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New art for Jack Jeanne cast for the upcoming live reading event!

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Jack Jeanne Complete Collection - Interview with Terasaki Yuka (Kisaâs Voice Actor)Â Translation
This short cast interview is from the Jack Jeanne Complete Collection art book!
Ishida: What were your impressions when you first saw the setting of Jack Jeanne?
Terasaki: Itâs a story about teenagers putting on plays together thatâs drawn by the creator of Tokyo Ghoul, Ishida Sui-sensei. That information alone was all it took for me to be interested. Iâm sure a lot of other people thought the same.
Since itâs a story that takes place in a theatre school, I found the way it's like a game meets theatre to be unique. I also found the aspect that the shows are put on by an all male cast to be really intriguing.
â
Ishida: When you were voicing Tachibana Kisa, were there any aspects of your performance that you had to be careful about?
Terasaki: Kisa is a character herself, but she is also the stand in for everyone thatâs playing the game. Thatâs why I stuck to the initial impression of the script as much as possible without adding too much of my own flair. I wanted her to be âtransparentâ like Quartz.
In the romantic scenes especially, I want the player to have their heart racing over what Kisaâs love interest is saying and focus on them. So during those scenes I made sure to act out Kisaâs emotions more subtly. Iâd like for those playing to be able to decide their own colours for Kisa, so I left some of her canvas blank. I remember I would go into the recording sessions keeping that in mind.
â
Ishida: Were there any particular challenges you faced while working on Jack Jeanne?
Terasaki: The singing. When I first listened to the songs with the temporary vocals I was like âIâm going to be singing this!?â and my anxiety quickly turned into terror! I had to reconstruct the way Iâd been singing up until then from scratch. It was very difficult and I was unsure about a lot of things, but now thanks to Jack Jeanne I love singing even more than I did before.
â
Ishida: Other than Kisa, are there any other characters that are your favourite or that you took a liking to?
Terasaki: Tachibana Tsuki⌠Heâs Kisaâs older brother, but thereâs still a lot of unsolved mysteries surrounding him. I canât help but be curious about him. Iâd love to read a novel or something about Tsuki-nii when he was a student at Univeil. Iâd like to see Fumi-san and the other third years when they werenât upperclassmen too.
â
Ishida: Quartz, Onyx, Rhodonite, Amber. If you were to enrol at Univeil, which class would you like to be assigned to?
Terasaki: The relationships between the seniors and juniors are wonderful in every class, however I think Iâd have to pick Quartz. Since I donât think you can join the other three unless youâre already particularly skilled at singing, dancing or acting. So Iâd like to find my own way to express my individuality in Quartz!
â
Ishida: You have some experience with stage acting, so were there any scenes or moments in the game that you could relate to?
Terasaki: Jack Jeanne has a lot of different choices and branches in the story. You can choose different lines to say during the plays too, but no matter which one you choose the show will still reach its conclusion. If another actor changes something then you have to change with them, and if you change something, then they have to change with you. Even though every performance of a show is supposed to have the same programme and script and movements, you go into it with a fresh mind each day and there are slight differences between the shows.
There are things you sometimes only realise on opening day when you see the audience walking in, so I could relate to the sense of tension actually putting on a show brings. Iâd love for the players to see how each character's dialogue changes with each option, so please play through the shows multiple times!
â
Ishida: Every show in the game is quite different thematically, which one (setting, musical composition, etc) did you like best? Also, were there any shows that youâd like to try starring in in real life?
Terasaki: All of the shows are very different and I love all of them, but the one that I felt the most accomplished and happily tired after was the autumn performance. During auditions, the selection of lines from it were full of passion and tension, so I remember being excited to record for the autumn performance.
As for which one Iâd like to try in real life, it would be Sissia of the Central Nation. When I recorded my lines for the whole show in one session, I started arranging how the stage set would look like in my mind. Iâd think âthis line would definitely be delivered from the top of the set, and this line would be said from the audience to the stageâ. Iâd read the lines whilst imagining what the show would look like and the performance that I could picture the clearest was Sissia of the Central Nation. So I ended up really wishing I could see it in person.
Thank you for translating the interview! It's nice to hear about the creators' thoughts on the game and its development. There were so many good bits too. This one line in particular jumped out at me: "If love is a lie, then how do you face that lie?" I thought it sounded like it could've been a cool tagline.
I know right! I found Ishidaâs whole take on a confession scene being when the lies all intersect to be pretty interesting
Jack Jeanne Complete Collection - Interview with Ishida Sui and Towada Shin Translation
This interview is from the Jack Jeanne Complete Collection art book, itâs available on CDJapan and Amazon jp. You can also purchase a digital only version on bookwalker jp. I encourage anyone reading to purchase the game (if you haven't already) or the art book itself to support Ishida and Towada directly. đ
This is a VERY long interview so I apologise for any typos or errors I may have missed.
~ ~ ~
An interview with Ishida Sui and Towada Shin, who both worked on writing the story of Jack Jeanne. In this interview they reveal what went on behind the scenes during production, rejected story ideas and much more. This interview was conducted remotely on the 9th of February 2021.
Interviewer: Yui Kashima
How did Ishida Sui end up making an otome game?
âHow did the production of Jack Jeanne begin?
Ishida: It was sometime around Autumn 2015 I think⌠On an old personal site that I used to run, I received an email from the company Broccoli to an email address that I no longer use. It was a commission request for character designs.
âIn 2015 Tokyo Ghoul was still being serialised wasnât it?
Ishida: Yes. Usually job offers like that go through Shueisha first, so I contacted my editor asking why this one was sent to my private emailâŚÂ At the time, in addition to working on Tokyo Ghoul, I was also drawing illustrations for a tear-off calendar and very busy with various other things, so when my editorial department heard about the offer they seemed very shocked like "What!?".
âWhy did you decide to accept the offer even though you were so busy?
Ishida: I would often receive offers asking for me to draw manga or illustrations, so I figured that this one was a similar case. However, some words in the email caught my eye. Like âGender Swapâ, âTakarazukaâ and âAll Boys Opera'. When I saw these concept ideas, a dream began to swell in my chest and I felt like giving it a try.
