro that brilliantly uses the show’s logo to obscure the face of its protagonist—who isn’t exempt from having secrets—Chinashi deploys his main motif: fox masks. Those hold a narrative meaning that becomes clear as the story advances, but even before that point, the viewer will understand that they embody hidden secrets; even the fact that they have such an extraneous texture underlines that they’re artificially, deliberately obstructing the truth. You’ll see them hiding the secret identity that the entire series revolves around, antagonistic forces with much to hide, and amusingly, even a cat (beautifully animated by Shinako Takahashi) that turns out to be a clue in a grand conspiracy.

As the sequence approaches its chorus, that concept of identity makes an interesting pivot to become perspective. This leads to a reenactment of key scenes, though rather than seeing them as filtered through the protagonist, they’re reframed as POV shots in the shoes of the people who surround her. In many cases, their reasons for being there and acting the way they did (which we might not have considered when following Maomao’s view) are linked to these overarching mysteries, so the sequence invites the viewer to rethink the events. And for the last one, a sudden match cut returns us to the mask motif—and most importantly, it links to the gorgeous moving paintings of Geidai alumni Yume Ukai, evocatively informing the viewer about the world of Kusuriya.

The opening comes to a pleasant end with the type of emotionally loaded yet not ostentatious character animation you’d expect in a Chinashi sequence. Given this emphasis on identity and surprisingly important roles, however, it feels fitting to end by pointing to production assistantProduction Assistant (製作進行, Seisaku Shinkou): Effectively the lowest ranking’producer’role, and yet an essential cog in the system. They check and carry around the materials, and contact the dozens upon dozens of artists required to get an episode finished. Usually handling multiple episodes of the shows they’re involved with. Kazuki Fujisawa. Despite having garnered no attention whatsoever from viewers, his quiet grind at OLM has recently brought him to work with exceptional artists like Ayaka Nakata, the mysterious Wazuka Komamiya, and of course Chinashi himself. His consistency as of late assembling such teams makes it hard to believe that he’s accidentally hanging out with superlative creators all the time, so it’s a name I encourage others to start paying attention to.

The joy of GQuuuuuuX‘s ending, and of being able to enjoy Khara’s talents for once

[Ending link]

Khara is a weird studio. For the most part, that’s a positive statement. Not adhering to the norms of a diseased industry is a badge of honor, and even more so when your peculiarities resemble theirs. Possessing a very unusual concentration of directors in relation to their personnel, for example, tracks directly to the outrageous amount of inventive talent packed inside one building. Their production pace is also preferable to many alternatives; from their safe position, Khara is allowed to marinate productions for as long as they require it, rather than rushing them out the door because the next deadline is already looming on the horizon.

However, the studio can sometimes take this issue to the opposite extreme. It’s not always that Khara has a truly active production that has progressed beyond conceptual stages, let alone one that involves that incredibly talented collective of artists under their banner. Although most of them are free to appear as guests on projects elsewhere, there is added value to allowing them all to work together in an environment with exceedingly high standards and the ability to live up to them. Even if it hadn’t been an interesting work in its own right—which I believe it is, for all its faults—the mere existence of Mobile Suit Gundam GQuuuuuuX would have been exciting due to the team behind it. After all, it’s not every day that we get to enjoy a new series by Kazuya Tsurumaki, further elevated by the multiple generations of brilliant artists affiliated with the studio.

Those creators range from their veteran founder Hideaki Anno to youngsters once trained as in-betweeners at Khara and who’ve quickly gone on to demonstrate their talent; look no further than Gen Asano, one of the new faces of mechanical 2D animation and a main contributor to GQuX. Among those younger yet already renowned figures, we find Touko “toco” Yatabe, a multitalented artist currently on the rise as both a designer and director. Within Khara, she’d already earned Tsurumaki’s trust as one of the storyboarders for Dragon Dentist, even acting as an assistant director on Shin Evangelion. And as a designer and animation director, you ought to look no further than the contributions to her most beloved franchise—most notably, leading the pack for the hit film The Birth of Kitaro.

Ever since her impressive student graduation film circa 2014 (which she added English subtitles to a few years later), Yatabe has stood out as an artist with storytelling inclinations. The two sides of her career make sense the moment that you realize that she designs characters with their tales in mind; not exactly a unique approach, but one she excels at in a way that comes across as effortless. Yatabe won’t present you with visuals artificially loaded with information that winks at the audience, but rather with natural, charming slices of what feels like larger worlds. As a regular contributor to the show, working alongside Tsurumaki for some of its best episodes, she’s deeply acquainted with a world she summarizes in a lively way for its ending sequence.

Off the bat, you might notice that Yatabe borrows a motif that has been surprisingly important to GQuX. For as sleek as the spotlights are in this ending, the repeated usage in the show has been linked to the two lead characters being forcefully dragged into dangerous positions. Whenever they’ve been in turning points for their lives, as exploitative systems claim that those dangerous turns are their fate, GQuX has signaled it with invasive beams of light… which the ending reimagines into cool, sometimes even cute stylizations. Similarly, the dangerous kirakira that much of the narrative revolves around turns into a similarly colorful piece of décor within their imagined shared room, and into the lighting itself once the two happily host a drinking party. For as tonally separated from the series as it sometimes feels, it’s also distinctly GQuX-esque.

The jump cuts across that believably cluttered room make this happy fantasy feel lived-in, and within them you can spot all sorts of nods to the often more tragic events in the story—like Machu dancing with the dress Lalah wears in episode #09. And without requiring a high number of drawings, the adorable, characterful animation sells it as one of the most charming endings of the year. The team behind it is mostly composed of women running similar circles as Yatabe herself, but also GQuX animation designers Yumi Ikeda and Shie Kobori; once the ringleader behind a very popular Gridman ship, Mayumi Nakamura couldn’t miss the opportunity to work with her friends for a sequence with similar vibes. It’s hard not to smile when watching the results of their work, for a studio we don’t usually get to see in motion.

YAIBA‘s rollercoaster, through its opening and ending

[Opening link] [Ending link]

Using an opening to ramp up the excitement and an ending to help viewers wind down is hardly rocket science—if anything, it’s easy to argue that this is their default, logical role. That said, it’s not every day that those sequences work in conjunction as effectively as they do in YAIBA; something it achieves not by finding common ground in the middle, but by allowing each of them to take their approaches to the extreme. And right at the start, that means getting you up to the show’s frantic tone with an explosive intro that also encapsulates its director’s more methodical side within its bombast.

