The disappearance of Japan's animators
economist.com
economist.com
Lacking proper training and a viable salary, many young animators don’t feel they can keep going. The Japan Research Institute estimated that a quarter of them quit the industry within four years, and two-thirds in eight years. This retention problem has often been viewed as a form of natural selection. “I think this way of thinking is misguided,” said Sudo Tadashi, the author of two books about the anime industry. “Truly brilliant” animators are needed for roles like director and character designer, but without enough “adequately good” animators—particularly in-betweeners—the industry wouldn’t be able to function. “I don’t think a field where only top-level talent could stay on is a good place,” Sudo said. The question, then, is how to create an environment that helps more people become “adequately good”.
You might think that this article is just about Japanese animators, but it's also about the state of the job economy and the careers of several generations of workers in the developed world, globally. The obsession with per-worker productivity - of only ever hiring the 10xer - is how you get here.The grunt work still has to be done, of course. As ever, if you want to know where much of the expertise has gone, look to China (and South Korea). This is not a new phenomenon; I don't think the article mentioned it, but a large part of the growth of the expertise of Japanese animators in the 20th century was the work that they got that was outsourced from the US. Go ahead and look through the staff/production lists of your favorite childhood cartoons - particularly holiday specials - from the 60s, 70s, 80s, 90s. You'll be surprised what you find (or not).
Good news!
You don't need to worry about that anymore! I can guarantee you, as the article implies, money from big tech is being funneled to people perfecting models for in-betweeners as we speak.
/s
I think we may be entering an era where we really have to start thinking about how to organize work at a fundamental level. Because if you think the present where the "1%" refers to the group of people to whom the lion's share of resources in society accrue is bad; imagine a future where the "1%" refers to a group that are the only people any given government and steward class need to keep everything running.
Who is this "we"? As if society at large gets a say? Do people owning land and houses ask the homeless of how to organize home ownership?
Voters never get what they vote for.
That's not an example of people getting what they voted for though.
It's RNC trying to prevent people prevented get the alternative to what they decidedly didn't what. RNC just wanted the same old politics and career players (that people didn't want), and tried to prevent Trump for that reason (same as Dems did to Bernie).
Not that Trump wining changed anything. After he won, he negated on his promises, and just gave same old neoliberal/neocon RNC shit combined with some theatrics for the gullible.
So people prevented from electing who they wanted, and when they finally elected him anyways, they got the same shit they voted him as the alternative to.
Politicians' whole schtick is to promise the sun and the moon and then give their buddies the lucrative government contracts, do insider trading, and generally create hidden rings of influence.
Voting and democracy in general are a facade and have been probably ever since they first existed. Not seeing that seems... a strange form of idealism, to me.
News flash: the truly influential people that hold most of the capital on the planet don't want those ways of organizing work at a fundamental level. They want serfs and -- if possible -- slaves.
Get to work enacting a change. Most of us are busy surviving and feeding families. You know where the "1%"-ers are. Let's see some results -- on the news.
I am seriously super tired of seeing this "we" trope. As if there's a true democratic way of changing things out there. When was the last time the worker class has been truly listened to? Point me at some real history.
At least in the US, it's questionable as to whether "people" (writ large) really want change deep down inside.
As Kurt Vonnegut wrote:
"America is the wealthiest nation on Earth, but its people are mainly poor, and poor Americans are urged to hate themselves. To quote the American humorist Kin Hubbard, 'It ain’t no disgrace to be poor, but it might as well be.' It is in fact a crime for an American to be poor, even though America is a nation of poor. Every other nation has folk traditions of men who were poor but extremely wise and virtuous, and therefore more estimable than anyone with power and gold. No such tales are told by the American poor. They mock themselves and glorify their betters. The meanest eating or drinking establishment, owned by a man who is himself poor, is very likely to have a sign on its wall asking this cruel question: 'if you’re so smart, why ain’t you rich?' There will also be an American flag no larger than a child’s hand – glued to a lollipop stick and flying from the cash register.
Americans, like human beings everywhere, believe many things that are obviously untrue. Their most destructive untruth is that it is very easy for any American to make money. They will not acknowledge how in fact hard money is to come by, and, therefore, those who have no money blame and blame and blame themselves. This inward blame has been a treasure for the rich and powerful, who have had to do less for their poor, publicly and privately, than any other ruling class since, say Napoleonic times. Many novelties have come from America. The most startling of these, a thing without precedent, is a mass of undignified poor. They do not love one another because they do not love themselves."
This quote helped me explain why and how average working-class and poor Americans vote for people who think of them as subhuman.
