Takehide Hori: ‘Everything started from my… | Little White Lies

Interviews

Take­hide Hori: Every­thing start­ed from my misunderstanding’

22 Apr 2023

Words by Kambole Campbell

Man in protective suit excavating ancient fossil from rocky terrain.
Man in protective suit excavating ancient fossil from rocky terrain.
The writer, direc­tor, set design­er, pup­pet builder, ani­ma­tor, com­pos­er and actor behind the dystopi­an stop-motion epic Junk Head dis­cuss­es how he cre­at­ed a film almost single-handedly.

Made over the course of 7 years, adapt­ing Take­hide Hori’s short film of the same name, Junk Head is a grimy, Švankma­jer-esque spelunk­ing into an absurd world where fussy mid­dle man­agers and bored shift work­ers coex­ist with mon­strous fleshy spi­der-crea­tures and oth­er demon­ic enti­ties. See­ing the grotesque, imag­i­na­tive crea­ture design and the scale of it you might not guess that, before the short film that was expand­ed into the fea­ture, direc­tor Hori had nev­er worked in ani­ma­tion before, or filmmaking.

Not only that, he han­dled near­ly every aspect of pro­duc­tion him­self: build­ing the sets, design­ing and build­ing the pup­pets, com­pos­ing the score, voic­ing the gut­tur­al oth­er­world­ly grunts of its fun­ny lit­tle char­ac­ters as well as ani­mat­ing them. After play­ing fes­ti­vals inter­na­tion­al­ly includ­ing Fan­ta­sia, Junk Head earned praise from Guiller­mo del Toro, call­ing it a one-man band work of deranged bril­liance”. We spoke to Mori about his DIY approach, work­ing on a bud­get and how theme park inte­ri­or dec­o­rat­ing trans­lates to filmmaking.

LWLies: What’s it like man­ag­ing an ani­ma­tion pro­duc­tion pipeline, where you’re work­ing on near­ly every aspect of it?

Hori: Basi­cal­ly, I had no idea about ani­ma­tion or film­mak­ing, I had no expe­ri­ence what­so­ev­er. But basi­cal­ly what hap­pened was, you know when you were a child on the cor­ner of your text­book, you draw a lit­tle car­toon and then you just flip the pages, you can move the car­toon? So I thought, Okay, ani­ma­tion is kind of like that.” So I thought, Well, it should be fair­ly easy, or that’s some­thing that I could do if I want­ed to.” That was my start­ing point.

Were there any skills that you had to learn while you were in the process of mak­ing Junk Head, or did you go in ready?

It was pret­ty much all on the job. I was cre­at­ing art, I was an artist before­hand, I was doing arts like draw­ings, paint­ings, and also cre­at­ing dolls. So I was used to cre­at­ing 3D dolls, but I nev­er moved them. Or again, film­mak­ing, that was some­thing I’d nev­er done before. So, I learned as I went along. So when some­thing was nec­es­sary, I looked up on the inter­net, or I read a book and I had to study on the spot.

I read that you have a back­ground in theme park inte­ri­or dec­o­ra­tion, how did that influ­ence your approach to the film?

It influ­enced pret­ty much every­thing. If there’s some­thing like, say, Dis­ney­land, when you want to have a kind of aging effect, you have to treat the sur­faces. So that skill, I was able to adapt pret­ty much every­thing to that 16 scale for my cre­ation. I always want­ed to become an artist, and I was doing draw­ings, paint­ings, and was cre­at­ing dolls. So, when I was 40 years old, I decid­ed I want to make a movie, and I used every­thing that I had learned until that point to make it. So, not just the actu­al artis­tic cre­ative skills, but also man­ag­ing people.

How did you go about build­ing the sets?

So, in Junk Head, pret­ty much every­thing hap­pens in the sub­ter­ranean world, loads of cor­ri­dors and path­ways. I had to be as eco­nom­i­cal and effec­tive as I could be. So, with a cor­ri­dor, you can actu­al­ly reuse the same cor­ri­dor over and over again, walls or ceil­ings too.

So I want­ed to make it big­ger, obvi­ous­ly, in terms of scale, but what I did was I thought about the time­frame and the bud­get, then cal­cu­lat­ed the scale of the actu­al set, this is what I could do with­in that par­tic­u­lar bud­get and the time­frame. So that’s why some of the dolls don’t have eyes, for exam­ple.
The set that I prob­a­bly worked the hard­est on was about halfway through the film, the set of the Valve Vil­lage, the one look­ing like a fac­to­ry. I want­ed to cre­ate some­thing real­ly elab­o­rate, so it took me six months to actu­al­ly cre­ate that set of that vil­lage. I think it’s my favourite, I worked real­ly hard on that.

