Not everything is bleak. The ending sequence for Frieren season 2 was entirely hand drawn with colored pencils[0] and the new Ghost in the Shell (coming out next month) is also hand drawn[1].
Even if we're still far from the golden age, Dandadan (Science SARU; though I've heard the sheer effort bankrupted them) and the recent Witch Hat Atelier (Bug Films) are quite nice to behold.
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.
The phrase 'production committee' appears only once in OP, with no discussion of the implications or how they work or how they change things compared to TV network monoposonies. Disappointingly superficial. It just repeats a lot of random salary or wage or working hour statistics and anecdotes without ever - puzzling for a piece in the Economist! - asking how this market operates, why it keeps going like this, and why rational self-interested actors avoid raising animator salaries or investing more in them or even increasing headcount, under circumstances like the current boom, which Econ 101 would predict results in a corresponding boom in animator populations and salaries...
I wonder why the use of AI to do in-between frames is not more embraced by artists and professionals. It sounds like a perfect use case for the technology: pure scutwork that would have been farmed out to sweatshops in a cheap-labor country anyway.
Noob Question: There is a famous parlor trick with generative networks(I think it was GANs but it might be some kind of diffusion based network.), you start with a canvas and draw a stick figure of what you want and the generative network draws the rest of it.
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" ?
AI image generators readily take partial images and run in a super-resolution mode(they are always in that mode). They can take a stick figure or a screenshot or anything you want. They prefer to have text description of the image, but that can be generated too if needed.
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.
Neat, I didn't know for Ghost in the Shell, I'll be watching it in few weeks then! Thanks for sharing.
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.
It's actually a stance against the use of AI in the industry: "We want to express that this is a hand-drawn show made by humans to highlight the humanity in the story"
Ultimately animation is built targeting a budget: From the oldest animes with massive animation reuse and very low fps to complicated things that mix 3d and 2d. It's all a multi-decade race to make anime people enjoy for a budget the studio will pay. Almost every animation project done today (barring, say, the failure of Blue Lock S2, or Uzumaki past ep1) is has more animation per episode than most series in the 90s. Something like Witch Hat Atelier looks competitive with Ghibli movies, but it comes in 12 episode seasons: So far more animation total!
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.
Sadly, some people believe that Generative AI output is the same; I find it very hard to watch and extremely cringe. I did see some good examples, but still not the same type of quality. For untrained eyes, all look the same, but I'm definitely not that type of person and very supportive of proper craftsmanship. You can see this same thing happening in software engineering and product design.
After reading this article, I got curious whether there was a similar article from Japan, and there actually is. The average monthly income in the animation industry is 200,000 yen (about $1,300 USD), but the median working hours are 2,745 hours per year. That comes out to 225 hours per month, or 52 hours per week [1][2]. Considering that animators' work is essentially drawing labor, that's an insane amount of work. But even as total production costs and promotional effects grow, none of it reaches the workers on the ground. It seems like in modern industry, the value of promotion and fame outweighs what the laborers actually produce.
Actually, when you think about it, this problem is happening across all sectors of society. Ultimately, it's a system where platforms intermediate and monopolize value.
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
There's a japanese docuseries called 'Manben' (available on youtube) that interviews a bunch of famous manga artists. Without fail they all talk about how much work, hours, suffering goes into the first years of making manga.
It's very interesting to watch and I highly recommend it. But it's also a GREAT advertisement for avoiding the industry.
It probably is because wage tiers tend be set across the industry rather than being negotiated between artist and studio. Voice actors, for example, are separated into 3 tiers with strict pay scale differentiation and no residuals, so only a very few of them have negotiating power. Most anime VAs make their real money by doing work for games or corporate videos, where these industry pay scales are not institutionalized.
So basically they get paid peanuts and are overworked and so no one wants to do it.
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.
You're not wrong. But there is a common perception that we value things made by humans more. The problem is that grunt work actually serves as a pipeline for industrial training. Even with AI, the distribution of value doesn't get resolved automatically.
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.
It seems to me the problem is not having to do grunt work but that it's impossible to make a decent living at it even though it's widely agreed to be a necessity to develop higher level skills. By 'decent living' I mean being able to support yourself and have adequate rest and so forth.
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.
> 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.
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.
AI image generation is just not there yet. Say what you want about Luddites and whatnot, but the quality is just not good - the amount of effort given compensation that (especially Japanese) artists put into anime styled imagery makes too little sense that AI can't compete, even in generation time if time for retakes are accounted for.
That's just texturing over a labor intensive 3D animation that doesn't seem like a production quality one. IIUC, geometrically correct 3D animations are basically worthless. You're already lost if you need perfect 3D renders as the reference.