But I would add that at this point I'm not sure this is really "propaganda". In my mind, it's more "the culture."
America is a highly individualistic society and always has been. By some measurements, it's the most individualistic society in the world and perhaps the most individualistic nation-state in history.
If you're American, you're basically taught from an early age that anything is possible and that the sky is the limit. You could be born poor and still become one of the world's richest people. Technically, some of these beliefs are true. But they're exaggerated and the end result is that you have a ton of people who devalue things (like, say, universal healthcare) that they come to see as a threat to the lottery ticket they were born with.
To put it in blunt terms, this is how you end up with a poor redneck in West Virginia voting for a foul-mouthed socialite billionaire from New York City. The latter thinks the former is trash; the former thinks under the right circumstances he could have become the latter.
If you accept global competition, then expecting there to be hundreds of millions of job positions with meaningful protection from competition seems literally futile.
Even tens of millions would be a huge stretch. So probably not even a full 1% of 8+ billion people could attain that.
- Very hard to get young people in because entry level pays very poorly AND requires non-trivial amounts of training.
- Razor-thin margins so shops can't afford to pay well
- Overall not great work conditions compared to an office job
- Retiring experienced older workforce with no one to replace them
- Having a shop in China machine the parts for you can be quite acceptable, especially in higher volumes
However I disagree with your argument of "obsession with [...] only ever hiring the 10xer". It is not so much that, but rather that if you hire average people with average skills or people that require training *you go out of business* because the shop next door won't.
Basically it drains the expertise completely dry until is just completely moves to another country having a demographic boom. And this is happening to software engineering right now. People who complain about immigration don't seem to realize that non-developed countries are seeing massive population growth reductions too.
Eventually the world is going to run out of countries having demographic booms, then society will have a massive lack of people to maintain existing infrastructure and corporations. The only upside is that wealth inequality should drastically reduce in this scenario (unless some governments manage to push caste systems back into fashion).
If only workers would form some kind of a community, which would take monthly contributions and that would then be used to upskill. It would unite most, if not all people in the same industry.
> - Having a shop in China machine the parts for you can be quite acceptable, especially in higher volumes
Yes, in some circumstances, your idea can work. To a degree. But there are plenty of trades and whole industries where domestic employment has fallen by 100X or more, because global capitalism found plenty of cheap workers in distant countries. Where 10X (or more) lower pay didn't seem so bad, compared to their local alternatives.
Sure then that expertise could migrate to other countries, possibly some in Africa. But the demographics slow down is probably already going to afflict those countries before the expertise leaves east asia in the first place.
I truly believe that within 40 years we are going to have a massive infrastructure maintenance problem, where the world will run dry of trained professionals to maintain everything that is already built. And, like I mentioned above, the wealth inequality will reduce because the owners of capital will need to pay premium rates for qualified workforce (think how cobol is today).
Local IBEW halls have apprentice programs (JATC is an common name for this program) where the apprentices go to class at the union hall one day a week for 20 weeks a year and spend the rest of the time working in the field.
I am pretty sure that sheet metal workers, pipefitters, and plumbers unions offer similar programs.
People complain about inequality. This migration of jobs from rich to poorer countries is the market dealing exactly with that. Maybe inequality is ok if you're benefiting from it?
Don't compare these jobs to some unattained ideal, compare them to the alternatives they have.
If the margins are so razor thin that people the shops can't afford to pay well, what is the point of having the shops? Have the people go do something that pays well. There seem to be alternatives if people don't feel pressured to enter the industry in the first place.
If Sweden has picked a policy mix where it can't profitably run an industry then it'll either have to give up some material comfort to do it uneconomically or give up the industry. You don't make it sound like there is a hard conversation being had around intentionally lowering living standards to support machining shops. So let them go.
> Eventually the world is going to run out of countries having demographic booms, then society will have a massive lack of people to maintain existing infrastructure and corporations.
Under such circumstances, margins will have to rise to the point where machine shops will be able to hire some snot-nosed apprentices. Economics is pretty brutal about that sort of thing.
I get that tool and die is going to be in demand again one day, but that's not an overall downside. For that to happen, every country which could be outsourced to will be too wealthy and have a service economy, and they'll have to use their wealth to hire the last remaining tool and die makers as instructors. Compared to the upsides of nobody being a subsistence farmer or sweatshop worker anymore, and of most people living in advanced economies, that downside is small.