I think if it had just been a normal character design job, I would have turned it down. However just from reading the short brief in the email my interest was piqued. While in discussions with the Young Jump editorial department, I also casually mentioned the kind of offer Iâd received to Towada-san.
Towada: Yeah, Ishida-san asked me for some advice. I was also drawn to the âGender Swapâ and âOperaâ concepts. I could easily visualise the setting of the story. Additionally, it seemed like it would be a story that included many different themes such as gender. When I thought about that, I figured that Ishida-san would be a good fit, since I knew he would be able to draw something that went beyond all genders.
Ishida: Iâve been drawing androgynous characters for a long time, so Towada-san and I talked and wondered if that's what they must be looking for. After that, I created my own proposal and submitted it to Broccoli.
âYou created your own proposal, Ishida-san?
Ishida: When I looked at the original proposal that Broccoli had sent me, a lot of it differed from my personal tastes. It was a very upbeat and dazzling story. It wouldâve been hard for me to match my art style to that, so in my proposal I noted things like âif it were me, Iâd do something more like thisâ. I was interested in this unpolished gem of a story, so I thought it would be a waste to turn it down altogether. I wanted to at least try throwing my own ideas into the ring, so I spent a week creating the six main characters and sent them in.
âAt that time, I heard that the game wasnât titled âJack Jeanneâ yet, but was instead called âJiemarieâ.
Ishida: At first, I wanted to try creating a word that doesnât exist. So using French as a base, I came up with âJiemarieâ as the game's provisional title. But then a month later when I was reconsidering the title, I looked at it again and thought, damn this looks lame. So I hurriedly called Towada-san on Skype and we entered a discussion that lasted about ten hours over what the title should be.
Thatâs when we decided on âJack Jeanneâ. The male roles take the name from the knight, or the âJackâ in a deck of playing cards. And the female roles âJeanneâ take from the word parisienne and Jeanne dâArc. When these two terms are put together, I feel like you can comprehend what the game is about with a bit of nuance. Plus you can shorten it to âJJâ⌠Thatâs also the title of a magazine though (lol).
âTaking on another job whilst your manga was being serialised sounds like it would be tough on you both physically and mentally.
Ishida: I think I mustâve been a bit unwell (lol). My body was fine, but being able to work on something other than a serialised manga was a lot easier on me mentally. I may have seen it as a way to escape, so I didnât feel that working on two projects at the same time was difficult. When it comes to game development, I can only create what Iâm capable of, and there was no set release date yet. Of course, I would work on and submit things whenever I could though.
âWhat kind of things would you submit?
Ishida: I would sketch character designs, discuss and create story elements with Towada-san and try to put Univeils history into chronological order. Then I would share the progress with Broccoli and have meetings and such with them. In the beginning, rather than having to draw anything yet, it was mostly just brainstorming and planning. Thatâs why I think I was able to do it all concurrently with the serialisation of my manga.Â
~ ~ ~
How Ishida Sui and Towada Shin know each other
âDo you chat with Towada-san often?
Ishida: Well yeah, she is my older sister after all.
Towada: We talk a lot. When we both have the time we chat over Skype.
Ishida: Once we start the conversation can last up to five or six hours. We mostly talk about things that happened throughout our day. When Iâm talking to someone I often bring up something thatâs happened to me and ask their opinion on it. She became someone that I could chat with whilst working on my manga. Ever since my student days weâd talk until early morning, I usually told her about storyboards Iâd drawn.
âAt the Ishida Sui exhibition it was revealed that Towada-san had even given you advice on some of your earliest works.
Ishida: Yeah thatâs right. It was a work Iâd prepared for a 'bring your own work along' induction course in Tokyo that I attended back in my student days. It was a manga about two characters who eventually became the prototypes for Tsukiyama and Hori Chie in Tokyo Ghoul. It was only about 30 pages long, however when I showed it to Towada-san the day before the presentation, she told me that she thought my linework was too thin.
Towada: Yeah, the overall linework of the manga was thinly drawn. Once I told Ishida-san this thought, he began tracing over his linework and making it thicker. And then when he looked at it again, he said âYep, I need to redraw the whole thingâ.
The linework being too thin was only my personal opinion and the presentation was in Tokyo the next day, so in horror, I began hastily telling him, âYou wonât make it in time, stop, stop!â
Ishida: All I could think about was that the lines really were too thin, so I wanted to redraw it. All of the screentones had already been affixed to the panels, but I didnât want to bring something along with me whilst knowing it wasnât the best that it could be.
Towada: Ishida-san handled the linework and I helped with redoing the screentones. We worked throughout the night and finished redrawing the whole manuscript. Once it was done, it wasnât even comparable to the previous version, the lines were powerful and the characters' expressions conveyed a lot. I was seriously worried though (lol), I didnât know if weâd complete it in time.
Ishida: I couldnât think about anything other than the lines being too thin, so I wasnât even worried about whether I had enough time or not.
Towada: I fell asleep halfway through, but you continued and boarded that Tokyo bound flight without having slept a wink, didnât you?
Ishida: Yeah. I let Towada-san sleep and continued applying the screentones myself right up until the very last minute. I was still applying them whilst on the plane and also after my arrival in Tokyo. I used screentone number 10 a lot, so I remember the scenery around me gradually began to look grainy like the screentone. It felt as though I was hallucinating.
âSounds like it was a tough manuscript to complete. Towada-san was also the author for the Tokyo Ghoul novels, has your relationship always been one akin to work partners?
Ishida: When it was decided that Tokyo Ghoul would be getting a novelisation, I was given other authors' works to look at. However, none of their styles really clicked with me, and they didnât seem right for the series. I knew that Towada-san wrote, so I tried reaching out to her.
Although back in the days of Tokyo Ghoulâs serialisation, Towada-san and I didnât talk as much as we do now. If I had any concerns I would just try and sort them out by myself. Weâd always gotten along as brother and sister, however we didnât really start to have a âwork partnersâ kind of relationship until we started working on Jack Jeanne together.
Towada: Thatâs true. Back then, we only occasionally conversed regarding the novelisation of Tokyo Ghoul. Before :re we only spoke once every few months over Skype. As Ishida-san said, it wasnât until I started working on Jack Jeanne that we really started properly talking to one another.
âHow often would you contact each other?