You may know Hisaaki Okui aka Geso Ikuo as a webgenWebgen (web系): Popular term to refer to the mostly young digital animators that have been joining the professional anime industry as of late; their most notable artists started off gaining attention through gifs and fanmade animations online, hence web generation. It encompasses various waves of artists at this point so it’s hardly one generation anymore, but the term has stuck. animator who stood out in productions willing to collaborate with such young, then unproven talent in the early 10s. He was an interesting contributor in the likes of Ryochimo’s Yozakura Quartet, and I believe you can’t fully figure out his style without understanding his work in Dogakobo’s bouncy works of the era; look no further to his Hacka Doll opening being reminiscent of the Mikakunin music video that rewired the brain of a whole generation, including himself as he participated both in the series and this short film.

If there’s one collective of artists that is central to his career, though, that would be the Trigger-adjacent crew of ALBACROW that he co-founded and that we talked about fairly recently. Those rowdy environments shaped a wild, outspoken individual—enough to get sacked from his show right before its broadcast and then proceed to share spicy internal details every week—but with time (and through necessity), he has mellowed out. After all, he hasn’t only been a regular contributor as a director and animator for their works, but also been involved in their management and business operations. Ultimately, grasping those two sides of his helps you understand YAIBA’s openin g as well. And maybe even more importantly, you get to smile at the fact that he had such friction with Production IG… just to end up heading the opening for the biggest IG Port TV show of the moment. Looks like he won that feud in the end.

For a show as energetic as YAIBA, only a sequence operating on the highest level of kineticism would have made the cut. Geso himself is prone to creating openings that feel fast and densely packed, though it’s interesting to see how he doesn’t always get around to it in the same way. His intro for the Blue Archive anime addresses the clash between overpopulated games and limited-scope adaptations by fast cutting like its life depends on it, getting away with such a sensorial overload through its beautifully clean aesthetic—a much better attempt at capturing its color in a broader sense (and also a literal one) than the show it’s attached to.

In contrast, his storyboardStoryboard (絵コンテ, ekonte): The blueprints of animation. A series of usually simple drawings serving as anime’s visual script, drawn on special sheets with fields for the animation cut number, notes for the staff and the matching lines of dialogue. for YAIBA’s opening is willing to embrace stretches of relatively longer cuts or otherwise seamlessly connected shots; this is particularly obvious near the beginning, with the contributions by Yuki Hayashi and Shotaro Tamemizu combining into one sizable chunk of the opening with excellent flow. When it comes to this show, the fast pacing isn’t a consequence of needing to pack many references, but rather the quality that defines YAIBA altogether. And rather than more cuts, the strategy to capture that feeling is more into cuts; lots of sliding in and out of the frame, and of course, the thorough embracing of Kanada-style animation that makes all movement snappier and more eye-catching. In that regard, Yoshimichi Kameda’s corrections are invaluable, bringing even the animators who aren’t used to this level of intensity up to speed.

Similarly to the show itself, the diversity of styles it can fit under that Kanada-shaped umbrella is rather impressive. Yooto’s work is so angular and strikingly spaced that for a second, you believe the rest of the opening was round and smooth, while Takeshi Maenami doesn’t let his main animator role preclude him from standing out through distinct linework. Among all the blatant showcases of respect for Kanda and Kameda himself, it also stands out how Toshiyuki Sato’s segment pays homage to the original author; chances are that you’ve seen Gosho Aoyama’s monochromatic illustrations that highlight the pencil work, especially in his key visuals for the Detective Conan films, so it was rather sweet to see that approach reimagined into animation. For as renowned as Sato is, I believe he doesn’t get enough credit for his ability to dip into different styles or art forms altogether. He showed as much by being deeply involved in Bocchi the Rock’s arts and crafts projects, as well as in the aforementioned Witch Watch opening, where he carved a real print for just a second of footage.

Speaking of that Witch Watch opening, Geso‘s contribution over there also embodies how he has grown to be a rather calculated artist. Despite the tendency to associate this type of high-energy, manic work with off the cuff delivery, he is quite deliberate in a way that even Ishitani can attest; not only had he prepared a 3D previs of the shot he’d been assigned before their first formal meeting, but even proceeded to sent his own recordings of footage to iterate on it with different ideas. He’s the type of creator to meet YAIBA at its most intense, but also to give its opening a strict narrative and physical continuity that makes it flow in a way that makes sense to the viewer.

The moment-to-moment progression is satisfying because he’ll often follow the figurative lines of action and roughly match cut its protagonist through similar poses and locations. And in a genre where openings often devolve into a collection of disconnected characters and finishers, you can follow its protagonist in a self-contained tale of rushing to a confrontation, powering through the disappointment of his defeat, adventuring to power up, and facing his nemesis in a grand clash. It’s not particularly complicated—YAIBA never is—but combined with how nicely each cut is threaded together on a micro level as well, it becomes an opening that simply feels right on the whole.

Only the most laid-back vibes could calm you down after such a breathless opening and show, but thankfully, Atsuko Nozaki was up to the task. Just a few years ago, it was easy to argue that she was perhaps the most overlooked talent attached to studio WIT. Nozaki is an artist with a round style and cartoony inclinations, yet also the anatomical fundamentals to articulate true-to-life acting; add the two of them and combine them with the output of the studio she’s been working with, and she becomes a precious means of humanization for their often-gritty works.

Thanks to works like Ousama Ranking and her feline ending sequence for Great Pretender, people are now more aware of her big presence at the studio. However, there’s one side of Nozaki that most hadn’t gotten a taste of… unless they follow her on social media, where she exhibits that she’s an excellent illustrator with an exceptional eye for color. She has the ability to capture a tone through very economical palettes, and more often than not, her target is some sort of peaceful vista. For YAIBA’s ending, she chose to depict everyday routines bathed in soothing blues and warm yellows, alternating between naturalistic snapshots and Instagram-like cuts. The sequence captures her style perfectly, which is more impressive when you consider that it went through what she called an irregular workflow; Nozaki directed and storyboarded it, Maki Kawake drew the illustrations, then Nozaki herself participated in the painting after supervising those. The way it comes together as if she were the sole artist behind it, with the perfect atmosphere to counterbalance YAIBA’s usual loudness, earns it an enthusiastic shout-out.