It's precisely the competition, and the quest for more quality for the buck, that leads to more foreign animation, more AI, or more 3d models. If people were animating like the old days, with hand-drawn cels photographed in complex rigs, we'd not get the same actual amount of animation made, and it'd be worse, just because the cost per series would be so high very little animation would be funded, and it'd be just for smash hits with big worldwide audience potential, not, say, series about rakugo. We optimize for output, and it often meands outsourcing and higher level tooling, which will include AI in one form or another.
We are in tech here, we have to understand there's big advantages to this for consumers.
Some modern romcoms like Kaguya-sama (A-1 Pictures) and The Dangers in My Heart (Shin-Ei) were nicely done too.
Things are obviously not going in the right direction, but the current accelerated fall in quality the consumer sees is more influenced by general unwillingness to spend and/or take risks from bean counting production committees.
Not true. Madhouse isn't what it once was. Frieren had lots of freelancers.
Also, Kunihiko Hamada (whom worked on Frieren, is 1 of the lead animators, designers) left, citing disappointment.
Do AI platform companies actually pre-train networks to do the same for hand drawn artists?
Related question: If they do train them to do that, are there any that train people for the "reverse": learn how to draw with paper and pencil by showing techniques only i.e only the "what" but not the "how" ?
It seems Western AI platform companies generally don't prefer an architecture with multimodal non-literal inputs to closely follow intents of users, over ones based on pure literal descriptions. It was some Chinese guys that first did works in that direction. There appear to be psychological resistance to the idea of non-literal forms of thoughts among Western entities, as if there's some literal-text superiority theory deep down in people's minds. Others like researchers from Chinese labs probably don't have that.
Artists' responses to generative fill-ins are lukewarm at best, if the obvious responses were put aside. AIs tend to treat artists' intentions as deviation from the mean and tend to steer image into less interesting, more noisy directions. That negates potential productivity gains.
I don't think there's any AI trained to generate ideal strokes from prompts so to teach someone, or datasets that could be used for it, esp. with current climate regarding AI image generation - the bridge between AI and artists of many kinds are burning white hot, nothing is going through there.
PS: so weird to watch the trailer while working in XR. I never imagined as a kid I'd be programming in a headset but now it's banal. I even buy 2nd hand HMDs for 100 bucks. Weird times.
I clarified a bit in a longer post. I do actually like the Vision Pro... but even though I own one I barely use it. It's a good device but it's just too many hoops for what I do. I find a much affordable Quest, even older generations, with adb and a proper WebXR support (including with AR support, which Apple refuses to implement) fits better my need. I have 0 problem popping a Quest 2 in my backpack without even thinking about it, only protection being a literally piece of cardboard on the lenses. I can work with it anywhere and give demos to total stranger with no worries about them dropping it or heck even running away with it.
FWIW I'm also not in the Apple ecosystem so all the wall garden hoops just tire me. I want the device I own to let me do my work.
I find that, probably counter-intuitively, super high resolution and refresh rate matter... but only up to a point. As I mentioned in the longer post if you are "just" looking for a monitor with another form factor, sure, maybe it's OK-ish, but to me it's very uninteresting and not worth all the challenges, including social, of having an HMD strapped to your face. Only when it's properly immersive does it shine, and then resolution and refresh rate don't have to be that high to be usable.
I program in VR for VR, and I help kids (and adults) learn programming thanks to VR.
What I do NOT do is writing my bash scripts or things unrelated to VR in VR. I technically can but I just have so much tooling and habits outside of VR it wouldn't make sense.
I'll answer your question as the end, you can skip to the last paragraph if you do not need the context.
Still do program in VR I can explain a bit more, or even show with a 1min video https://video.benetou.fr/w/iuJUP5oNnRAfH2xC3AW9s4 . Basically you can see ~20s that using the left pinch I can execute code in VR. Those specific code snippets are part of triad with querySelector() to get an element, setAttribute with it's attribute name then the last the value, e.g. here querySelector('a-sky').setAttribute('color', 'black') which sets the sky color to black. The idea here is to make a small change with a big impact.