Towada: Depending on what stage we were at, we would bounce ideas off each other once every three or so days. Ishida-san would make a request like âIâd be happy if this part of the script was done within the next two weeks.â And then Iâd present what Iâd written and weâd discuss it and then Iâd return to writing again. This process was repeated until Jack Jeanne reached its completion.
âWas Ishida-san the one that reached out to Towada-san to write the script of Jack Janne?
Towada: He didnât ask me specifically to write the script, early in development heâd ask me to help with some research like âIâd like you to look up some information on this, could you help me?â. Iâve always liked ikusei games and within that genre I also enjoy romance and otome games. So I think thatâs why it was easy for Ishida-san to consult me about it. Weâve had a common interest in games ever since we were kids.
Ishida: Back then I played games like âPinnochia no Miru Yumeâ and âAngeliqueâ. I wanted to try and conquer Marcel in Angelique but it was one difficult game, so it was a tough task. Before I could even raise any flags with him, the training aspect of the game was so hard that no matter how many times I played I never got any good at it.
Towada: Iâm the type that loves playing games, so after talking with Ishida-san, I went on to play every popular otome game that had been released around 2015, as well as every Broccoli published otoge. I completed every single character route in those games. I began analysing otome game trends and Broccoliâs brand identity and relayed my findings to Ishida-san. After that, I went along with the Jack Jeanne production team and Makasano Chuuji-san from Shueisha, who was the scriptwriter of the Tokyo Ghoul anime. We all visited the city of Takarazuka for research.
Ishida: I was also supposed to be there for the Takarazuka trip but since I had my manga to worry about, I had Towada-san go and take in the atmosphere in my place.
Towada: I did have to gather material but I think I visited Takarazuka a total of five or six times. From morning I would watch the Takarazuka theatre from afar and simply watch the guests move about, soaking in the atmosphere of the city.
Along with the Takarazuka plays, I also watched student plays, in total I probably went and watched one hundred shows. Theatre shows that are performed by professionals are fully realised and flawless. So getting to see the contrast to student plays, where they progress and improve until the show is complete was a very helpful reference.
Iâve always enjoyed watching plays, so everything I had to research overlapped with my own hobbies. I still shared my own input with Ishida-san though.
Ishida: Iâd never formally been asked to write a script before⌠I felt like a fraud (lol). I think itâs because Iâm not very good at being considerate of other people. I donât think Iâd be able to work with anyone other than Towada-san on something.
âWhy is that?
Ishida: Well, for one I donât want to talk to anyone for long periods of time (lol). Because Towada-san understands what aspects of a story are important to me, sheâs also able to comprehend what I mean when I talk in abstract concepts. We could save time by not needing to have any pointless discussions.
Towada: Back then Ishida-san was still very busy publishing his manga, so bringing in all sorts of new people to work on the project probably wouldâve put quite the burden on him. Thatâs why I wanted to help him out in some way.
After researching all sorts of things, I ended up participating in a production meeting for Jack Jeanne, but I was not expecting that I myself would end up being in charge of writing the script. Rather, I was more just looking forward to getting to play a game made by Ishida-san. As things progressed though, I was asked to try plotting things out, or to write part of the script to be used temporarily. Eventually I came to think, why donât I just write the scenario myself?
Iâd never written the script for a game before though, so thatâs what had been holding me back. Unlike novels, itâs commonplace to not have to write descriptively. Novels are made up of dialogue and descriptions, like describing the setting and characters' expressions or emotions. So I had to spend a lot of time working out how to write to properly convey a story through dialogue alone.
When I first started getting the hang of it, I tried writing a script that still included descriptions but I quickly stopped. Jack Jeanne is about theatre, so I figured that it would be easier to convey the presence and narrative of the story through conversation. I usually write novels, so I was uncertain, but since Jack Jeanne has sprites of the characters on screen, I thought that I could do it. I suppose itâs closer to writing for a manga rather than a novel.
~ ~ ~
The rejected character routes
âBefore Tokyo Ghoul was completed, what kind of things did you work on?
Ishida: The first two years were mostly spent creating the gameâs world and mechanics. Like deciding how many performances there would be, how the plays would be presented. Would it be a dialogue drama? Would there be mini games? Things like that. We also had to decide whether summer break would be included or not, how raising affection would work and how the choices would be presented. Those are the sort of things that were talked about first.
âYou got to watch over the entire gameâs development then.
Ishida: At first, I got carried away and envisioned a stage play game full of skill mechanics that I personally enjoyed. A busy game full of specs you can raise and improve in mini games, however when I explained these details to a friend of mine, they were like âYouâre just imagining a game that you would like, right?â.
They asked me if thatâs what the eventual players of Jack Jeanne would be looking for. That same friend said that since itâs a story that deals with the theme of theatre, it would be better if the player could witness the performances themselves. So I took that advice and the prototype of the current Jack Jeanne was created. I told all of this to Towada-san and had her handle the script.
Towada: You canât write a script without knowing how the gameâs system works after all.
Ishida: Now that I think about it, before Tokyo Ghoul was finished, rather than build the game's foundation, all I was really doing was scattering the sand to prepare for said foundation.
When Tokyo Ghoul entered its endgame especially, I really had to concentrate on it, so I took a six month break from Jack Jeanne. Ending a story requires a lot of energy and attention, so I left the practical work of Jack Jeanne to Towada-san and only supervised the music production and attended any important meetings.
âSo during serialisation you were making preparations to jump right into it afterwards?
Ishida: Yes exactly. I wasnât able to do much practical work, so I had Towada-san prepare the script in advance for me. And for the time being, create one character route.
âWhich character was it?
Towada: It was Shirota. I wrote about the equivalent length of a short book and it was more or less complete. In the end, we scrapped the entire thing though⌠Because the atmosphere in the beginning was quite dark.
Ishida: It was dark because I was too used to Tokyo Ghoul. It included issues like a troubled household and severe bullying. Reading something like that wouldnât put the player in a happy mood.
Despite it being a story about the theatre, my attention drifted to other topics which didnât fit. And it was me who had asked Towada-san to write something like that⌠A couple months after the Shirota route had been completed, I read over what Towada-san had written for me once again and realised that it was a bit too gloomy. Iâd forgotten what prompt Iâd even given to her in the first place (lol).