Lazarus‘ ending: Mai Yoneyama’s surprising mood piece

[Ending link]

With its black silhouettes contrasted to solid, bright colors, playing to a snazzy non-vocal song, Lazarus couldn’t make its attempt to channel Cowboy Bebop’s energy clearer. Unlike the iconic Tank!, though, it loses the evocation of works like James Bond, and generally slows everything down to match a more melancholic sound. A more lethargic version of such a beloved opening might seem cynical even when they share series directorSeries Director: (監督, kantoku): The person in charge of the entire production, both as a creative decision-maker and final supervisor. They outrank the rest of the staff and ultimately have the last word. Series with different levels of directors do exist however – Chief Director, Assistant Director, Series Episode Director, all sorts of non-standard roles. The hierarchy in those instances is a case by case scenario. in Shinichiro Watanabe, but I’d rather focus on its impressive ending instead. Both in the artist behind it and what they achieved, it’s a pleasant surprise that should more than make up for any lack of surprise factor in the opening.

As you may already know, this sequence was directed and solo key animated by Mai Yoneyama. Perhaps best known as an illustrator nowadays, Yonemai’s entire trajectory shifted when she stumbled upon the art of Gainax-affiliated artists back in high school. As she explains in this conversation with fellow artist Kei Mochizuki for Pixivision, she bought a volume of the illustration book series Edge to learn from popular illustrators… just to find herself more drawn to the contributions of animators like Hiroyuki Imaishi and Yoh Yoshinari. Having reached the conclusion that the greatest artists go on to become animators, she found her way to the studio where many of those people who’d caught her attention worked: Gainax.

Any excuse to share Houkago no Pleiades is welcome.

At the studio, she grew particularly close to a group of women—who didn’t exactly represent the majority of their animators at the time—with a shared interest in aspects like fashion. They adopted the name of Chuo Line Anime Sisters, self-publishing a handful of books in the late 00s and early 00s. Apart from Yonemai, this group included Apocalypse Hotel’s director Kana Shundo, its character designer and chief animation directorChief Animation Director (総作畫監督, Sou Sakuga Kantoku): Often an overall credit that tends to be in the hands of the character designer, though as of late messy projects with multiple Chief ADs have increased in number; moreso than the regular animation directors, their job is to ensure the characters look like they’re supposed to. Consistency is their goal, which they will enforce as much as they want (and can). Natsuki Yokoyama, and the designer for the also great Negaposi Angler (as well as the new Ranma ½) Hiromi Taniguchi. Which is to say, a group of artists who are currently on an amazing streak of original contributions to anime.

As Gainax effectively fell apart, Yonemai followed much of that team to Trigger projects, albeit in a freelance capacity this time around. Rather than sticking to animation roles, though, her success as a designer and increasing popularity allowed her to focus more and more on lucrative illustration work that nowadays constitutes most of her output. The sleek proclivities that had brought her together with those other fashion-savvy Gainax members, those roots as an illustrator, and the efficiency that animation work on tight deadlines had drilled into her shaped an artist you couldn’t mistake for any other. Stylish women or otherwise androgynous bodies, striking usage of color that is happy to embrace neons, and mesmerizing flowing hair drawn as if paint, make-up, and traditional effects animation blended together. A style that is so high on calories, and yet one that she can articulate in motion when she’s in leading positions for animated projects; the YOKU and COLORs music videos likely being the best known examples of this feat.

If there’s one word you’d never use to describe her modern style, that would be subdued. It’s not as if that restricts the moods she captures to high tension, lively ones. Look no further than the ending sequence she directed for Cyberpunk: Edgerunners to find those neons illuminating darker feelings—though again, hardly in a stylistically restrained way. She has also shown a willingness to embrace monochromatic worlds like in the aforementioned YOKU, though even then, she does so to weaponize the color accents. This is all to preface the surprise that was Lazarus’ ending: a melancholic, unnervingly soothing flyby of a world without color. Not exactly what one would expect from Yonemai’s usually bright output, yet such an effective way to bring every episode to a close.

Another reason why that sequence stands out the way it does is its incredibly bold commitment to a seamless piece of background animation, as the camera calmly examines every character and humanity altogether. Animating something like this presents multiple challenges, starting with the obviously prohibitive technical skill it demands. Maintaining the volume of entire bodies with a constantly shifting camera for a sequence this long, one that you’re going to key animate all on your own at that, requires a level of technical precision very few people have. In fact, you could argue that Norimitsu Suzuki is the only active animator in the industry who has proven time and time again to be able to tackle that challenge. As someone with a near computer-like ability to perfectly rotate any shape in his body, as well as the acquired experience to know when to betray that objective reality, Suzuki is simply on another level when it comes to this.

What about Yonemai, then? She has shown her ability to maintain the volume of human bodies even as they rotate, as you can briefly appreciate in sequences like that Cyberpunk ending. With this more demanding workload, her results ended up being undeniably rougher, though I would argue that you’re more likely to feel awe at the handcrafted artistry than be bothered by the imprecisions. One aspect I believe that she aced is the calm vibe it manages to evoke, which is hard to get across when they’re dealing with background animation. The tactility of this type of cut and the rarity of their deployment tends to cause the viewer to immediately tense up—a desirable quality in most of its usages—but given the tempo of the song and the mood that they want to evoke, Yonemai succeeds in soothing the viewer with the calculated, meandering camera. That accentuates the unsettling contrast with what is being shown, leading to an ending that isn’t only impressive on a technical level, but also quite interesting in its texture.

From solo animation effort to solo animation effort: Kengo Matsumoto’s emotive running in Cinderella Gray

[Ending link]

Just like Lazarus, Uma Musume: Cinderella Gray features an ending sequence storyboarded, directed, and solo key animated by a single individual. In this case, that leading role goes to Kengo Matsumoto, broadly known as an action animator yet clearly capable of more. The show’s opening—the comeback of Kotaro Tamura after a quiet year—does have its nice moments, applying the director’s cinematic stylizations to the more grounded side of the characters’ routines. This feels rather fitting in a series that begins with very humble competitions, in contrast to the grandiosity that Ume Musume stories have gotten us used to. That said, it’s Matsumoto’s ending that addresses the emotional core in a more memorable way, granting the sequence the unified charm you’re only likely to get out of near-solo efforts. In a franchise that has been shining in ostentatious ways as of late, this economical ending provides a different appeal.

If you asked people what is the first thing that comes to mind when thinking about Oguri Cap, Cinderella Gray’s amusing protagonist, most would answer that it’s running; others would say food, and they’d be correct as well. That first answer would be true of many characters in a series about horse girls racing each other, yet it holds special meaning for Oguri. Her backstory is as simple as it is effective: as a kid, she was confined inside for health reasons, unable to play around due to her weak legs. However, thanks to her mother’s careful treatment, she eventually was able to sprint outside like she’d always dreamed of. This process has given her a competitive edge rooted in a particularly flexible body, but for as fiercely as she competes when she gets a taste of professional running, there remains a fundamental love for the act of running that you might not find in an individual who could always take it for granted. And thus, Oguri Cap means running.

