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Jobs in the Anime Industry
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- Fans
- Foreigners
- Job Possibilities
- Advancement
- Work for experienced animators
- Payment
- Workday
- Benefits
- Computers
- Voice Acting
- Writing
- Hiring
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| If you want to be taken seriously then
never, never, NEVER refer to yourself as otaku. This term, which took on its current meaning at Comiket and was
popularized by GAINAX, is used in a negative way by most people at animation companies. A
lot of people see it as a very negative term because of the media
association with child molesting/killing and other heinous acts that
freaks with no lives commit. The media labels these types otaku and anyone calling
themselves that is inviting bad impressions. |
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Fans
Something important to keep in mind is
that most animation companies don't want heavy fans working there. Fans
are often too focused on specific styles, shows or subjects and are not
willing to put out any effort on unrelated projects. Fans don't meet
schedules, are lazy, can't cut it, are not trustworthy and will quit if they can't feed
their pet mania, goes the conventional opinion. (This is not necessarily
true of course. There are entire companies run by fans. (Which, incidentally, are often
avoided as they may be great creators but are lousy businessmen.)) Still, the production
manager will usually try to "work the fan" out of new employees.
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Foreigners
Japanese animation companies are unlikely to hire a foreigner (except for
the most basic position) unless he/she can provide something that no Japanese
worker can. It is hard on both the foreigner and the other staff as communication
and understanding can be very difficult. Even with the prerequisite
Japanese language skill, it will still be very difficult initially. With patience and
persistence on both sides this difficulty can be overcome. An animation
studio is a business and unless there is some financial advantage, even in
the future, in hiring a foreigner they will not.
A Japanese studio would be much
more likely to hire a foreigner if he/she drew (very well) in a style other
than the usual Japanese anime style. There are a lot of highly skilled Japanese artists
that never get their chance because they draw in an anime style so there is no
reason to expect that a foreigner drawing like everybody else will be able to do anything
special.
The biggest
obstacle is the visa situation. Please read the section on visas for more
information.
There are no
laws or rules which make it advantageous to hire foreigners and, in fact,
it makes things much more difficult for the company. If at all possible,
they will prefer to hire you on a freelance basis, paying you by the
project and letting you deal with the taxes and such. You won't get paid
vacation, sick days, health insurance, workers comp, an IRA or overtime.
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A
table of job possibilities for foreigners |
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Advancement
After working for awhile at one of the entry-level positions, someone
with enough experience will be promoted. It normally takes no less than 2
years of full time (and that's anime schedule full time) work for an
inbetweener to work up to become a key animator. If someone is really good
then they might move up faster. It is very important to note that there
is no guaranteed advancement in the anime industry. If a person
performs adequately every time they will retain their job. If they
continually excel and beat the targets that have been set then they will
be considered for higher positions. If you want to get paid more you have
to work more.
Japanese staff members can work their way up towards director or
enshutsu through the production or animation departments. It is very unlikely that a foreigner will be
able to work as a director's assistant or in any supervisory position (animation
director, art director, camera director) unless he/she has a lot of experience and
demonstrates great skill, talent and potential for such jobs. This level
would have to be higher than any Japanese candidate for the job.
The most difficult positions for a foreigner to work
at in Japanese animation would be director, producer and writer. For any
of these an extremely good ability in the Japanese language would be
necessary as well as very strong communication skills. A
level of communication which is equivalent to or greater than a normal
Japanese person off the street would be the absolute minimum requirement.
Again and again I must stress that you must bring something unique and
otherwise unobtainable to the company in order for them to choose or
promote you over or instead of a Japanese worker.
Even then the
Japanese may be unwilling to work under a foreign supervisor and the sponsors might not be
willing to work with a foreign director. So far, I am the only foreigner
ever to direct anything in the traditional anime industry.