The first character portraits and CGs that I created were for Shirota too. The reason being that Shirota is the only second year student and he was already a complete individual, so he was easy to create for. As for the third year students, thereâs three of them, Fumi, Kai and Neji. Along with Kisa, Suzu and Yonoga are also first years, so continuity and character relationships need to be taken into account in order to create them, so they were a little more complex.
âHow did the other characters come to be?
Ishida: At the proposal stage, the first character that I created was Kai. Itâs a game where characters will be falling in love and confessing to one another, so first off I wanted a character that was handsome. Then I made Fumi who would be Kaiâs partner. After that, I think Shirota was next.
Towada: At first you created the characters by basing them on plays didnât you?
Ishida: Iâm a fan of Yamamoto Shugoroâs work âKikuchiyoshoâ so Shirota was created using that as a base. In Shirota's case the genders are swapped, but Kikuchiyosho is a story about a girl who is born into a samurai family and raised as a boy. It has an element of androgyny and portrays the confusion and anger concerning gender quite well.
âHow did you select the plays to base the characters on?
Ishida: I chose plays that lots of people are familiar with and would be easy to assign characters to. Kai is âThe Phantom of the Operaâ, Fumi is âSalomeâ, Neji is âFaustâ and Yonoga is âShintokumaruâ. Kisa and her classmate Ootori are âDon Quixoteâ. Ootori ended up becoming a side character though.
âSo Ootori was originally meant to be a main character?
Ishida: Yeah. If I were to compare it to Tokyo Ghoul, Ootori is in the same position as Tsukiyama. I wanted a pompous character like that in Quartz. However I may have made him a little too unique (lol).
I received feedback from Broccoli that they want the main six characters to be an elite group, so a more easy to approach character would be better. So I moved the bright and cheerful character that I had originally made as Onyxâs Jack Ace over. That character was Suzu.
Making the characters personifications of plays started to become difficult to stick with though, so I abandoned the idea entirely halfway through.
âDespite appearing glamorous, the characters are all dealing with their own issues, like certain complexes and family troubles. I think that theyâre all conflicts that are easy to sympathise with, how did you decide what the backbone of each character's conflict would be?
Ishida: First I created the character's appearance and then decided what personality would match them. Like with Fumi, when I began to think about making his story about the unique struggles that come with being born into a respected family, if becoming a successor was going to come into question, then he needed to have a brother.
In this way, I worked backwards from the vibe of his appearance and created his home life. I did the same with the other characters too, thinking things like âto have a personality like this they must not have parents, or they must struggle with expressing themselvesâ.
I think that if you let your characters do human-like things, then aspects of them that are easy to sympathise with will be born.
Jealousy, setbacks due to failure, inferiority complexes⌠Each and every character naturally ended up having some form of theme attached to them.
âI feel as though Kisa had a different sort of personality than that of a typical heroine.
Ishida: To put it simply, I want my protagonists to be fighting something. If theyâre not giving it their all, then itâs no good. If theyâre just standing around, then you canât empathise with them.
âThereâs times where she draws others towards her or supports those around her. She also has some masculine aspects to her.
Ishida: I think that Iâm moved by characters who make me think âThis kidâs really admirableâ. Thatâs why I made Kisa a girl who works hard no matter the difficult situation that sheâs in. I like Kisa and Iâm sure Towada-san feels the same way.
Towada: Sheâs the result of both of our preferences. While due to the gameâs setting, she of course has struggles related to being a girl, but I was careful to write the main thread of her story in a way that transcended gender and instead simply showed her charm as a human being.
âRegarding gender, I was impressed by how neutrally it was portrayed.
Ishida: Yes. Originally, I was going to make Shirota a character with a feminine personality, but I ended up scrapping the idea. In the end, he ended up having more of a masculine mentality. The premise of Jack Jeanne is that boys also play the female roles on stage, but itâs not a metaphor for anything and I didnât want it to raise any questions. I simply wanted to give it my all creating plays with that setting and create something new and refreshing.
I donât struggle with any gender related issues myself, so itâs not like I can fully understand what itâs like, but in general Iâve never considered gender to be a very big deal. If someone born male were to tell me âI have the heart of a womanâ then Iâd just think âok coolâ.
To me it feels strange to place so much weight on such an issue. I don't see why others need to be bothered by someone else's gender, I'm not since I myself am not able to speak for such experiences.
Towada: At first, it was possible to take that direction with Shirota but as I continued to write, I came to realise that there was no need to exaggerate any emphasis on his gender identity.
To those looking from an outside perspective, it may seem like a unique identity such as that is a person's defining trait, when in reality it's only just a portion of their whole self. If you consider it to be all they are, then you end up denying the other aspects of that person.
Whilst considering the individually of each character, I kept in mind to write them in a way that seemed natural for them.
âThe side character, Tanakamigi Chui of Amber, had a very striking presence. How did you go about creating him?
Ishida: I wanted someone thatâs easily understood to be the antagonist, so I went ahead and tried to draw someone who looked like an unstoppable genius. Despite being a second year, itâs as if he controls the school. I wanted an enigmatic and intriguing character like that. Once I named him Tanakamigi Chui I felt as though he was complete and his inclusion in the story was quickly decided on.
âOn the flip side, were there any characters that you had a hard time creating?
Ishida: I had to think a little harder about the other members of Amber. They needed to have the aura of the enemy but since theyâre only villains in the context of the stage, theyâre not actually bad people. So it was hard to find that balance between them.
Visually theyâre edgy and have a talented vibe, but they also have their own individual quirks, theyâre not all homogeneous. I struggled with Kamiya Utsuri especially, I wanted him to visually look like he could be a Jeanne while also still looking like a boy, so it was difficult to get him right. I didnât have to do many redesigns though and all the other characters came to be without much trouble.
What I actually had more trouble with, was the fact I made the cast too large. I initially created almost double the amount of first year characters, but when I looked back over the script that Towada-san created, I told her âThereâs way too many characters, please cut some of them out.â To which Towada-san replied, âIshida-san, youâre the one who created them in the first place.â (lol).
Towada: Thatâs because the cut characters had already appeared in the script (lol).