With that in mind, it’s amusing to think that this ending could have been completely different. In an interview for the June 2025 issue of Animage, Matsumoto explained that co-series director Takehiro Miura initially pitched a completely different approach to the ending, but that his interpretation of the narrative and the song it’d be paired with convinced him. It’s worth noting that Miura didn’t merely give him the OK, but rather actively contributed with ideas of his own as well; Matsumoto pointed in particular at the cut where the young Oguri runs toward her brighter future as Miura’s addition, during the period where he was revising the storyboards for the sequence.

The result of their combined efforts is an unassuming, very charming ending that captures the heart of the work. It begins with a first-person running shot, perhaps the most technically demanding one in the sequence. In that same interview, Matsumoto was asked about the challenge of animating so much running, and while he downplayed it somewhat because he found ways to use loops and reduce his workload, he admitted that walking animations are an endlessly deep challenge for any artist. They’re tasks you continue to face across your entire career, and yet they always present the opportunity to learn something new. Matsumoto also admitted to having a propensity for POV animation, so he was glad to have an excuse to put it to use at the beginning of a sequence where we’re placed on Oguri’s running shoes.

What follows is a nice summary of that backstory. While this is the least dynamic part, Matsumoto’s crafty tricks prevent it from ever getting stale. The refusal to hold lines makes the cute art feel alive even with the low drawing count, while the window to the outside serves as both a representation of the brighter life Oguri seeks outside and a showcase of the passing time with their seasonal variations. Most importantly, the choice to frame specifically these shots as 4:3 works on many levels; it’s physically narrower just like a childhood where you can’t play outdoors, it evokes the past in compared to the modern standard of 16:9 used elsewhere, and it enables the protagonist’s worldview to literally broaden once she’s able to run. It’s precisely in that cut proposed by Miura that the black bars disappear, dashing to the light with another POV cut that bookends her story.

The back end of the sequence is quite literally a victory lap for the protagonist, with another economical loop that still hides some interesting creative choices under the hood. Besides Matsumoto’s self-imposed challenge of handling the CG work himself as well, it’s the choices of color that are worth bringing attention to. He wanted a palette that fits the fresh feeling of the song, as well as an overall look that made it distinguishable at a glance from the grounded reality of the show itself; it had to be Oguri’s world, the place where she can run freely that she once dreamed of and is now attainable. Why go with that unorthodox mix of yellow and blue, though? The reason is simple: Matsumoto found out that those are the colors that horses can distinguish most easily. As always, Uma Musume’s commitment to its equine roots is undeniable.

Catch me at the Ballpark and Ninkoro‘s cute endings represent the charm of music videos in the era of Youtube

[Ninkoro ending link] [Catch me at the Ballpark ending link]

If you close your e yes and try to imagine a modern, animated music video on Youtube—not one that happens to be hosted there, but a short film made for the platform—there’s a specific look that will come to mind. Solid colors, be it in pastel form or with a more vibrant look, with a penchant for both contrast and cuteness. Which is to say, pinks galore! Design-wise, SD versions of characters will alternate with more striking looks, synergizing with storyboarding that also tends to swerve from full-body to close-ups. There’s a marked degree of stylization that allows for blending VFX with more traditional effects animation, and above all else, an aim for online virality that translates into catchy cuts like dancing performances. While that can require rather involved animation, there’s a certain economy tied to that style as well; everything is clearly built around assets that are expected to be reused, which is admittedly true of most animation, yet it’s not obscured here in the way it would be with the more naturalistic delivery you’ll encounter within a show or film.

Given that younger audiences are so familiar with that style, it’s no surprise to see it incorporated in commercial works as well. For one, it has a proven record of popularity, and just as importantly, the people making your cartoons are also human beings who have a decent chance of having gotten into similar videos. In that regard, it’s interesting to observe the ending for A Ninja and an Assassin Under One Roof, also known as Ninkoro. The broad idea of SHAFT’s in-house style is fairly compatible with all those characteristics we listed as emblematic of these music videos, so its ending is allowed to go all the way in that direction (down to featuring a song under the HoneyWork brand, a household name in that scene) without feeling like an uncomfortable departure. Interestingly, the sequence was led by a regular commercial animator—Rina Iwamoto, SHAFT associate who acted as its storyboarder, director, supervisor, and one of its key animators. Given the key role of the palette in nailing these specific vibes, though, it’s well worth shouting out Daniela Padilla as the individual behind its color script as well.

In contrast to that (successful!) attempt to emulate the artistry seen in a slightly different field, we also find cases where the exact same people in charge of those trendy videos are brought onto TV anime to lead opening and ending sequences. Independent artist Doromizu lent a hand on Catch Me at the Ballpark’s opening, but most importantly, produced its lovely ending sequence all on their own. By taking the two most recognizable colors from the protagonist’s design, Doromizu immediately gets that type of pop contrast that this type of music videos seeks. The cast is reimagined in cute, chunkier forms, but the animation—despite its fondness for loose smears—is careful to maintain the dancing choreographies easy to read, inviting viewers to dance along if they so desire. All in all, an adorable ending that feels representative of its era.

The opening that invites you to dance to Apocalypse Hotel‘s unique rhythm

[Opening link]

The theory of relativity ought to be true, because time spent in the vicinity of Apocalypse Hotel’s opening definitely flies by faster than usual. Part of that comes down to its already unusual commitment to one idea. Dancing may be somewhat of a common occurrence in openings, but it’s quite rare to see a sequence depicting a singular performance with essentially no interruptions. Even the couple of seconds that instead focus on the light leaving the protagonist’s home (just like its owner did) are tangibly set in the exact same place, making it all feel like one perfectly tight whole.

After dedicating thousands upon thousands of words to over a dozen sequences, it’s worth noting that this is the very first one handled by the series director—and perhaps it couldn’t be any other way, given how unique ApoHotel is. Kana Shundo, whom I’d love to discuss as the nexus for this show’s appropriately distinct team in another writeup, steps up as the storyboarder and director for the occasion. For series exploring the transience of things through a peaceful post-apocalypse, the opening will often be a quiet stroll across the setting accompanied by a song that may be content without lyrics. Even if it’s on the groovier side of things, it’ll make you want to sit comfortably on your chair rather than jump off it.