If you are not a developer, it feels pretty cool (from the feedback I received) but if you are a developer there are 3 things you can notice :
- this is all done in a browser, as you can see from the beginning of the video, despite being properly immersive. I'm relying on eval() to provide a no-install no-build programming environment
- the black plane on the right is the browser console, literally. There is some visual feedback with green for console.log() yellow for console.warn() and red for console.error()
- the black plane on the left (hard to notice, ~34s in) is the code of the page
- the code snippets can be combined
- there is some syntax highlighting in order to hint that different attributes and there values are not compatible, e.g. scale black does not make sense or color 2 2 2 is also not correct
- the modifications are saved server side (but can also be done solely on device via local storage) so that others can build on the modifications you saved
and things you can't notice
- if you plug a keyboard, bluetooth or just USB-C, you can type code directly, it will become floating text snippet
- there is page reload code snippet at your feet, if you mess up you can recover from a proper state
- there is a non immersive console via eruda that is richer and expandable in case your changes break immersive mode, you still have a way to try to recover
- you can self-host that immersive Web on the device, it's just a Web server with HTTPS, if you want work properly offline, which is good when traveling, e.g. train or planes (that's how I do it on the go)
So... yes IMHO it's a good way to program in VR, today. It's also a good way to learn programming. If you program in VR chances are you quickly get frustrated by having to put the headset, work, hit a bug then remove the headset, try again, etc. That cycle can be frustrating so trying to find ways to do the spatial things in VR makes sense. The non spatial work though, e.g. backend, that can be properly tested outside of VR, IME should not be done in the headset, even when it can be done. Of course it depends on your workflow.
Finally which is a good headset depends on what kind of programming you want to do. If it's nothing spatial and you "just" want a 2D screen ... honestly I don't think it's worth it. I did try a lot of headsets. I worked with Varjo and Quest Pro, have a Vision Pro, Lynx XR1, Quest 3, Quest 2, Quest 1, Oculus Go, Valve Index, etc. I never spend 8hrs/day in any of those. It's short sessions or while on the move. I don't expect any headset to be "good enough" compared to a basic 4K 32" monitor, ever. What I also don't expect is any monitor, no matter how fancy (and same here, I worked with Looking Glass 8K, ~15k EUR monitor) to provide any proper sense of depth supporting manipulation. So if your programming work involve 3D work... then VR headsets are amazing. If so which one to buy? Depends on your programming language. If you are into JavaScript then any of the Quest will do but the latest generation (Quest 3) has color passthrough and higher resolution. It's also Android based so you can put termux to setup NodeJS, Python, etc and serve the content as notebooks. If you are into the Apple wall garden then obviously the Vision Pro but you'll have to go through all the usual hoops to publish anything.
TL;DR: high res with WebXR support and adb (or equivalent), e.g. Quest 3 (ideally rooted but that's hard to come by)
There are few languages that make it easier, e.g. JavaScript as in my case, or any other language with a VR library, e.g. Lua LÖVR or also tooling like Godot which does have an in-VR live reloading mode (sorry discussed in French only at https://video.benetou.fr/w/g111LSRGfj6HmNxa91au3q ).
If your favorite language isn't very convenient for VR you can get a WASM build via e.g. QEMU. If that's not practical you can get the heavy load in a container then communicate to it via ssh or a Web API.
My point being that you can program in any language in VR quite conveniently and the power of the device itself is typically not relevant. For example I started some simulation for swarm robotics from the HMD to explore the result in VR but the runs themselves where not done on the device.
TL;DR: your HMD can host everything or can be a thin terminal to your heavier workload.
Often the key frames or "important" parts are done in-house with the "mechanical" or boring parts being outsourced.
It's been being used for years. It saves time, but ultimately the results aren't good enough to replace humans. I don't expect that it ever will be. AI is incapable of creativity and sometimes it'll be faster and easier for an artist to just draw what they envision than it is to tell a computer what they want, have the artless software do it badly, and then have the artist tweak and fix the result until it matches what they wanted in the first place.
I can totally see where an animator might be dissatisfied with doing this on a hand-drawn production, however, and vastly prefer humans drawing every frame of the production.
Just the staggering amount of anime produced these days blows my mind.
One could die of overwork just binge watching them.
Japan has to decide if they want to invest in their animation industry or if they'd rather let it die out by killing off the local talent while training animators in other countries to one day replace them.
I think ... a lot of people are going to be disappointed in that. I like it, but some of the characters designs are ... ugly. I believe intentionally so to draw contrast. But there's just no getting around the fact that some of the characters are ugly.
Mappa is imho the current heavyweight studio, doing everything from spectacular action setpieces with bold visual experimentation in mainstream stories like Jujutsu Kaitsen to the extremely labor-intensive stylization of Dorohedoro.
Arco was an entirely hand-drawn movie w/ a 93% Rotten Tomato score released this year. Couldn't even break even. I liked it a lot.
Seems bleak to me.
If you mean the American movie, no. It's trash. The 1995 anime, definitely watch.
E.g. In the movie the protagonist glances an office worker that looks like her. The manga has her explain that she looks like a cheap generic model to hide the fact she is full of expensive specialized government tech. I always think of that scene when I put an expensive work laptop in a ratty backpack.