Ishida: I feel that when thereâs too many characters a lot of them get wasted, so just like that I end up creating and scrapping a lot of my characters. I think even Broccoli were surprised by the amount of times Iâd suddenly tell them âOh that character doesnât exist anymore.â
âApart from characters, were there any other aspects of the game that were abruptly discarded?
Ishida: The performances I suppose⌠Originally I had wanted there to be a larger variety of shows, but if you were to put all of them in the script it probably wouldâve ended up being three million characters long.
In the beginning of development, I had originally planned for each character's route to have a different final performance. Thereâs six main characters, and including Kisaâs route, that would total to seven unique shows.
Before that thereâs the newcomers, summer, autumn and winter performances, so I arranged to have a script written for each. Basically I wanted to include more shows and increase the amount of sub stories, but that would be confusing to play through and development would never end. The game engine has its limits too, so I decided to keep it simple.
Towada: It wouldâve been difficult to play through all that as well (lol). For the final performance, we settled on it being one show and letting the player enjoy it from each characterâs perspective instead. And even then, thereâs still over 20 different endings to the game, so it still took a long time until everything was fully complete.
âNewcomers, summer, autumn, winter and the final performance, were these five showâs scripts all original?
Towada: Yes. However at first, like the characters, we had planned to base them on famous productions. Like Shakespeare or fairy tales. We figured that players would find it easy to get immersed in plays that they were already familiar with.
Ishida: For the newcomers' performance, I thought we could have a show called âHouse of Biscuits and Candyâ based on Hansel and Gretel. I had also originally planned to use each character's motif to base the plays on.
Towada: Like Shintokumaru, right?
Ishida: Yeah yeah. I even went as far as getting permission to use it, but if the show were to be following a story that already exists, then the script would be bound to it. Once I understood that it would make it difficult to relate the stories to Univeil, we decided to create the plays ourselves.
Since I acquired the permission to adapt Shintokumaru though, maybe Iâll have to make a manga about it somedayâŚ
By the way, the one who was saying âLetâs do thisâ and then changing it to âNevermind letâs notâ was all me. Iâll start on something wholeheartedly thinking that itâs the right choice before realising halfway through that I canât actually take it anywhere and stop. Jack Jeanneâs development was full of trial and error.
Whenever Iâm about to start something, Towada-san will express her concerns with my ideas but I always end up pushing on with them only to ultimately scrap it.
I probably have at least ten books worth of scrapped drafts alone. I had no real knowledge of how to properly craft a story. I hadnât drawn anything other than Tokyo Ghoul, so even though I had no idea what the fundamentals of storytelling were, I misunderstood that I could write other kinds of stories too. This time around I studied and revised each time⌠I really learnt a lot.
Towada: You learn things by doing them, so I think I just got used to it (lol). Also, you donât commonly see stories presented within stories, I thought that it was a rare case for a game especially.
~ ~ ~
The story behind âLyrics: Ishida Suiâ
âYou also wrote the lyrics for each of the songs used in the performances didnât you, Ishida-san?
Ishida: Yes, thatâs how things ended up. It goes without saying, but no one, including myself, thought that Iâd be the one writing the lyrics.
Originally Broccoli brought in several professional lyricists and had me look over what theyâd written. However I couldnât help but feel that they were lyrics Iâd heard somewhere before, or they at least didnât leave a unique impression on me. I did feel the finesse of a professional, and they were beautiful lyrics that fit the story in one way or another⌠But the words used didnât touch on the core of the story.Â
The songs in Jack Jeanne are stage songs that Neji wrote for the members of Quartz. So unless youâre familiar with the setting and understand how the characters are feeling, then you wonât be able to write lyrics that perfectly fit the scenario.
While I knew that my lyric writing technique would be far from that of a professionals, I thought that no one understands and loves these characters more than me, so I approached Broccoli about it. Iâd poured my heart into not only the character designs, but also the story and system of the game, so I didnât want to compromise on the lyrics and have them pale in comparison.
So, to the best of my ability, I wanted to at least try my hand at writing them. I had Broccoli check whether or not what Iâd written was viable and asked them âIf there are no problems, then please let me write the lyrics.â
âDid you sing the temporary vocals for the songs too?
Ishida: When I submitted the lyrics to Broccoli, I got the normal response of âThank you, weâll leave the temporary vocals to you.â Along with this message they also wrote âYou can hire a professional vocalist if youâd like, or you could record the temporary vocals yourself.â
Because of this I started thinking that maybe I should record them myself. Similar to how one wouldnât be able to write lyrics for the songs without a deep understanding of the story, if you werenât the one who wrote the lyrics, you wouldnât know how theyâre supposed to be sung either.
So, after deciding that I had to be the one to do it, I made preparations to acquire some audio recording equipment and downloaded some editing software. I divided up the parts and harmonised with myself and over the course of three days, I finished recording the temporary vocals. Thatâs more or less how I did it.
âWhen recording yourself singing, being self conscious about it can interfere, canât it?
Ishida: I donât think I was possessed by him or anything, but⌠When I tried to go all out, as expected I felt a bit hesitant, so I began recording whilst imagining I was Neji.
In the game, Neji is the one who writes the scripts, so surely he would also write the lyrics and subdivide the song and do everything himself. So I got through it thinking like that. In that pumped up mental state, I sent in the temporarily recorded songs but all Broccoli said back was âAlright, let us know your upcoming scheduleâ, I got so carried away that I was somewhat bewildered by the cold response (lol).
~ ~ ~
Recruiting via DM, gathering specifically selected creators
âIt appears the creators you gathered to handle things such as the concept art and music are all people whose work you enjoy.
Ishida: Yes. Almost everyone was sent a targeted offer. For example, Iâve always loved the concept artist Lownine-sanâs work ever since I was a student. I suppose you could say I was jealous of how high quality their artwork is⌠Theyâre someone who I thought I'd never be able to beat in my entire life. Lownine-san is an amazing artist who is especially good at blending characters into their backgrounds.
When we were creating Jack Jeanne, I wasnât sure if Iâd be able to pull something like that off, so I definitely wanted to recruit Lownine-san for the job. After getting permission from Broccoli, I reached out to Lownine-san myself through Twitter DMâs. I had only appreciated Lownine-sanâs work from afar, and weâd never actually interacted before, but we did both follow each other. I received a reply that Lownine-san was fully on board to accept the job.
