2008-12-17, 23:26 | Link #161 | |
Senior Member
Join Date: Nov 2008
Location: Singapore now, QLD next.
Age: 40
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I gave up at 17. My last one was FLCL, the next one I picked up, I never finished it. Then I picked anime again in '05. Starting with Canvas2, then Haruhi, then Shana, AIR and KANON all at once. Followed by Minami-ke, and now, CLANNAD. If you noticed, it's moving towards something that's more proven. Like Key-Kyoani. Or something similar. |
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2008-12-17, 23:54 | Link #162 | |
Administrator
Join Date: Dec 2003
Age: 41
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So, like I said, I haven't done any serious study of the matter, but I wonder if other opportunities at the time sort of allowed them to dodge the economy bullet, and now there are less of said opportunities (or perhaps, it's more apt to say that it's more difficult to capitalize on the market opportunities that do exist at the moment, such as the online space). I agree with your observation that a tougher market generally means retreating to safer ground, and I agree that that's at least part of what's happening here. That being said, I also suspect that some of our own "been there, done that" impression has to do with our increased exposure to the variety of works out there after the recent boom, as opposed to the limited/filtered exposure in years past. In other words, it may very well be that anime was never quite as experimental/creative as people think, just that it's cyclical and it all depends on when you hopped on board. (As I look through the list of 90s shows, there were still obvious formulas that account for a vast majority of the shows out there, they were just different formulas than the ones we have now.) |
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2008-12-18, 00:56 | Link #163 | |
Moving in circles
Join Date: Apr 2006
Location: Singapore
Age: 49
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Some Japanese artists have also begun to revolt against the current moe fad by establishing the Superflat movement, for example. Shows like Kaiba are part of this emerging trend, and I hope to see more of them appear in coming years. You're also right that fads move in circles, and in a way, there's nothing really new in anime. It could be that we've only just become aware of it, due to our increasing knowledge of the medium. That said, I don't think I'm far wrong to say that the number of anime series targeted specifically at older audiences have gone up from the mid-90s onwards. Anime like Ninja Scroll and Grave of the Fireflies were definitely not the norm in the 1980s, for example. So, yes, the anime could have been moving in circles. But at the same time, I also see a linear trend of increasingly "mature" anime. That would be a sensible trend, because even the most hardcore otaku would grow old. |
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2008-12-18, 00:59 | Link #164 | |
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Join Date: Nov 2008
Location: Singapore now, QLD next.
Age: 40
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2008-12-18, 03:10 | Link #165 | |
Administrator
Join Date: Dec 2003
Age: 41
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Anyway, interesting stuff. |
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2008-12-18, 10:45 | Link #167 | |||
Moving in circles
Join Date: Apr 2006
Location: Singapore
Age: 49
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I attended an industry seminar at the inaugural Anime Festival Asia in Singapore last month (November 2008), and was mildly surprised to hear what the representative director for PanAsia Partners, Mr Susumu Tsubaki, had to say. I get the impression that the anime industry has become keenly aware of the growth potential offered by international markets; particularly Asia, which Mr Tsubaki claimed would surpass the United States by 2030, at US$43.1 million (Asia) to US$23.4 million (USA). As a result, Japan is keen to expand operational and production links with emerging animation studios in Asia, particularly those that are producing original intellectual property of their own. Mr Tsubaki cited China (Blue Cat) and the United Arab Emirates (Freej) as examples. More interestingly, he also spoke of creating a Japan-Asia Contents Corridor to facilitate the exchange of skills and IP throughout the continent. In a nutshell, this basically means that Japan's anime industry has reluctantly acknowledged the need to hook onto world markets for future growth, especially in the present economic climate. But, it doesn't just want to grow by outsourcing operations to cheaper countries, which it has already been doing in South Korea for some time now; it also wants to become a distribution hub for animation content produced in Asia. Mr Tsubaki did not say it, but I believe this implies a desire to attract and develop promising animation talent, if not in Japan, then at least in the rest of Asia, hence the proposed "contents corridor". Now, while I personally feel that this proposal is largely wishful thinking, I take it as a strong signal that Japan's anime industry is hurting very badly from competition in new media. Mr Tsubaki also said Asia will be a "pro-intellectual property rights market" by 2030, but did not explain how that would be achieved. Frustratingly, no one at the seminar seemed willing to discuss the elephant in the room — rampant IP-theft throughout Asia, and the industry's heavy-handed attempts to tackle it. In my opinion, piracy is proving to be a major thorn in the industry's side, regardless of global economic conditions. (In fact, the downturn is likely to spur even greater incidences of IP-theft, not just of DVDs, but also of anime-related merchandise.) Quote:
Particularly for Singaporeans: Mr Gregory Ho, vice-president and general manager for Animax Asia, had to keep telling many eager young students from local technical colleges to look beyond Singapore's shores for work. Quite frankly, Singapore is far too expensive a place for key animation work. Quote:
Last edited by TinyRedLeaf; 2008-12-18 at 10:58. |
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2008-12-18, 10:56 | Link #168 | |
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Join Date: Nov 2008
Location: Singapore now, QLD next.
Age: 40
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2008-12-18, 20:59 | Link #169 |
Absolute Haruhist!