Platforms concentrate their investment in IP and star creators, and the commercial success of these creators in turn increases the platform's value, creating a virtuous cycle. However, this success ultimately ends up concentrated among a small upper tier, while the vast majority are excluded.
The article essentially says the same thing.
It seems like we're in the age of platform capitalism. Come to think of it, the programming world feels similar too
[1]https://nafca.jp/news20241226/
[2]https://prtimes.jp/main/html/rd/p/000000004.000121993.html
Also seems like something AI could really cut into. You could have a master animator doing much of important thoughtful work and AI filling in the obvious as well as doing tweening (sound similar to programming)
Really, who needs a studio if you have the creative talent and ability to leverage AI for the grunt work. Or have a couple grunt work humans paid these rates to manage the tedious work of leveraging the AI to make it look seamless.
Of course, I think it would be great if grunt work disappeared, but I believe skilled workers ultimately need grunt work. It's like saying that since AI automates everything, programmers don't need to know how to write methods. The core issue here is that grunt work, which AI excels at, plays an educational role in our society.
Of course, I admit my thinking is quite old-fashioned. This educational model could change. But I'm not sure whether that would be good in the long run. It could be beneficial in the long term. Humans evolve, after all.
I'll reserve judgment on that part.
It's not just educational. The more thinking you offload to AI, the more your own skills degrade [1] - and it makes sense, intuitively. If you repeat tasks, you gain experience and get good at it... but if you cease that repetition, eventually your skills break down.
Hand-made anything tends to be a Veblen good, which means it's there to signal status, which means it's expensive.
But expensive doesn't work in mass-media. So a hand-drawn anime isn't going to be more profitable than an AI-animated one.
As for education - possibly, but this is the end of a process that started with digitalisation. I'm a huge fan of hand-drawn pre-Illustrator graphic design, especially 1960s-80s. I think it has a liveliness and freshness that post-Adobe design is missing.
But I'm not the usual audience, almost no trained designers can hand-draw lettering today, and neither the industry nor buyers/consumers seem to care.
Likely the same thing will happen with AI. It will just become the new normal, with skills to match.
I read this as we do value things made by humans, we just don't incentivize the mass market to prioritize handmade things
There are plenty of people who do. A minority perhaps, but your absolute statement is wrong.
> Hand-made anything tends to be a Veblen good, which means it's there to signal status, which means it's expensive.
Many people don't give a shit about status signaling, but do care about supporting people and their craft. Some folks have a a niche making something by hand, but far removed from the concept of Veblen goods.
The world isn't as flat as you're making it out to be.
It would be like saying it is financially unviable for professionals to write their own methods.
A Japanese Animator shared this recently. Seedance output over simple 3d models
https://www.reddit.com/r/accelerate/comments/1ue6uf2/japanes...
>You're already lost if you need perfect 3D renders as the reference
The reference is far from a "perfect 3D render". That's a rudimentary 3D blockout. The characters are basic mannequins without specific geometry, and the environment is composed of untextured, flat-shaded boxes. The demo uses stock assets so effort meter is even more skewed in AI's favour but even if it wasn't, this is significantly less labor-intensive than hand-drawing every frame or creating a fully rigged, textured, and lit 3D scene for traditional production.
Seedance is supplying most of the visible production value: character designs, faces and expressions, linework, backgrounds, lighting, and a coherent anime rendering. It is even generating the secondary animation: the physics and flow of the hair and clothing, which the rigid 3D models completely lack. Far more work than 'just texturing' here.
It makes sense that they would be the first to use AI for whatever they can get away with.
Individual frames of anime, they generally had a lot more 'packed into' the frame. This is part of the reason the motion wasn't great; they were spending most of their time budget of big flashy frames.
Disney, when they made animation, was more focused on hyper stylized characters that moved in a very specific way. There's an entire book on how to make animation 'The Disney Way." Some friends of mine ended up working in animation, and that's how I learned about this.
Business leaders and AI chuds seem to be forgetting that if AI can meet the needs of their business, then we no longer need the business.
People DO want to do these things. They're overworked and underpaid, but they still do it, because they're passionate about it. Not just about the end result or the money, but about creating things.
I continually see AI proponents fail to recognize this across all art forms, for example the Suno AI idiot:
"I think the majority of people don’t enjoy the majority of the time they spend making music." [0]
It's ridiculous nonsense, and this widespread eagerness to throw away quality and human talent for convenient, soulless slop has made me increasingly disillusioned with the tech industry.
[0] https://www.vice.com/en/article/ai-music-boss-says-musicians...
It's very interesting to watch and I highly recommend it. But it's also a GREAT advertisement for avoiding the industry.