Towards the end of Jack Jeanneâs development, I got the chance to speak with Lownine-san, so I asked them âCould you teach me how to draw?â They gladly accepted this request and taught me how to draw whilst screen sharing over Skype. However, in about 10 minutes, theyâd already drawn such an amazing piece that I felt I should just put my pen down (lol).
Towada: You were a little down after that, werenât you?
âHad you been a fan of Kosemura-san, who was in charge of music, since you were a student as well?
Ishida: Yes, Iâve listened to Kosemura-sanâs music a lot since I was a student. When I was brainstorming what kind of music would fit Jack Jeanne, Kosemura-sanâs âLight Danceâ immediately came to mind, since it fit perfectly. Because I didnât have any personal connections to Kosemura-san however, I didnât know how to get in contact with him, so I made the request through Broccoli. I only found out about this recently, but apparently Kosemura-san almost turned the offer down*, I was quite shocked to hear that (lol).
*When the initial request was sent, it was under wraps that the game was being made by Ishida Sui, and since Kosemura-san didnât have much experience in writing game music, he wasnât optimistic about the offer. However, later, when he learned that it was a game being made by Ishida Sui, he readily accepted the offer.
âHow did Seishiro-san, who was in charge of the choreography, get chosen for the job?
Ishida: A very long time ago I saw the group Tokyo Gegegay appear on a program called DANCE @ HERO JAPAN and I remember thinking âthis group is crazy goodâ and I was immediately charmed by them. After that, whilst I was looking through more videos of Tokyo Gegegay on YouTube, I happened upon a studio workshop video and discovered Seishiro-san.
âWhat about him caught your eye?
Ishida: Whilst first and foremost his dancing was super sexy, it also had a certain strength to it. I remember thinking that he danced in a way that embraced the best elements of both masculinity and femininity. And that had stayed in my memory ever since. When Seishiro-san was recording motion capture for the game, he allowed me to interrupt and even taught me some of the choreography.
(note: you can watch Seishiro dance here, he is also the choreographer behind this RADWIMPS music video!)
âI hear youâve known Gyudon-san, who was in charge of making the movies, since your Tokyo Ghoul days.Â
Ishida: Yes. Around the time volume 13 of Tokyo Ghoul was set to be released, we held a still image MAD (Music Anime Douga) contest. The grand prize winner of said contest was Gyudon-san, who at the time was still only a student. The way they made a video by manipulating the manga panels to move so fluidly was really cool and stood out from the rest.Â
Around when Tokyo Ghoul had ended and :re was about to start, I had Gyudon-san make a minute long video for me. After that, Gyudon-san grew in popularity and became someone whose work is in high demand, so they seemed very busy.
However when Jack Jeanne was announced, we were able to have them create a promotional video for us. Since Iâve known them since Tokyo Ghoul, I figured I couldnât go wrong entrusting the job to Gyudon-san. They didnât just deliver their finished work without a word either, Gyudon-san also made a variety of suggestions and worked on the project with a positive attitude. For the videos used in the performances, I was asked to provide materials and became very involved in the process. I think it took about two weeks⌠Despite the really tight deadline, Gyudon-san allowed me to catch up and was super helpful.
I was also the one who reached out to Touyama Maki-san, who was in charge of creating the in-game chibi characters and the 4koma manga used for promotional purposes. During Tokyo Ghoulâs publication, Touyama-san would draw short comics for the series as a hobby, I thought they were a nice person for doing so. Their art was great too and I was very thankful. So when it was decided that weâd be displaying chibi characters during the gameâs lesson segments, I wanted to leave it to Touyama-san and sent them the offer.
(note: this is the MAD that gyudon won the contest with, they now regularly make moving manga CM's for jump titles, they make the Choujin X ones too!)
~ ~ ~
The winter performance moves into Quartzâs ending, and the divergence in the story since the beginning of the year drastically branches off
âThe performances, packed full of each of the characterâs skills, continue for a year and pass by in the blink of an eye. Once the new year breaks, it feels as though the atmosphere of the game drastically changes. What were your intentions behind this?
Towada: Thatâs when the character route specific endings begin. So we packed all the needed material to set them up into the winter performance.
Ishida: The winter performance is like an ending for Quartz as a whole, so we packed it full of good lines and scenes without holding back. I may have used up all of my cards but by using them all without compromise, we were able to make the story reach a nice peak. After that, the story switches to focusing on each character's individual ending.
Towada: We used a lot of great material in the winter performance, which meant the final performance would have to be even better still. In a good way, it gave us a higher hurdle that we now needed to overcome.
âSo you needed to create even more anticipation heading into March?
Towada: From January to March, each characterâs route is completely different. From the new year onwards I needed to create seven different scripts, so it was very challenging. The amount of text for the last three months of the game alone just about eclipses the amount of text from up until the winter performance. There was so much to write that I began to fear I wouldnât even be able to finish it.
Ishida: Having more choices that drastically change the ending of the game makes the player feel more involved. So, despite it making things tougher on ourselves, around the time we were working on the autumn performance is when we began thinking about how the gameâs big branches should work. Along with the main routes, we also planned for there to be the option to deepen your bonds with the side characters.
âHow did you go about creating the confession scenes?
Towada: Before the winter performance, to some extent each character has already grown closer to Kisa, so I kept in mind not to disrupt that flow. Since if I didnât make it a confession that respected both Kisa and her suitorâs feelings, then I felt it would spoil the fun.
âIs that how you approached the ârealising Kisaâs a girlâ scenes as well?
Towada: Yes, I suppose so. As I was writing the script, I knew that a point was going to come where Kisa would have no choice but to acknowledge the fact that sheâs a girl. Thereâs characters that realise her true gender once their bond deepens and on the flip side, there are some who donât realise it at all. Thereâs also the case of Yonaga, who knew Kisaâs situation from the beginning. I guess you could say each reveal followed one of these three patterns. Those who came to realise it, those who didnât notice anything and those who knew from the start. I think they ended up being nice variations and I put careful consideration into writing them to make sure none of the realisations felt forced.