Probably the most exciting line a
foreigner could get into in the Japanese animation industry would be production
coordination and international relations. This would provide the chance for
travel and would be the best way to use the unique talents that a foreigner could bring to
a Japanese animation company. The pay would be better and the work more enjoyable
than a lot of jobs in the industry. It would definitely be better than a job as a
translator or an assistant to somebody as well.
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Work for experienced
animators
It is difficult to say what jobs will
be open to experienced animators from other countries in Japan. Design and backgrounds
would probably be the easiest, whereas key animation (genga) would take some
(maybe a lot) of retraining so that the animator could fit into the Japanese production
system. If a Japanese company hires a foreigner with animation experience it is usually
for a specific project where that persons strengths will be used. (As far
as I know no such relationship has expanded into a long term job.)
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| Starting salary at IG - 120,000
yen/month - is the
second highest in the industry. Ghibli is 150,000. IG hires about 10%
of the people who apply. Ghibli hires around 4%. Artland hires around
40%. |
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Payment
The most
annoying thing about the anime industry is that it is miserably poor.
Nobody has money, nobody gets paid well, budgets are small and it is a
constant battle to keep costs as low as possible. The more expensive the
less important jobs become, the more likely it is that they will be
subcontracted to companies in China or Southeast Asia.
For the first couple of years the new
animator or painter makes about 100,000 yen ($1000) a month, most of
which usually goes into rent. This is not a fixed salary as animators are paid by
the sheet of animation (by the drawn or painted sheet, that is). The more sheets you do, the more money you make. To get
to a reasonable level of pay the animator usually has to do near 1,000
sheets a month. Considering that the maximum for many animators is around 30
sheets a day (720 sheets a month) only exceptional animators
will get to that level. The same goes for painters and background artists. Camera people
are on salary.
A question at this point might be "So how do
new animators live with such low salaries?" The answer is: with their parents,
with parental subsidies or in groups. If the animator works hard enough and
has enough talent then he/she will be promoted and make more money at some point.
A good animator who moves up to key animation then on
to animation supervisor can make a very good salary. Likewise a good background artist who
does some art direction and a camera operator who becomes a camera supervisor will make
good money. The hardest part is the first 2 years. After that you have a
pretty good idea what you are capable of.
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Workday
Hours are long, usually 10 to 14 hours per day
for animators and 14 - 16 for production assistants. These are not fixed
hours but most people work them to get more done. Most companies don't have time cards but
you will get bad looks and people will think you are lazy
if you work shorter hours than everybody else. (If anything you should try to work harder
than everybody around you as you have a lot further to go to prove yourself useful in
their eyes.) They'll remember how much you worked when it comes time to promote
people.
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Benefits
The benefits
of working in the anime industry are that you get to make anime. If that
is not enough reward then it would be best to do something else. As a
freelancer, you do not get insurance, health coverage, retirement
programs, a set number of vacation days, sick days, housing, or anything
like that. Everything comes out of your pitifully small salary.
Some companies will cover your train pass and if they send you somewhere
to do something they will cover reasonable expenses. If you are an
employee of a larger company you are eligible for some insurance benefits
but the insurance companies might not extend their policies to foreigners.
There are no labor laws which cover benefits for foreigners so they can
deny you anything and everything if necessary.
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| In general, despite Japan's great designing and
manufacturing abilities, the average Japanese company is still behind their US
counterparts in moving towards a digital world. (Only 36% of
Japanese office workers regularly work with a computer.) The Internet is just becoming
readily available now and is still expensive in comparison. If you want to stay with the "cutting
edge of computer technology" and like being "wired" and all
such then stay in the US (or whatever Western country). |
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Computers
Good experience in 3D animation systems, workstations and programming
might net a position at a games company as an advisor or developer.
This would be significantly more lucrative than working in the anime
industry.
Traditional animation companies are slowly putting in computer systems.