Really is something not to do unless you have absolute passion.
I've done tech projects for supermarkets and I've done tech projects for movie studios.
The thing I noticed about Disney is that they have an entire 'suite' of products. Basically, they can afford to lose money on a movie release if it drives toy sales, or drives attendance at Disneyland or Disneyworld.
Every year there's less and less animes that are worth the time to watch IMHO.
Right now they're stuck in the whole "ten shows from the same budget, each run by their own 'committee' and each competing for cash that runs out well before the show's over, and the poor performance very quickly get less per episode". Great for networks, shit for shows. Even worse for animators who need to get paid a living wage.
In 2026 the only thing that has captivated me, so far, was the Chainsaw Man movie and Dorohedoro S2.
Trigun sequel is coming out this year.
2026 titles have caught on that trend of a really long specific title though.
“The Laid-Off Cheat-Granting Mage Enjoys a Second Lease on Life”
I think anime is a big enough category that every year there’s always at least a few good ones but it’s hard to get good signal to noise. But the whole tiny girl thing is 100% a trend that’s stuck around.
Aren’t there a few Trigun sequel series already out (Stampede (2023), Stargaze (2026)), or do you mean something different?
Kidding aside, did you pick those 2006 releases at the time they were being released or are you picking them up from a list after years of refinement and discovery? It's completely possible that 2026 will be as fruitful from a 2046 perspective.
I mean, you are twenty years older, if you didn't watch those anime in 2006 and tried to watch them now, you probably wouldn't watch most of them. It's not really any different than the people that say "oh, the best music came out in my formative years".
You could count the number of anime available in the west and worth watching 25 years ago on one hand, maybe two.
Now? If you can't find something, you're not looking hard enough. Off the top of my head, current anime that do not remotely fit your categories:
- Spy x Family
- Dandadan
- Dungeon Meshi
- Apocalypse Hotel
- Yumi no Tsugai (Daemons of the Shadow Realm)
- Kaiju No. 8
- Marriage Toxin
- Steel Ball Run
- The Summer Hikaru Died
- Akane-Banashi
- Dorohedoro
edit: formatting. edit 2: added Dorohedoro, good call down below
- Clevatess
- Kusuriya no Hitorigoto
- Tongari Boushi no Atelier
- Sousou no Frieren
- Yuusha-kei ni Shosu
- Shoushimin Series
- Chi. Chikyuu no Undou ni Tsuite
With my recommendation criteria being: good (or decent budget) art/animation, good story and characters, and nothing too "weird" in it for the general population.
Off-topic rant for dandadan:
One of the main character Takakura is initially portrayed as being obsessed with aliens and UFOs, to the point it affects his social life. But the morning after their actual encounter with paranormal, the dude literally can't think about anything but pussy. I couldn't get past what a grifting poseur the protagonist was and I dropped the anime after that. Petty reason, but I'll probably change my mind and retry again in the future. Or not.
- Orb: On the Movements of the Earth
- Jaadugar: A Witch in Mongolia (upcoming)
Honestly, a lot of great anime fall into the cracks. Orb almost slipped me by, but that was a fantastic watch and I am eagerly anticipating Jaadugar.
edit: one more I couldn't help but add: Uma Musume: Cinderella Gray. Just let go of what you may feel about having a story centered around horse-girl hybrids, ultimately Cingray is a fantastic female-led shounen sports anime.
I've watch at least one anime produced every year from 1977 to now. For 2000-2025 I've watched 24 to 62 anime of each year. My average vote by year is surprisingly stable at 5 ±0.6.
My top votes also don't show any significative tendency. Out of my 25 favorite anime, 6 were produced in 2020 or later. Notably the film "Kaguya-hime no monogatari", but also seinen series like "Nami yo Kiite Kure", "ACCA" or "Eizouken".
BTW, "Eizouken" (2020) is wonderful, and it's about a young girl wishing to become an animator, and how she creates short animes with her friends. I strongly recommend it!
Huh? Kaguya-hime was in 2013, 7 years before 2020 (after a notoriously protracted development). You really think Isao Takahata and Studio Ghibli were releasing that post-COVID? (Isao wasn't even alive in 2020.)
When I started programming decades ago, an experienced programmer would review my work and help me out. That started ending in the very late 80s and 90s. By 2000 or so, you were on your own as a new employee. I even mentioned it to a high level manager a while ago, he said we expected people we hire to know what they are doing.
I have heard similar things have occurred in manufacturing too.
In the trades you start off low pay because you're generally more in the way than helpful, but then you gain the experience and knowledge to be valuable.