Also, the beginning half of the story is akin to that of a sports drama about teenagers putting on shows together, so the room for romance to be added is limited. Thatâs why, when I first started adding romantic elements to the character routes, it felt strange to me, so I discussed it with Ishida-san. I wasnât able to effortlessly soak the story in romance. I think I had to rewrite Shirotaâs ending at least three timesâŚ
Ishida: Shirota was who you tried writing an ending for first after all.
Towada: Shirota and Kisa arenât the sort of people whoâd be all flirty, and Shirotaâs initial route was already muddy, so it was difficult to pull everything together. However, once I stopped trying to write in a way that forced romance on them and instead wrote them becoming closer as partners, things went more smoothly.
It may not be a stereotypical sort of love, but it was a human love. I thought that the natural way these two would be drawn together wouldnât be through whispering sweet nothings to one another, but instead by coming to understand one another without having to exchange words at all. Once Iâd completed Shirotaâs route, to some extent, I continued writing the other routes in a similar way.
Ishida: While itâs true Shirota acts like that, the other characters all act differently. To the point some arenât even comparable. In contrast to Shirota, Suzuâs route ended up being more of your stereotypical kind of romance. I thought that it would be nice for each character to have their own unique form of love.
Towada-sanâs strong suit is writing a love story with your more classic otome guys like Suzu and Kai. I have no idea about that kind of thing, so I left Towada-san to pour her own ideas into their routes. On the flip side, characters like Fumi and Neji were dyed more with my own ideas. Nejiâs way of flirting especially were mostly lines that I requested.
Towada: Heâd say âMake him say something like âTry seduce me!â Because I want this CG to appear.â (lol).
Neji especially plays with his words a lot, so unless Ishida-san told me what wordplay to write, I wouldnât have been able to expand on it. Ishida-san has a very unique way of phrasing things, so I asked him for advice a lot to make sure I was making Neji speak in a Neji-like way. I then arranged the lines and created events in order to reach the intended goal. I constructed the route in a way that wouldnât disrupt the flow of the story. As for Fumi, Ishida-san wrote his route himself.
Ishida: Yes, I wrote it all myself.
âWell isnât this quite the exciting plot twist?
Ishida: I turned into quite the young maiden myself (lol). Even though Iâm clumsy at it⌠I began wondering why I ended up loving writing it so much. I added some lines that have more of an adult and deeper meaning to them, so when I played the route myself I was like âWoah!â.
Towada: Itâs more interesting if at least one character is that way. From the early days of production, Iâd quietly wanted Ishida-san to write a character himself, so I was happy. I was unsure how to deal with Fumi too, so it was a big help that Ishida-san took him on. His route ended up being a lot sweeter than Iâd been expecting though, it got my heart racing (lol).
Ishida: I was also the main writer for Kisaâs solo route. Thereâs no romance in it, but itâs an ending where long lasting friendships are born and it ended up being the kind of story youâd see in an uplifting shoujo manga.
Towada: Itâs full of Ishida-sanâs flair, I loved it.
Ishida: If love is a lie, then how do you face that lie? Thatâs the sort of thing I thought about. Kisa is lying about her gender and pretending to be a boy, but Neji, Suzu, Fumi, Yonaga and so on, are also hiding lies within themselves.
The fact theyâre all hiding their true motives is something that they have in common with Kisa. Whilst hiding, the two grow closer. I think that a confession is a scene where all these lies intersect and burst open. Everyone is lying, and I thought that was like a play, without realising it I think that slowly became the theme of the work.Â
As people, we meet others whilst lacking something and some people end up becoming a necessary part for someone else. I wanted to see a drama like that. Despite it being a game with confession scenes, I wanted it to be a story that both women and men alike are able to identify with.
~ ~ ~
From thorns to rounded edges, how the style of work transformedÂ
âIf there was a small novels worth of rejected material, then how many books worth of words made it into the final game?
Towada: In terms of paperback books, probably about twenty volumes worth.
âBecause as well as the main scenario, thereâs also the sub scenarios and the stage plays?
Ishida: As much as time allowed, I put my all into creating the game. However there was a deadline for things like the voiceline recordings, so I was working both day and night to get things done in time.
Towada: I was only getting around three hours of sleep. I feel like at one point Ishida-san didnât sleep for four days.
Ishida: I was in a serious pinch so I donât remember it well, but when I was writing the script I would hole myself up in a manga cafe for around thirty hours at a time. Multiple times a month. Once I felt as though Iâd written to a good point, Iâd go home only to return to the manga cafe again. Why? Because I was sleeping in the manga cafe. I mays well have been living thereâŚ
Towada: Once Ishida-san had finished writing his part of the script, heâd have me check it. So at the same time, Iâd have Ishida-san check what Iâd written.
Ishida: For a period of time it seemed like Towada-san was always awake. Whenever I would send a check request she always responded right away regardless of the time, so I figured she must not be sleeping.
So that my productivity wouldnât be affected, I made sure to sleep at a regular time, however Iâd be awake for like 30~40 hours at a time and then sleep for 10 and then be awake again for another 40. My sleeping patterns would repeat in this cycle. During Tokyo Ghoulâs serialisation my sleeping patterns were similar, so to some extent I mightâve gotten used to it.
âThatâs just like Neji-senpai, isnât it?
Ishida: Yeah yeah, I worked in a similar way to him. However in Nejiâs case, he can complete a script just one day after coming up with the idea for it, so he works way faster than us. It took us around two months to write parts of the script, so Neji really is a genius isnât he? I was writing whilst wishing I could be like Neji.
After experiencing writing a script, Iâve come to have a lot of respect for authors. Writing is completely different from drawing. When writing I need to really concentrate on it, I canât multi-task or think about anything else. Whereas with drawing, there are some things that can be done as long as you can move your hand, so I can talk to someone whilst drawing or watch a movie in the background or work whilst thinking about other things. I canât do that when Iâm writing though, I was starting to wonder if I really had to think so deeply about everything I wrote.
âDuring the production of Jack Jeanne, as you worked on the script or the lyrics etc, did you notice any changes in how you worked?
Ishida: For Tokyo Ghoul, I was always consciously adding things, meaning I would draw everything that I came up with. I thought that it was fine to only put 20% of my output into the characters and dialogue. However, when I was working on Jack Jeanne, I began to think that my method of just adding things was incorrect and that I should also consciously remove things. Itâs ok to just be left with whatâs necessary. My way of thinking ended up being the exact opposite to before.