While that is a side of ApoHotel, its one-of-a-kind atmosphere also embraces many a ridiculous hijink to spice up the contemplativeness. Its energy bleeds into an opening sequence where the protagonist joyfully dances; first on her own, under a sole spotlight, but quickly alongside the merry band of creatures that join her hotel and expand its light. The way that each of them dances to their own tune is reminiscent of the wildly different cultures and organisms that meet in the show. Just like they do there, and despite those differences, they’re happy to chase the same goal in heterogeneous togetherness. Which is to say, that it rules when a group of weirdos do their own thing while hanging out.

To sell a sequence built around this single, straightforward idea, you’d need the type of impressive craft that ApoHotel is happy to put on display. Though it’s not ostentatious, the camerawork is bold; not afraid of demanding full-body shots that don’t allow for shortcuts in the dancing body, and also quick to frame the movements from tricky angles or spin alongside her. The skeleton of this performance is in motion capture footage—a more feasible idea when your parent company owns an entire studio for that—but that doesn’t mean you can take the volumetry of the resulting animation for granted. Just for that achievement, animation directors Natsuki Yokoyama and Ami Keinosuke deserve as much credit as Shundo for the success of this bewitching opening.

There are so many neat openings and endings we could be here all day

The previous season of Kuroshitsuji was blessed with an opening by Masashi Ishihama, rightfully considered one of the greatest figures in this field. Although his favorite stylizations don’t track to the themes of the current arc as directly as they did back then, the hope to have him back at a studio he’s often tied to was reasonable. You might think that missing out on him for this Emerald Witch arc might have been a disappointment, but Oka Okazaki’s new ending more than makes up for it. Their work often goes viral on social media because of its ability to retain illustrative quality in short clips of animation. This aspect synergizes with the fairy tale trappings, shining the most during the dancing sequences across the chorus; distinctly non-commercial feel to the animation, yet still impressive in its polish. Beautiful work. While some shows struggle in living up to their impressive OP/ED, Mono might have the opposite issue—the series is so impressively put together that you almost forget that it’s surrounded by very solid sequences as well. The opening directed by Hokuto Sadamoto doesn’t just capture the lively tone of their escapades, but also manages to be just as unsubtle about its relationship with Yurucamp as the episodes themselves. Meanwhile, the ending by Yasuhiro Irie (invited by designer Kuerun after their collaboration in Healer Girl) set off to be a calm sequence… until Irie heard the song and his animator instincts kicked in. Even after deciding to use a 360º camera rotation for the chorus, he considered the possibility of relying on 3D guidelines for it, but in the end he essentially drew it from scratch. The result, quintessential Irie goodness. Worth the price of admission with just one shot! The Shiunji-ke anime is the return of Ryouki Kamitsubo to series direction—something that means nothing to most people, and everything to enlightened minds with a taste for 00s to early 10s anime and SHAFT-adjacent works. While he delegated a fair amount of work for the opening and ending (the storyboardStoryboard (絵コンテ, ekonte): The blueprints of animation. A series of usually simple drawings serving as anime’s visual script, drawn on special sheets with fields for the animation cut number, notes for the staff and the matching lines of dialogue. on the former to Toshimasa Suzuki, and the entire ending to Dogakobo’s promising Mitsuhiro Oosako), both sequences showcase Kamitsubo’s tastes. The specific usage of pastels and contrasting irotore should feel familiar, and even the imagery in Oosako’s ending with the screens infinitely splitting an image feels pitched by him. Worth mentioning that Kamitsubo himself is credited for its vector animation, corresponding to moments like the fun dancing at the beginning of it. And since it’s always nice to see him back home, shout out to Akira Hamaguchi for animating the money shot in the opening. You could argue that one also embodies his tastes. Since we’ve reached the pervert zone, it’s worth pointing out that barely hidden behind a pen name is Naoto Hosoda’s ending sequence for Summer Pockets. Broadly known for his action expertise as well as the beloved first season of The Devil is a Part-Timer, Hosoda is also an important figure in (and a big fan of) adaptations of visual novels and bishoujo games in a broader sense. Interestingly, and despite his action often standing out for his ability to strip down characters to their simplest, most dynamic forms, when he wants to get spicy with this other side of his career he goes all the way in detailed volumetry; shots like this are reminiscent of the illustrations he used to draw for his memorable adaptation of Shuffle, which is by all means praise. Food for the Soul aka Hibimeshi is a pleasant show that lives up to its explicit premise of being Non Non Biyori’s spiritual successor. Many key creators behind its predecessor return—most notoriously, its original author Atto provides the manga equivalent of storyboards and ensures that the gags retain the same excellent timing and childish (in a positive way!) sense of humor. Unfortunately, and perhaps with the exception of its ridiculous sound direction, the show is otherwise rather sloppily animated at P.A. Works… with the exception of a lovely ending sequence that they weren’t all that involved with. Shougo Teramoto, whose output is neatly split between commercial anime and commissions for streamers, handled the storyboarding, direction, animation supervision, color script, compositing, and a fair chunk of all the animations and backgrounds for this ending. A fun outing for the girls turned into a pretty, colorful motion comic makes for a highlight in an overlooked show. Do you have that type of friend you don’t feel the need to constantly ask how they’re doing, because you know the answer is undoubtedly going to be very well? Let me tell you something: you do, and his name is Monkey D. Luffy. One Piece‘s new opening may not be on the level of its extraordinary predecessors, but director Wataru Matsumi takes cues from Ishitani’s work and repackages them into a sequence that combines that pure distillation of ideas with more cinematic aspirations. The POV shots of hands, first by Yuki Hayashi and later by Jack-Amin Ibrahim to somewhat bookend the opening, are the emotional highlight of yet another good intro. At this point, the news would be if they’d managed to whiff one of these. Similarly, you just know that Ken “Leaf” Yamamoto is going to deliver something solid at the very least. His opening for Wind Breaker S2 isn’t immune to chronic issues in the genre; meaning, that it does feel the need to introduce too many characters and showcase them fighting no matter what. Whenever the sequence feels less pressured by those expectations, however, you get a pretty crescendo embodied by the usage of color. Leaf’s usual readability makes it easy to tell what he’s going for, while his elegance prevents that from coming across as too plain and basic. Not a surprise at this point, but he’s simply good at what he does.

The reason why we’re flooded with so many eye-catching OP/ED, and the evolution of their production process

If someone were to ask why this season has been so outrageously loaded with excellent sequences, the simplest answer would be to say that it was by chance. A lot of anime is planned, produced, then broadcast, and those final dates overlapping don’t even imply that everything else happened at the same time; the animation process of some of the sequences we highlighted today was years apart from others, so the fact that they all aired across this spring doesn’t mean much. Considering that this has hardly been the only time in recent memory with tons of outstanding examples, though, you start to wonder if there’s a more complex answer. As the epilogue of this celebration of so many magnificent sequences, it feels appropriate to explore the changes in the creation and perception of openings & endings that have gradually led us here, for the good and the less so.