Even the resident-doctor relationship is like this. Resident are overworked and poorly paid because they are more distracting than the value they add, then there's the big reward at the end.
The grad-student/professor model is kind of like this too except for all the pyramid scheme stuff that happens there.
I think most technical fields need to go to this model where the newbie commits to learning and trying to be valuable instead of rest-and-vest. And then once they're valuable they get paid more in proportion to the value they bring to the field.
In my small company we had to switch about 5 years ago to only hiring folks with lots of experience (10-15 years). We tried hiring younger fresh-out-of-college engineers, but "market rate" was too high and they required too much attention from senior staff and it made us unsustainably unproductive. We wanted to mentor and teach the next generation, but we couldn't afford it.
however, where you say: "My [...] opinion is just the opposite [...] where you're not paid a bunch ", are you saying the opposite of a living wage? how would you expect someone to, well, live during their apprenticeship? someone starving and worried about getting evicted or similar is not in a great head space to learn effectively.
You also kinda hit the nail on the head w/ your second point. I think we're expecting a lot of people now to either pay tons of money for higher education, or survive through years of unlivable wagers, to eventually get to a higher paying (I.E, livable) position. In some cases, like doctors in Residency, it's reasonable (average of 65-70k/year?) and enough for them to survive until they're fully fledged. In other cases, like any form of artisan, a lot of blue collar work, it's minimum or near minimum wage and a looming threat of financial ruin.
I think a big part of this is our move to monopolistic/gargantuan corporations, and employment no longer (for good reason) being a primary source of housing. Apprentices used to be able to survive with less payment, because they were given spare rooms, fed by the family of the business owner, and so on. Instead, they now need to be given larger financial rewards so they can procure those things themselves, which can be harder on a business owner.
I look back to my time in grad school. My wife and I were lucky that we were able to get fellowships so we were able to focus directly on school and didn't have to do another job or teach. But it was _tight_! I remember keeping track of every cent in a spreadsheet and we generally were at around $100 extra to save every month (which would then be eaten up by a random car repair or something). We never went into debt, but we really paid attention to our spending. No fancy going out, no travel, no avocado toast.
I think right now people put too much "fun" in the definition of living wage. So yes, I wouldn't want someone to be worried about making rent and eating while being apprentice, but it's also not going to be a glamorous instagram lifestyle.
In 2000-2005 dollars we were making a combined $30,000 a year as grad students. I don't know what that means now, but that's probably the actual value we provided to our advisors (paper writing, conference posters, etc).
I listen to the details of the lifestyles of high-earning young people - international trips, 3- and 4-figure tech purchases on a whim, $60k cars, a house - and compare that to the young people I worked with in (sales-oriented) retail: working multiple jobs to make rent; paying off bare-survival-related debt; in one case, our manager having to gift a top performer a (beater) car because she simply could not have afforded one otherwise, just so that she could leave work and get home in a reasonable amount of time (she was never late for her shift). These were the people who still physically showed up to work while everyone else locked down.
There's too much money in the top tax brackets. Compressing inequality solves a lot of problems. Including yours, actually: when both senior and junior engineer time is less valuable, as a rule, the less pressure there is to squeeze productivity out of every moment. Take a pay cut and work fewer hours. Let some of that money that was left over get taxed and put into a grant to rebuild infrastructure or fund the arts.
This is part of the whole move fast and break things mantra. If you have to train people you aren't moving fast enough. And now they can bolt on AI turbochargers.
I feel this is a generational thing. Many baby-boomer parents never took the time to teach their children any skill. They thought they learnt it by osmosis I guess. Their generation outsourced everything they could.
I can also appreciate how a significant chunk of such images would make someone wince though, but I find it more than a bit confused to then bring up "proper craftsmanship" as the contrast. There's an incredible amount of extremely mediocre illustrations, anime, and other related work, that were made without any genAI tooling. High effort is reserved for the probable hits. Anime is especially teeming with extremely cookie cutter productions, and heavily overused tropes in saturated genres. I don't think the absolute chokehold that the high school romcom and isekai fantasy genres have on recent seasons needs much introduction. You can often just take one glance at a promotion visual and already identify both the genre and the quality right away. Cue the big 3DCG enemy on episode 1 (or 2).