I really despise this kind of thinking, this "optimization" that only serves to benefit the people at the top who hoard the fruits of other people's labour. Why is your solution to underpaid/overworked animators to just eliminate them entirely, instead of just treating them fairly?
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.
My impression is that a lot, if not most, anime was always cheap. Lots of stills, few frames, and CGI as soon as it got remotely good enough (and often before). Like Hanna-Barbera cheap. That was my impression when I used to be moderately "into" it 25-ish years ago, but judging from youtube channels like Mother's Basement, it hasn't gotten better.
It makes sense that they would be the first to use AI for whatever they can get away with.
If AI is making our anime anyway, why do we need an anime industry? Let's just get rid of it and we'll all generate our own shows to watch. Why should I pay a platform for someone else's slop when I can make my own?
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.
Anime has never been more popular but honestly its quality has declined a lot. It's all isekai and supernatural-sexy-schoolgirl-whatever (kinda creepy) these days. Or the same old animes that go on forever.
Every year there's less and less animes that are worth the time to watch IMHO.
Of course quality is subjective, but my own stats on AniDB show no decline.
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!
> 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".
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.)
Sturgeon's Law: “[…] they say 'ninety percent of science fiction is crud.' Well, they're right. Ninety percent of science fiction is crud. But then ninety percent of everything is crud, and it's the ten percent that isn't crud that is important.”
The same ratio of garbage to quality was available back then, there just wasn’t the same level of exposure to the range of output so the worst ones faded into history.
Funny, that was already true in 2006. It's the thing people keep saying, and yet anime keeps coming out.
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.
A cursory glance of anime tv shows released in 2006 and there's a lot of good things I'd watch again: Honey & Clover, Kemonozume, Ergo Proxy, Code Geass, Haruhi Suzumiya, etc.
In 2026 the only thing that has captivated me, so far, was the Chainsaw Man movie and Dorohedoro S2.
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.
Higurashi when they cry does the whole concept of time reset well (2006).
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.
Those titles are a result of the webnovel -> lightnovel pipeline. Users won't click unless they like the concept so authors started to just put the tagline directly in the title.
Interesting, the "training of new animators" mirrors what has/is happening in other industries.
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.
It'll be very interesting reading future studies on how this has negatively impacted entire generations. Hopefully people realize that you need to pay younger people living wages to learn skills, if they want people to have those skills in the future.
My (probably unpopular here) opinion is just the opposite. We need more of an apprenticeship model where you're not paid a bunch because you're still learning, and you probably bring negative-to-zero value initially. When a fresh-out-of-college junior engineer brings in SV style money, the expectation should be that they already know what they're doing.
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.
i love an apprenticeship model, i think most people would learn better and become competent at whatever position much quicker than straight book learning, for practically every job.
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.
+1, I'm a huge apprenticeship fan. It's worked for thousands of years, it's definitely something we should be investing more into.
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 think the trouble is living wage means different things to different people.
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 don't think most people need or expect the glamorous instagram lifestyle, but want to have something fun they can do to make the work worth it. If there was a guaranteed payoff at the end, then it might be worth it, but for many people there is no guaranteed payoff, there's just work and sleep and then they die one day. I don't begrudge anyone for wanting more than that.
Let in the chronicles be written, that widespread inability to read and write endeth the chronicles.. class of mistake. Let this be a lesson to all readers of chronicles.. the big failure starts three generations before the white paper appears..
Remember the joke about asking for 5 years of experience with a 5 month old framework?
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.
> we expected people we hire to know what they are doing
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've thought a lot about how to characterize the difference between 3D and hand-drawn stuff. I think the core of it is:
- 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.
---
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.
---
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.
---
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.
[0] https://www.youtube.com/watch?v=FY4Bx2qtkRM
[1] https://www.youtube.com/watch?v=nnRcKC4Rgsc
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.
Often the key frames or "important" parts are done in-house with the "mechanical" or boring parts being outsourced.
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.
Are you referring to:
https://github.com/lllyasviel/controlnet
?
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.
https://www.cbr.com/ghost-in-the-shell-remake-zero-ai-use/
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.
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
It's very interesting to watch and I highly recommend it. But it's also a GREAT advertisement for avoiding the industry.
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.
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.
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.
[1] https://www.mdpi.com/2075-4698/15/1/6
A Japanese Animator shared this recently. Seedance output over simple 3d models
https://www.reddit.com/r/accelerate/comments/1ue6uf2/japanes...
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 makes sense that they would be the first to use AI for whatever they can get away with.
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.
Every year there's less and less animes that are worth the time to watch IMHO.
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.)
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
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.
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.
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.
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).
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.
- 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.
https://x.com/i/trending/2069856897738387754