Openings in particular have a long history of being deployed as not-necessarily-representative promotional tools. Generations upon generations of viewers have fallen for the bait of a gorgeously animated into, just to find out that it’s attached to a show that can’t even come close to the levels of technical excellence exhibited there; if they’re lucky, it’ll at least be a good series in its own right, making the misleading sequence an ultimate force of good. While that trick isn’t new, the way the lure is conceived has changed to a degree that long-time fans no longer recognize TV anime as they knew it. So, who exactly comes up with an opening?

The answer to that used to be a resounding it depends, but behind that disclaimer, there was a clear notion—the expectation that a series directorSeries Director: (監督, kantoku): The person in charge of the entire production, both as a creative decision-maker and final supervisor. They outrank the rest of the staff and ultimately have the last word. Series with different levels of directors do exist however – Chief Director, Assistant Director, Series Episode Director, all sorts of non-standard roles. The hierarchy in those instances is a case by case scenario. (someone on the kantoku level) would storyboardStoryboard (絵コンテ, ekonte): The blueprints of animation. A series of usually simple drawings serving as anime’s visual script, drawn on special sheets with fields for the animation cut number, notes for the staff and the matching lines of dialogue. and direct them. While instances of delegation have essentially always existed, the default assumption was that it would be in the hands of the leader of the project or at the very least someone in their vicinity; which is to say, a member of the core staff or otherwise regular contributor to the project. That was true for decades, and yet, you may have noticed that we pointed out how only the last opening we highlighted across the main section of this article was directed and storyboarded by the same individual heading the show.

To illustrate this evolution, we went through the Spring seasons of the last couple of decades as well as the current one, then split the sequences between those led by the series directorSeries Director: (監督, kantoku): The person in charge of the entire production, both as a creative decision-maker and final supervisor. They outrank the rest of the staff and ultimately have the last word. Series with different levels of directors do exist however – Chief Director, Assistant Director, Series Episode Director, all sorts of non-standard roles. The hierarchy in those instances is a case by case scenario. (including their chief and assistants), ones by regular and main staff, and finally those conceived by a guest creator. While the exact numbers themselves don’t matter all that much—the lines between those situations can be blurry and there is variability within years and eras altogether—the overall trends they hint at paint a clear picture. When it comes to what we may consider modern anime, the results are as follows:

Spring 2005:

Series directorSeries Director: (監督, kantoku): The person in charge of the entire production, both as a creative decision-maker and final supervisor. They outrank the rest of the staff and ultimately have the last word. Series with different levels of directors do exist however – Chief Director, Assistant Director, Series Episode Director, all sorts of non-standard roles. The hierarchy in those instances is a case by case scenario. opening and ending sequences: 56.60% Key staff members and regulars opening and ending sequences: 32.08% Core team opening and ending sequences (previous two categories combined): 88.68% Guest director opening and ending sequences: 11.32%

Spring 2015:

Series directorSeries Director: (監督, kantoku): The person in charge of the entire production, both as a creative decision-maker and final supervisor. They outrank the rest of the staff and ultimately have the last word. Series with different levels of directors do exist however – Chief Director, Assistant Director, Series Episode Director, all sorts of non-standard roles. The hierarchy in those instances is a case by case scenario. level opening and ending sequences: 49.11% Key staff members and regulars opening and ending sequences: 29.46% Core team opening and ending sequences (previous two categories combined): 78.57% Guest director opening and ending sequences: 21.43%

Spring 2025:

Series directorSeries Director: (監督, kantoku): The person in charge of the entire production, both as a creative decision-maker and final supervisor. They outrank the rest of the staff and ultimately have the last word. Series with different levels of directors do exist however – Chief Director, Assistant Director, Series Episode Director, all sorts of non-standard roles. The hierarchy in those instances is a case by case scenario. level opening and ending sequences: 35.11% Key staff members and regulars opening and ending sequences: 19.68% Core team opening and ending sequences (previous two categories combined): 54.79% Guest director opening and ending sequences: 45.21%

Disclaimers: This is framed from a directorial standpoint, and further analysis would have to consider that guest directors sometimes work with the main team behind a work. Such arrangements can achieve results that feel representative of the specificities of the shows as a whole, as seen in cases like YAIBA. A more detailed analysis may require more granularity in the classification, although it’s also worth noting that you will ultimately hit walls of arbitrariness. After all, a guest creator who was reached out to only work on an opening or ending may end up helping on the show once that link has been established, even if they initially worked on it as a completely outside agent. In an industry so reliant on interpersonal relationships, the divide between the core team and outsiders can also be rather hazy. Regardless, this is a solid approximation to demonstrable changes.

As you can see, anime has left behind the days when it was essentially a given that its cool intros and closings would be a showcase of the ideas by the talent heading a show, to them being a coin flip between that core team and outsiders. If you’re wondering what the situation was like if we look further back, the truth is that these tasks were so weighted toward series directors that anime got away with little to no credits for these sequences; sometimes you’d only see some participating key animators, at other times the names corresponding to both sequences would be mixed together without specifics about their role, and more often than not, they simply wouldn’t be credited. While that obviously wasn’t great, it was way less of an issue than it would be nowadays, as you could safely assume the authorship.

When talking about predominant trends, though, it’s always considering the exceptions. Those have always existed in this field, and have been tremendously important when it comes to shaping the language of OP/ED animation. You can look as far back as the 60s to find notable examples—the one and only Isao Takahata directed and storyboarded the opening for Hustle Punch in 1965, despite not contributing to the direction of the show otherwise. The term opening specialist has been used among viewers to refer to a phenomenon that might not have been very common, but still happened enough times to catch attention; that is, directors who would be called specifically because of their renown when it comes to this type of sequence, even if they weren’t at all related to that project.

The aforementioned Masashi Ishihama is the quintessential example, having directed dozens of them since the late 90s yet only led a handful of projects overall. And more than the sheer number, there’s the influence, the way that artists like him have become the ideal that others strive for. In a season he didn’t participate in, we’ve still had to shout him out by name because his influence on the gorgeous opening for Shoushimin S2 was simply that strong in spots. Although you might be inclined to chalk that up to the fact that it was directed by a comrade of his, making it more of a direct influence than an industry-wide one, Ishihama-like traits have been appearing all over anime for years. It’s no secret that creators constantly have his work in mind when they’re entrusted with an opening or ending sequence. A similar effect is starting to happen with Shingo Yamashita, who shares a fondness for quick fade-ins and has been so popular as to alter the cadence of high-profile anime openings altogether.