It's also hard to reconcile this with the fundamental fact that the audience of these works is the mass market. Mass market targeting things are inherently bound by mass market sensibilities. Willingly not adopting a breakthrough technology - provided it is actually that - is about as far from proper craftsmanship in such context as it can be. So is being a one trick pony and sticking to an older fad. Making something good while locked away in an ivory tower is one thing. Making something good while simultaneously riding out the wave of actual real world circumstances is another [1]. I respect the latter a whole lot more than the former. Especially since the latter tends to devolve into self-abuse contests, to round off the self serving tendencies they inherently carried anyway. Code golf is a positive example for this. High art, maybe not so much.
I really don't see any reason to go on ideological adventures like this anyhow. You can just not like it, find it cringe, and leave it at that. It does not need some big philosophical undercurrent to suck. It can just look like garbage, be used lazily, and suck that way. And others can simply just disagree with those labels applying.
[0] A friend recently showed me their expensive sunglasses collection. They are indisputably expensive indeed. They are also the same cheap-feeling finnicky garbage as every other pair of sunglasses I've ever encountered. One can appreciate the expertise of someone who can recognize them as expensive, sure. But I think it says a whole lot more that the average person cannot. It's a sign of deep, long running cultural recursion, not unlike how when an LLM is fed LLM text, it degenerates.
[1] Could the average run of the mill show maybe look better and be more animated using genAI than they currently are? I definitely think they might just.
1: right now, it's basically 90% beautiful hyper-realistic woman in some scene.
That is SO incredibly boring. These models are able to generate all kinds of never before seen mixed together content. Yet, everyone just wants to generate photos of things you could have already searched for.
2: creative people should be the biggest and loudest voices celebrating it but the vision researchers building the tools have only been interested in solving the math side of it and haven't bothered to ask creatives what they even wanted. It's fine in private R&D, at the hypothesis stage, but then these corporate heads went and shipped as finished products and charge us serious money for it. So, creatives rightly feel uneasy about the models that legitimately "stole" their content without permission, while also minting new millionaires at these companies by selling it back to them.
Once companies license the content and artists can make royalties, and the tools to interface with the models become sophisticated so that you're not one-shot prompting into existence a random thing, more creative people will come back. (i.e. ComfyUI)
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Plus, these models need actual fully staffed product teams behind them to solve and own the ethical issues around things like character identity locking that can be used to deceive. Or being too easy to say "in the style of" that could almost perfectly replicate another artist's entire voice. Then, there is the nudity issue. I don't want generative models to have morals, especially when it's art. Art is meant to be provocative and boundary pushing. I realize that's an entire deep-hole of shit in there waiting to get through, but that's why we need people spending their work day thinking about it more than just blocking anything that shows too much skin.
Companies get away with paying less because they can exploit the "passion" or intrinsic rewards that the jobs give
- With hand drawn animation, you draw what you have in your head, first roughly, then you refine it
- With 3d animation, you first need to model everything, then rig it, then work with the bone system to get the motions you want or else mocap, and then set up rigs and stuff so that the mocap actors can do crazy movements, etc etc. Then maybe undo some of the scaffolding the 3d software does: disconnect bones, fake perspective. You have to fiddle with lighting, textures, etc. Or you don't, and just go with whatever's easy to do in the 3d software.
Which means that spontaneity and emotion, like I think this guy's arms should be all wiggly here, are lost. Yeah, you can hand animate then 3d animate on top of the hand animation, but in an industry that's using 3d to cut costs and not because it looks better, that's not going to happen (in any way that keeps the spontaneity).
3d is awesome in that once you've done a huge amount of up-front prep, the rest is easy to iterate on and tweak, but that's a large tradeoff.
I thought that this is one area where I think AI could be a force of good. Keep the animators doing the rough sketches, and AI comes up with the lines, handles the filling, and maybe adds colors with a guide. I haven't seen this yet.
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I'm not sure I agree on the mentorship parts. IIUC all the major studios and famous animators weren't taught by someone. All the studios have unique flairs that they came up with just by playing around and copying Disney. And they got there without drawing hundreds of thousands of in-between frames for someone else.
I think that being taught the correct way to animate based on existing productions probably also reduces creativity in the field.
I wonder if the earlier creativity was due to voids though, and now that there's some amount of saturation it's harder to break in, or if somehow the increase in revenue from global interest somehow increases stakes and causes more downward pressure squashing out experimentation.
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There's a lot I don't get about this article though. It says the demand is way up, but the treatment and pay for animators is terrible... why? I didn't see it addressed. Japan has a long history of "non-monetization" though, like refusing to sell digital music overseas, or regional restrictions on streaming content.
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Lastly, I think there's still a lot of indie animation that gets glossed over. There are lots of independent animators making animations for music videos, for instance, or releasing small animations. I don't know if that grows into larger productions, but there's a level of creativity you'd never see if you just watch televised anime.