Most companies looking for computer staff would be interested in the following would be useful :
- Windows NT/2000/XP
- RETAS!Pro
- Animo
- Photoshop
- Painter
- Lightwave 3D (PC)
- AfterEffects, Premiere, Speed Razor, etc.
- and related subjects.
Most anime companies cannot afford dedicated administration staff,
particularly if they are not involved in the creative end of things (in
which case they tend to be more obstructions than help).
The use of 3D animation is expanding rapidly and this is something that
is not being covered very well by Japanese schools. The only drawback to
doing 3D in the anime industry is that it pays a lot worse than doing it
for the games or advertising industries. |
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Voice
Acting
I have had people ask me about
becoming a voice actor/actress in Japan and I have no advice on this. The
schools that (purportedly) teach voice acting do not teach Japanese and I would think that
you would have to perfectly fluent before anyone would even consider you for a position.
(As a director I would not even think about hiring a foreigner to do a Japanese
language part even if they worked a lot cheaper and I can't imagine that they
could.) There may be a possibility of landing parts still though. The life of a voice
actor is probably much like that of an animator - you have to do it for a long time before
you get to do what you want and even then you aren't really free.
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Writing
Working as a writer in Japan
is also unlikely. One would have to have a command of the language at
least equal to if not surpassing that of the writers the company
normally works with in order to get
jobs. This would mean years of dedicated study of the Japanese language in a
university in Japan. It would be impossible to attain more than 5% of the
ability you would need studying outside Japan. (After spending that much
money it would be a lot better to go into scholarly work than anime!)
There is the (remote) possibility of a Japanese company (probably a sponsor) picking up a
foreign writer's work and translating it for animation production but it would be unlikely
that the foreigner would be involved in production. If you want to write a
story and be involved in production then arrange the financing for it and
bring it to a production company. (If you have no experience there is a
great danger of you screwing the production up and making it cost a lot
more, same as if you decided to build your own house without knowing what
you're doing. Hire pros to make it right.)
If you created
some really good stories, it is possible that you could pitch them to
sponsors and get project funding to develop them. You'd still need a
Japanese writer to do the Japanese script but aiming at the international
market would be much smarter anyway as it would bring you much more money
and fame. (Your professionally translated script will read like the
subtitles in an English anime release. If you do it yourself it will read
like a fansub and the producers will ignore it immediately. Get it done
right!)
It is much
more likely that you will be able to write a movie or TV script that sells
in Hollywood than sell one in Japan. An individual has a lot more access
to sales possibilities in Hollywood than anime. It's a LOT more likely
that you will be able to sell an original TV series concept in the US than
Japan.
Most of the anime shows that go into production are developed by
producers and directors rather than writing. Writing is sometimes pretty
ancillary to the whole process and the director (or episode director) has
a good deal of rewrite control and total control over dialogue.
The writers of the scripts for anime shows are all chosen before the
shows go into production so there no spec scripts are accepted. The
writer(s) for an anime show must have extensive meetings with the
producers, director and if the show is based on a novel or manga the
original creator as well. Sometimes they are chosen by the development
team but sometimes the studio has a staff writer or freelance writer they
use a lot.
There are a few writers who have become quite popular and have sponsors
pick up their works for animation.
The pay rates vary dramatically from show to show but a staff writer
makes about $2000 for writing a typical TV episode. An established writer
can make many multiples of that per show and will also have multiple shows
at any given time.
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Hiring
I have done applicant
interviews for studios in Japan in the past. When I hire or assist in hiring
people I usually go through their resume and try to weed out the ones who are
otaku types, the ones who seem like they would give up easily, the ones fixated on certain
shows/artists/styles and the ones who just plain have no talent. I have to
consider if they will be able to integrate into the existing team and if
they have something unique to offer the company. If an interview would
have to be done even partially in English then it is almost sure that the applicant will
not be hired.