âWhat brought about this change in thinking?
Ishida: It was early in production, when I had asked Towada-san to write Shirotaâs route for me, I got concerned about the âsharpnessâ of the story. As I mentioned earlier, I ordered Towada-san to add this and that and sent her walking on a long journey. Except, what lay completed at the end of that road was such a painful story that even I myself was shocked by it. When I looked down at the world I had created it was as if Iâd received a psychological shock. I think I even smelt the faint scent of blood.
âFrom thorns to rounded edges. I still remember the comment you made during a press conference saying, âI was careful to not kill off any charactersâ.
Ishida: Stories where characters die are usually fast paced with high stakes, however, the kids at univeil are living a different kind of story. I had to consider the best way to create drama in that kind of setting. I thought about it a lot and it may have only ended up being possible because of the fact it was a game.
âWhy is that?
Ishida: Because of the flow of the dialogue, backed by Kosemura-sanâs music while it's being read out by all of the voice actors. It all comes together as one⌠Thatâs what I think at least. Writing and illustrating are Towada-san and Iâs main domain of expertise, but I think that it was thanks to all of the other various creators involved that we were able to create something new.
âDo you think anything about yourself changed, Towada-san?
Towada: It came down to the fact I wanted to create something for Ishida-san whilst there were also things that I wanted to add myself. This dilemma caused me trouble at times, however when I started to consider what components I should add, or which ones I should remove, I began to discover what elements I liked and what my own skillset was.Â
The way that Ishida-san and I go about creating stories is different. I came to understand that Ishida-sanâs strong point is creating impactful scenes, whilst mine is plotting and world building. Ishida-san being in charge of the pivotal scenes would make things more exciting, so I concentrated on writing everything else whilst keeping the balance in mind. Through working on Jack Jeanne, Iâve become able to say that my strong suit is being able to create a story that flows well.
It may be true that by working with other people, you come to understand more about yourself. Starting with Ishida-san, I also looked at what the other creators were doing and thought âso this is how they interpret the story.â Seeing what they came up with made me notice different approaches that I hadnât thought of.
Iâd write whilst listening to Kosemura-sanâs music and decide which way to take a scene. Or Iâd watch Seishiro-san dance and think about how I could make the performances more exciting. We were all connected in some way. Novels are usually written alone by one person, so I came to learn the thrill of working on something in a team.
âThe way you all came together as gears to create a single work sounds similar to the story of Univeil.
Towada: True. I never thought Iâd experience something straight out of my youth again at this age. Being helped by other team members or being supported by them, being motivated by simple phrases like âIt was greatâ or âI like this ideaâ.
For example, when I was working on the final phases of the story, I was just writing and writing with no end in sight, I couldnât take it anymore and my pen just stopped moving. During this dire moment so close to the end, my proofreader messaged me saying, âYouâre almost done.â And with that simple message alone, it was as if a burst of light appeared before my eyes. Everything had gone pitch black, but they lit everything back up again. Ishida-san also wrote some of the script, so I didnât feel as alone.
Ishida: At that time I left all my drawings alone and decided to solely focus on the scenario.
Towada: Yeah, because I hit a point where I wasnât able to write it on my own anymore⌠When Ishida-san sent me the script heâd written, it was interesting and I let out a breath of relief. I felt the joy of being able to see someone else's work. I was the same as the Univeil students who find joy in performing with others. I definitely wouldnât have been able to do it if I was alone.
Ishida: Youâve got that right. I think that if anyone was missing from the team, it wouldnât have worked out. Not to mention that in my case, everyoneâs contributions were directed to me, and they were all people that Iâd personally gathered.
With manga, even if it comes to the worst case scenario, at the very least it would all just fall on me. However this game isnât just something I made on my own, I need to contribute as much as I can or the efforts of everyone around me will go to waste as well. There was a moment where I felt afraid of having such a heavy responsibility placed on me. However, if I had tried to do it all on my own, I think I would have given up.
By listening to wonderful music, reading interesting scripts and moving forward together with everyone, I was inspired. Coming together with fellow creators to make one work came with a lot of challenges, but it was fun. It was refreshing being in an environment working alongside other people, and because of it I was able to experience something new.
âHas working alongside other people changed the way you work at all?
Ishida: Right now Iâm still in the state immediately after being swept away by the raging waves of a storm, so Iâm not sure how I really feel yet. Iâm in the phase of just watching what becomes of Jack Jeanne as the waves subside.
Even though the script and illustrations were done, like bonus stages lots and lots of new tasks kept popping up. So I was still busy with work up until the beginning of October last year. When I looked at some of the thoughts people had on the demo version of the game, it felt as though what weâd all been working so hard on had finally taken shape, and I was relieved.
Working on this project Iâve come to learn both the hardships and the fulfilment that comes with creating something with others. So, I suppose Iâve started considering working on something by myself again⌠Iâm not trying to say that itâs in my nature to want to work alone, I think Iâm just experiencing some kind of aftershock. I think the waves are returning.
Towada: Iâm still working overtime and supervising Jack Jeanne (lol). Like checking content that will be posted on social media, as well as the 4koma manga. Content is still being released and there have been bug reports from some people who played the demo⌠Meaning that my journey is still not over yet. I think that things should calm down once the game has been released for a while.
Ishida: Yeah, probably after around five months (lol).
âAfter their final performance, the members of Quartz all threw a party to celebrate. Did you and the rest of the creators do the same upon the game's completion?
Towada: I celebrated with Ishida-san as siblings. And then afterwards we got swamped with work again (lol).
Ishida: Yeah, we didnât end up meeting with the other developers or the voice cast. Big project after parties arenât as common these days, but I do want to hear everyoneâs stories of any struggles they had.
Towada: There were way too many people involved in total for me to be able to speak with them all, but Iâd still love to convey my impressions to them. Like letting them know what I thought was good, or letting them know that a certain thing really helped me out.
Ishida: Ideally I would like to gather everyone and really have it feel that âthis is the team of people that created Jack Jeanneâ and Iâd like to express my gratitude to them all in person. I hope that an opportunity like that will come one day.
~ ~ ~