Although it’s hard to pinpoint anime’s first opening specialist—again, this isn’t an official title—it’s impossible to understand the history of this concept without considering Koji Nanke. While his career has been more adjacent to commercial animation than part of it, Nanke’s occasional appearances in anime and his recurring work in NHK’s iconic Minna no Uta program (chronicled in this excellent article over at On the Ones) have made him a tremendously influential figure. The earliest stages of his career were actually within commercial animation, where he gained experience across various animation roles before calling it quits and taking a more independent path.

When he began creating openings and endings from the early 80s onwards, Nanke proved that level of versatility and then some. The sheer diversity of materials and techniques he was willing to tackle, even in this commercial environment he wasn’t fully submerged into, could wow the likes of Mamoru Oshii; crayon, oil paint, pencil, paper cutouts, and ingenious analog photography tricks all joyfully dancing to the same tune. And that is precisely what Nanke shines the brightest at: the rhythmic feeling of his sequences. Despite not going all the way into literally animating the song like he would do in his Minna no Uta contributions, Nanke’s sequences are so satisfyingly tuned to the songs that they’ll never feel complete if you isolate the visuals. That musicality in the context of anime wasn’t necessarily an invention of his—the iconic 1968 opening for Gegege no Kitaro proves that—but Nanke’s output was so memorable as to reformulate the concept of what a good OP/ED is to generations upon generations of artists. And that does very much include the ones we’ve been talking about today, as Megumi Ishitani is a huge fan of his and considers his work a major influence.

In a field where the norm is a more factual presentation of the contents and characters of the series, Nanke represents a more music video-like distillation of dynamics and vibes. Through sheer volume and cultural impact, those are best embodied through his contributions to Rumiko Takahashi’s golden trio of adaptations. Across Urusei Yatsura, Maison Ikkoku, and Ranma ½, Nanke was in charge of two dozen openings and endings, nearly always bookending the whole series by animating the first and last ones. It’s quite telling that even as those titles receive remakes promising faithfulness to the source material, it’s often specifically Nanke’s imagery that their intro and outros call back to.

Ever since his earliest contributions to Urusei Yatsura, you can feel that rhythm and the fun poses that accompany it, his design sensibilities with the big heads featuring lots of real estate to emote, and the equally influential usage of simple shapes in ways modern VFX still tries to emulate. The more he broadened his horizons and got used to sublimating the ideas of one work into an opening or ending, the more interesting the results became. By the time of Ranma, you have rotating cubes and PiP used to contrast the various sides of the protagonist, or a mayhem of cutouts and paint to literalize the relationship threads that make his life so chaotic. Even though Nanke’s work didn’t spawn an army of clones, as that would require his unique sensibilities and an almost unmatched, broad mastery of the arts, it’s no surprise that he’s one of those specialists who have left a tangible legacy in the visual vocabulary of openings and endings.

Now, for as iconic as the work of brilliant outsiders like Nanke has been, for as much as they have codified styles, you can’t understand the history of these sequences without looking at the group of people behind most of them—which also means, behind most of anime’s all-time best OP/ED. Although fans have coined that opening specialist term to refer to freelance talent that joins a project just for those specific tasks, often comprising most of their overall output, it should not be conflated with the idea of creators who excel at directing openings, as that is a much broader group. Any list of the best openings and endings of all time will be inevitably full of examples led by their series directorSeries Director: (監督, kantoku): The person in charge of the entire production, both as a creative decision-maker and final supervisor. They outrank the rest of the staff and ultimately have the last word. Series with different levels of directors do exist however – Chief Director, Assistant Director, Series Episode Director, all sorts of non-standard roles. The hierarchy in those instances is a case by case scenario., just as most all-timer project leaders are also exceptional at handling these sequences; again, not a coincidence that Naoko Yamada was on this list, even if it was as a guest for once.

Examples like hers also illuminate another important detail: when we examine this from the angle of entire careers as opposed to whether one job was within or outside the core team, the line between specialist outsiders and series directors who have mastered this field becomes blurrier. A perhaps even clearer example is one of the names that people immediately think about when the idea of opening specialist is mentioned. There’s no denying that Yasuomi Umetsu is one of the greatest directors in this field, nor that he keeps getting requests to prove that in productions that he’s otherwise not involved with—but does that cleanly fit that mold of the specialist who is all about these sequences? After all, and even though one of Umetsu’s claims to fame was (nearly) solo key animating Z Gundam’s OP/ED despite not being part of that team otherwise, it’s not until the mid 00s but especially 10s onwards that he began to be entrusted with the direction of those sequences as an outsider. Which is to say, after he had established himself as a series directorSeries Director: (監督, kantoku): The person in charge of the entire production, both as a creative decision-maker and final supervisor. They outrank the rest of the staff and ultimately have the last word. Series with different levels of directors do exist however – Chief Director, Assistant Director, Series Episode Director, all sorts of non-standard roles. The hierarchy in those instances is a case by case scenario., honing his craft on his own projects.

Even in instances where he acts as an outsider, Umetsu is notorious for obsessively reading the source material that he’s been entrusted with. Stylistically, he will take over any title that lands on his lap; he has extremely characteristic artwork that will obscure the regular designs as much as he’s allowed to, and his favorite compositions (which you can get a more extensive taste of in Sarca’s recent writeup) stand out just as much. When it comes to the texture and vibes, though, he’ll focus on capturing the soul of the work as a whole—which is why his intro for Soremachi is one of the best of all time. Fundamentally, Umetsu understands that a good opening or ending should feel like it can only exist within the context of the series it’s attached to. And conversely, that no matter how cool one sequence looks, if you can redraw faces and use it for something else then it was never a good embodiment of any particular work. This is a pitfall that no individual creator is immune to, but creators who lead entire projects are more mindful of it.

Thanks to that, it’s not just those all-time greats who have historically come up with excellent OP/ED, but also a multitude of solid series directors. Those in a position that makes them intimately familiar with the unique qualities of a series are poised for success, as long as they also have the ability to process those ideas into attractive visuals. If we consider the trends in who directs these sequences that we addressed earlier, then, one of the risks becomes rather clear—we’re detaching the job from those generally best prepared to understand its needs. By default, an outsider will have an uphill climb to become as aware of the charm of an entire work as the person leading it.