Artist
Join Date: Mar 2006
Age: 36
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Actually I don't even know now, where to look for an animation job or even just a job I can draw lol
This thread adds on to what I believe, that Japan is incredibly hard to get into, and the pay is so low I can hardly support myself if I rent a room. And Singapore is obviously no place for animation. I'm not that interested in 3D, definitely not high budget western 3D like Pixar. But Imaginary Friends Studios sounded really nice at the industry seminar at the AFA. Hows the animators in the Japanese gaming industry? Are they just as bad? That is some thing else I have interest in since I'm as much a gamer as an anime lover.
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2008-12-18, 22:05 | Link #170 |
Moving in circles
Join Date: Apr 2006
Location: Singapore
Age: 49
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Actually, if you're really interested, I strongly suggest knocking on doors. That is, send in your resumes cold. The first thing you should do is to start compiling your portfolio. I used to be a magazine editor, and I can tell you that when hiring artists, I don't usually bother looking at their resumes. I'm more interested in their portfolios.
I once interviewed Alvin Yap of NexGen Studios, a home-grown game developer (Elven Legends), and discovered that he tended to use freelance designers from all over the world. That's the power of the Internet for you — you don't actually have to live in the Japan to work for a Japanese developer. That way, you have a stronger selling point, because Singapore rates would presumably be lower than Japanese ones. Apparently, there are web portals out there, sort of like DeviantArt, that specialise in hosting jobs (ranging from full-time, part-time to freelance) in both publishing and graphics design industries. That may be a good place to start. No promises, though. Do you work with Flash animation if not 3-D? Because if you do, there are local game developers who may just want to hire you. From what I understand, game developers in Singapore find it very hard to find people. In short, while opportunities here are scarce, you'd at least be better off here than trying your luck in a totally foreign country, despite what Mr Gregory Ho suggests. At the very least, you'd get your feet wet, and build some valuable experience. That way, you'd be in a stronger position to pitch your skills internationally. |
2009-01-07, 23:22 | Link #171 |
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Join Date: Oct 2007
Location: Philippines
Age: 47
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As always, this thread does succeed to illuminate the harsh realities of the business and hit the proverbial nail on the head. Big props to dafool for giving light to the inner workings of the local Philippine animation industry.
http://www.animenewsnetwork.com/news...make-ends-meet After this article came out, I wasn't surprised at all that these people have to juggle even five jobs a day just to pay most of the bills. Good thing j1m0ne made a more illuminating commentary on that report. Now, I had some friends in the Philippine VA industry who started out either in the theater, in radio, or came by walk-in auditions. Most of them do admit that they have their hands full, working six hours per episode and several shows per day, and they practically dub almost everything -- anime, standard US cartoons, soap operas for TV networks -- and sometimes do some outsourcing work for minor games, advertising agencies and telecom industries. Of course the money isn't easy, and some of them do freelance, others are attached to a specified agency or television network. There at least some more I know of who sometimes join a theater troupe, appear in a magazine (like some AV :lol: ), or be an extra in a live-action feature, or even star in a TV ad. :lol: But still they run into problems: tight deadlines, errors in the script, little or no details on how the story would flow, translation problems, and occasionally an errant voice actor does not work well with his/her fellows in the sound booth. It really pisses them off sometimes that the TV network cancels the show they worked on very hard. I believe that the VAs here have different and perhaps better arrangements in their contracts with the broadcasters, and recently they've just set up a non-profit guild for themselves. Local fans are also beginning to give recognition to these voice actors, and I'll not be surprised if a fan club springs in the midst. Strangely, given the disparity in economic conditions (lower wages are common here in the Philippines, but costs of living in Japan are higher, of course), and despite that the hardcore pro-sub "purists" insult them on the net on the daily basis, Filipino VAs seem to be better off and living simpler lifestyles than their Japanese counterparts, judging from the pictures they have on their Friendster accounts.
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2009-05-26, 00:33 | Link #172 |
Gomen asobase desuwa!
Join Date: Nov 2003
Age: 43
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Not to bring back an old topic, but once again the reality of industry wages:
Labor Group: Animators in Their 20s Earn US$11,600 a Year (Updated) |
2009-05-26, 01:11 | Link #174 | |
Hopeless Dreamer
Join Date: Nov 2007
Location: On bended knee asking Belldandy to marry me
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And they probably put a lot more than 40 hours a week, so the hourly breakdown for that would be dismal. It's a wonder we get the regular supply of enjoyable anime that we do. They gotta' be doing it for love, because the money sure as hell can't be a motivator.
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2009-05-26, 01:26 | Link #175 | |
Moving in circles
Join Date: Apr 2006
Location: Singapore
Age: 49
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2009-05-26, 08:44 | Link #178 | |
Banned
Join Date: Aug 2007
Location: Imperial Manila, Philippines
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hehe yes, I remember the "Marimite Incident". Poor dubbers already completed the series before it was cut 4 episodes short. |
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2009-05-26, 10:30 | Link #179 | |
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Join Date: Aug 2008
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I would be interested in seeing what the pay difference is (if there is any) between the studios that self produce shows and those that are contract only. |
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2009-05-28, 08:35 | Link #180 | |
OK.
Join Date: Nov 2003
Location: The Fields of High Attus
Age: 34
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So you have to have to work hard (because the more you do, the more you get paid), and long (because drawing is non-trivial, and the unit price is crap) AFAIK most people who work on a project will get paid once and that's it - and how would you transmit royalties to them anyway, they're from all over the place...
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