One of the most simple yet most important tests of
ability is finished work, no matter what the quality. I have had
people apply for jobs with no experience whatsoever that I have taken on because the work
they showed me showed that they have talent even though it may still be unfocused. For
positions that do not require the large crew and power of a full studio - like writing,
illustration or such - I want to see samples of the work they have done.
I once had someone apply for a job as a writer who had no samples of his writing, and
could not tell me just what he wanted to write. Turns out that he didn't even do much
creative writing but he though that by working at the company that writing skill would
somehow enter his body like divine guidance or something.
The ability to do and complete a comic does not magically appear as
soon as a contract is signed. (Although some publishers with particularly
difficult artists may disagree!)
Portfolio Information: What do they want to see?
Some notes based on my experience with hiring in Japan.
Life drawing: It is absolutely imperative that the
artist be able to draw people and not just in an anime style. Animators
must understand how humans and animals move and how they express emotions
with body language in order to be able to communicate through animation
effectively. Someone who doesn't have any idea how muscle groups work is
going to be a terrible animator.
Original
artwork: I much prefer to see a mix of non-anime related artwork
like watercolors, marker illustrations and pencil work than just one type.
For animators I like to see portraits and for background artists I like to
see landscapes, but I really prefer if the artist has a mix of both.
Honestly, they don't have to be great, but I want to see that they think
of themselves as an artist, not just an anime artist. It also helps to see
at what sort of an artistic level they are at and how they handle
proportion, perspective, space and color.
Original
anime style artwork: Original characters are the main thing I
look for in a portfolio. If an artist doesn't have the creativity to come
up with their own designs then I'm probably not going to be able to find a
use for him/her. I take a look at illustrations of other artist's
characters, but mostly to see what their interpretation of the character
is. If the images of another artist's characters are strong and those of
the artist's own characters are weak then the artist is almost surely a
copy artist and I definitely don't need any of those. Likewise, if the
artist shows a fixation on a certain show or type of character I will be
very wary. If he's obsessed by TENCHI MUYO then he
really isn't going to be happy at my company because we didn't work on it
and it is highly unlikely that we will do something that is close to it.
Style
is not so much of a problem unless the artist can only copy other people's
styles. About the only style that makes warning flags pop up is an
H manga/doujinshi style. If the artist's work is obviously
heavily influenced by H manga then I won't consider hiring him. I have no
objections to H manga, but artists who read it a lot tend to have a
different agenda than that of an animation studio, and sometimes the
sexual maturity issue comes up and other problems occur. (It's really
difficult for the female employees to work with guys who stare at them and
drool and sit around all day doing hardcore porn sketches.)
Related:
If there is manga or doujinshi or some homemade animation I will
definitely take a look at that. The first thing I will try to check is
that the artist actually finished something. If he has a bunch of manga
but none of it is finished then it's a good bet that he won't be able to
follow through with a job. Manga and animation also can help show if
someone has some sort of obsession or hang-up. (Everybody has their
interests, but if your ardent desire is to share your intimate knowledge
of 1880 trains or your recipe for cherry pie or your foot fetish then
that's fine. But do a doujinshi or web page about it—you're not doing it
in my company.) Obsessed people can often find it difficult to be
open-minded and grow very slowly if at all.
We
don't look for perfect artists. If someone is not at a very high level but
we think we can train them, we are often willing to, but this depends on
their personality and how well we think they will be able to fit in the
company and production system. Originality is extremely important. If the
portfolio shouts otaku to me then there is no way I will even
interview the applicant. (Anime company rule #1: never hire
otaku.)
So if you don't hire otaku then where do you get your staff from?
There's a difference between being a fan who is interested in animation
and one who is totally obsessed by it. If somebody is into fandom then
that's fine. I'd even hire someone who goes to fan group meetings, cons and
events. If someone comes to me and they can name every seiyuu in any show I
can mention, or they live to do cosplay, then I think it is better if they
remain a fan and never try to cross the border into professional animation
production as both of us will end up extremely disenchanted.
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