That said, it’s also important to remember that even in the case of outsiders, those sequences still go through the series directorSeries Director: (監督, kantoku): The person in charge of the entire production, both as a creative decision-maker and final supervisor. They outrank the rest of the staff and ultimately have the last word. Series with different levels of directors do exist however – Chief Director, Assistant Director, Series Episode Director, all sorts of non-standard roles. The hierarchy in those instances is a case by case scenario. for approval. To begin with, the vague idea behind them will often come from that project leader; as a fun counterexample, remember that earlier we also talked about the Cinderella Gray ending, where the artist almost solely responsible for it discarded the idea pitched by the series directorSeries Director: (監督, kantoku): The person in charge of the entire production, both as a creative decision-maker and final supervisor. They outrank the rest of the staff and ultimately have the last word. Series with different levels of directors do exist however – Chief Director, Assistant Director, Series Episode Director, all sorts of non-standard roles. The hierarchy in those instances is a case by case scenario.. Production dynamics aren’t simple!

Now that we have a better understanding of who comes up with anime’s openings and endings, how that is drastically changing, and the associated risks, we only have to ask ourselves… why? I believe that this is best summarized as pressure and expectations. If you draw a link between the overworked state of the industry and the fact that those very busy series directors are delegating more and more tasks, you’re obviously onto something—but I would argue that also ends up being a matter of expectations.

Directing a whole show has never been a breeze, but it’s specifically in the current context that social media and amplified online reactions have inflated viewers’ expectations. They’re constantly bombarded with clips of the best (or at least the loudest and flashiest) animation, so they want nothing else when it’s time for their next favorite work to be animated. Mind you, that applies to producers as well, as they will often fail to understand the capabilities of a team and demand just as much as the most unreasonable fans. And so openings, which are known to be a step above the shows themselves, are asked (implicitly or explicitly) to have a tremendous level of quality that series directors and even core teams altogether don’t have time for. After all, they’re already struggling to live up to those heavy expectations when it comes to the episodes themselves! That’s how we arrive at the current situation: delegations, subcontracting, reliance on complete outsiders.

This type of invisible weight is, on a broader level, a key aspect if you want to understand why workers feel so tense right now. Looking merely at salaries would, if anything, paint a better picture than previously. While overwork and schedules continue to be terrible, those are sadly a bit of a constant. But when you consider that each individual person feels that pressure to live up to inflated standards, even in environments where that’s clearly not in the cards, you understand why the atmosphere has become so asphyxiating. If we look at OP/ED specifically, it’s not a coincidence that the overall Spring 2025 data shows a still much higher rate of in-house/core team/series director sequences than the dreadful one among the examples we cherry-picked at the beginning of this piece. Given that the latter belong to high-profile titles that are much more heavily scrutinized, this effect and its consequences are much more apparent.

As we wrap up, it’s interesting to consider the ways that creators have been trying to live up to those expectations. If you look at the biggest openings in recent times, it’s clear that many have attempted to do so head-on, with bombastic, action-heavy sequences under the direction or at least influence of massively popular icons like the aforementioned Yama. These can very well result in impressive sequences, though it’s an approach prone to that replaceability; great showcases of animation that could exist anywhere but also belong nowhere. There’s often a fine line between success and that nagging feeling, so I’m personally often somewhat torn about them—despite appreciating what they can bring to the table on a technical level.

Another common solution has been to appeal to trendiness among the youth, often through the conception of opening and ending that are essentially music videos. If you add up that desire to feature eye-catching sequences, the fact that people within the industry are so busy, and the awareness that younger audiences enjoy music videos, it inevitably leads to the interesting surge of independent, alternative MV creators being in charge of OP/ED that we’re seeing right now. This obviously increases that risk of ending with sequences that don’t have a meaningful link with their work, though it’s also worth noting that plenty of subculture folks are willing to engage with the shows they’re related to—even the most experimental artists. In this very same article, we’ve highlighted the figure of Ayaka Nakata as an independent artist who delves into the distinct motifs of each series. And from an even more radical standpoint when it comes to the techniques deployed, the team led by Saho Nanjo is another recent favorite; so idiosyncratic in their stylistic choices, yet always very readable when it comes to points related to narrative and characters.

When taking a step back, sequences like that start feeling a bit familiar. We started this piece by talking about Ishiguro’s opening for Shoushimin and Ishitani’s intro for Witch Watch, as two music video-like entries that embraced (or emulated) the feeling of the diverse materials that can be made into animation. As we also noted earlier, the latter’s reputable series directorSeries Director: (監督, kantoku): The person in charge of the entire production, both as a creative decision-maker and final supervisor. They outrank the rest of the staff and ultimately have the last word. Series with different levels of directors do exi st however – Chief Director, Assistant Director, Series Episode Director, all sorts of non-standard roles. The hierarchy in those instances is a case by case scenario. explained that he refused to take on the job himself because modern audiences might find his approach to be antiquated, again showing the type of pressure that creators feel. It was his desire to feature a more hip sequence that made them pursue a more MV-ish opening, which eventually turned into Ishitani’s marvelous work. And where have we heard of creators coming up with OP/ED that feel like a music video, while embracing a diversity of materials? For starters, back in the 80s already, with artists we’ve discussed at length like Nanke. As we try to contextualize the history of any type of art, it’s always interesting to observe how a new set of circumstances can sometimes lead us to similar currents than we experienced in the past.

If you were expecting a clean conclusion out of this, I’m afraid to say that art doesn’t tend to conduce to those. A blind, almost consumerist appreciation of all the fancy openings and endings we get right now will never sit right for anyone who is aware of the context behind them. Similarly, even an awareness of the heavy pressure (and outright cynicism when it comes from producers) behind them shouldn’t taint them completely; we also know that it’s metrics of their virality that brings so many more official accounts to share production materials and even the names behind them nowadays, but that’s not going to make us believe that it’s a negative development. It’s true that we all should be more appreciative of more lowkey, deliberate sequences conceived in-house, but there’s also excellence born out of the new blood coming in from the outside. Appreciating art is complicated, and OP/ED are no exception.

Support us on Patreon to help us reach our new goal to sustain the animation archive at Sakugabooru, SakugaSakuga (作畫): Technically drawing pictures but more specifically animation. Western fans have long since appropriated the word to refer to instances of particularly good animation, in the same way that a subset of Japanese fans do. Pretty integral to our sites’brand. Video on Youtube, as well as this SakugaSakuga (作畫): Technically drawing pictures but more specifically animation. Western fans have long since appropriated the word to refer to instances of particularly good animation, in the same way that a subset of Japanese fans do. Pretty integral to our sites’brand.博客。 Thanks to everyone who’s helped out so far!

Become a Patron!