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Kazuto Nakazawa |

"It’s very sketchy looking, without polished lines, but it can have a very personal touch that is unique to the individual artist. That is so wonderful." - Shinichiro Watanabe (Matrix DVD Interviews)



[Sketch Animation Sequence w/ Charcoal & Ghraphite] - [Film Dissolve Overlay] - [Narrated Ukiyo-e Illustration]
It's all telling of Watanabe's personality as a director in these deliberate decisions he makes to tell a given story or sell a particular message. Watanabe is also no stranger in utilizing different lenses to spice up a shot and keep it interesting, be it a super wide fish eye lens, a wide angle shot or perhaps depth of field transitions with a telephoto lens, as the use of bokeh within Samurai Champloo can be found pretty frequently across the entire series.
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Telephoto Shot With Bokeh |
Generally speaking Watanabes team of story boarders, including himself are traditional in their use of shot and reverse shot patterns, and it's of particular of use when framing confrontation or adversarial relationships - Also utilizing Dutch angles frequently in a relatively still sense of framing, as most camera movement is subtle in it's use of things such as slow panning, zooming or tracking motion. While it's necessary to use angles with shot and reverse shot patterns, Watanabe's framings are only somewhat off center, as he has a relatively frontal sense of framing, and as you'd imagine, it goes hand in hand with amount of reaction shots that they work in for animators to go to work on some really great facial animations and such. In this respect there's almost always a very clear and distinct circle of action in group dialogue situations, often utilizing triangular rotational patterned "Camera" setups, transitioning from shot to shot with dialogue overlaid to cue these transitions smoothly, in addition to cutting on the "look" (A new line of sight) and of course movement as well. Though despite having a mix of conservative and provocative film grammer techniques, Watanabe's team does really abide by the rule of thirds or the golden ratio all to often when it comes to framing for that matter, the former being a bit more common.
[Staging of a Primary Circle of Action] - [Shot Reverse Shot, Rule of Thirds & Golden Ratio applied]
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Fish Eye Lens - Dutch Angle |
Consequentially though, Watanabe's team doesn't really make much use of zooms or extravagant tracking shots, but instead opts for editing cuts in series of "circle of action montages" if you will - As a consequence, Samurai Champloo can feel flat and static at times, as Watanabe much prefers to either move his subject within a frame or cut to another angle than anything else, rather than include extensive tracking shots or other perverse camera movement asides from steady and simple panning motion , though I guess that's just by design if anything. Though I'll also go out of my way to criticize the severe lack of variation and transition between the level of shot/angle as well as the general distances used - For example, almost every shot is usually a waist up medium shot when framing characters, or a long shot when introducing a scene. Although a fair amount of various vertical transition are used, I can't say much about the actual distances between the camera and the subject, as it makes Samurai Champloo seem a bit boring and stale, since Watanabe's team so rigorously sticks to these principles - In that you always feel you're kept at a "Distance" so to speak, and while it works great for provoking intrigue or producing gags, you don't necessarily feel closer to the character or a given emotion as a result.
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Wide Angle Lens |
Animation & Art direction



As a result, not every character's face is as flawless and idealistic as a character such as Fuu's, being that Kazuto Nakazawa really goes to other lengths to capture smaller facial details, such as dimples and cheekbones, or even wrinkles and loose strands of hair, and as a result, unlike many other Japanese animations, Samurai Champloo's characters actually look Japanese - Something that's painfully absent from the majority of anime. It just dawns on me that character design that's more realistic and gritty is simply disappearing as the process just continues to get more industrialized, therefore more idealistic looking and geometric as a result - As opposed to characters who look more real to life. These designs to me are really quite reminiscent of Madhouse's animations back in the day, such as Paradise Kiss or perhaps Beck, though it's just that Kazuto Nakazawa's designs are geometrically efficient, with more idealistic and comical animations. (Please visit Page 6 & Page 3 for various character model sheets & backgrounds as a reference) In that respect, Samurai Champloo is a really nice combination of both, and as a result the animation is wonderfully consistent from frame to frame (In terms of the given ratio) in fact it's one of the best I've seen so far in the given time period. Most off model frames you can find are of course usually between keyframes or when characters are either drawn at a distance, or in high action animation scenes.