Two figurines, a camera, and a pair of shoes on a gravelly surface.

You’ve men­tioned doing draw­ings and paint­ings before, so that made me won­der, what drew you to stop-motion ani­ma­tion as a medi­um to work with?

It was all my mis­un­der­stand­ing, because stop-motion looked real­ly easy, I thought. So every­thing start­ed from my misunderstanding.

…and I imag­ine you learned it wasn’t so easy!

[Laughs] Yes, but then again, please under­stand my point of view. I’m not real­ly great at com­put­ers or graph­ics, and you have to learn about soft­ware, you have to learn about com­put­ers. I thought my brain doesn’t have that kind of capac­i­ty. But where­as the stop-motion ani­ma­tion, all you have to do is that you cre­ate it all, you move it, take a shot, easy. How wrong was I?

Were there any key films you had in mind when you set out to make Junk Head?

I took influ­ence from all the movies I’d seen, I must say, but I love sci-fi movies. So when I made this Junk Head, I think my biggest influ­ence would be Alien. And also I think Hell­rais­er is British, right? I was very inspired by that film.

Yeah, Clive Barker’s from round here! Were there any stop-motion stu­dios you were look­ing at while you were learn­ing how to make the film, per­haps as a sort of guide on what you want­ed to do and what you didn’t want to do?

It might not sound quite right if I said this, but I wasn’t inter­est­ed in stop-motion films at all before, until I start­ed mak­ing Junk Head! But what I was think­ing is I want to cre­ate some­thing that’s close, as close as pos­si­ble to a live action movie. So what I was look­ing at was Juras­sic Park, the spe­cial effects in some­thing like that was what I had in mind.

It’s fun­ny that you say that, because it did remind me a lot of the work of Phil Tip­pett, who worked on Juras­sic Park. Feels all con­nect­ed in this fun­ny way.

I actu­al­ly spoke to Phil Tip­pett recent­ly, and so his new film, Mad God, was released in Japan quite recent­ly, actu­al­ly. And yes, I do see the sim­i­lar­i­ty with his style, in terms of cre­ativ­i­ty or visu­als, yes. So it’s quite inter­est­ing that you men­tioned him. Phil told me that he saw Junk Head, and he said that we might have born from the same egg, and I feel so close to you cre­ative­ly. I was so glad to hear that.

That sort of brings me back to the pup­pets, they have some won­der­ful­ly creepy designs. Were there any you were par­tic­u­lar­ly fond of?

I like the main char­ac­ter, because his body changes so many times, and I think that’s quite unique in any ani­ma­tion, the meta­mor­pho­sis of the main char­ac­ter. He has the same per­son­al traits all the way through, even though he changes his shapes, and obvi­ous­ly I want­ed the audi­ence to feel that he’s the same per­son. So I think, from a cre­ative per­spec­tive, I think the main char­ac­ter is my favourite to work on.

You were across a lot of this, but you were work­ing with a very small crew as well, and I was won­der­ing how you got in touch with peo­ple, and got them to be part of the movie?

So, I cre­at­ed that first 30-minute short film, com­plete­ly on my own. But as I went along, I was writ­ing the process on my blog, and also I was tweet­ing every­thing.. So, when I moved onto this fea­ture ver­sion, I didn’t have any bud­get to adver­tise to hire peo­ple. So I did it on Twit­ter. But unfor­tu­nate­ly, I had this bud­get for the fea­ture film ver­sion, but that’s for the pro­duc­tion. So I made it clear that, all right, we can’t pay you much, but every­body worked so hard and did great jobs. And so that’s why I’m doing most of the voic­es myself, that’s pure­ly for the budget!

Warm, glowing light shining amidst an array of wooden objects, including carved masks and bowls.

You’ve told me about some skills you’ve brought into the film like mak­ing the dolls, set dec­o­rat­ing and mak­ing comics. Did you have any expe­ri­ence in mak­ing music before?

[Laughs] Sor­ry, I shouldn’t… Sor­ry, God, but it’s so fun­ny. I don’t real­ly lis­ten to music. Music isn’t my hob­by, I had nev­er made a sin­gle note at all before, but the music soft­ware, they are rel­a­tive­ly easy to use. So I thought, Well, okay, I could make a lit­tle bit of effort and prob­a­bly I could do it.” So, it was ran­dom, I did it ran­dom­ly, and I’m so glad that it worked.

You said you’re work­ing on sequels – is there any­thing you’re going to try to do some­thing dif­fer­ent­ly dur­ing production?

So for this one, all the dolls were made by hand, from clay and oth­er mate­ri­als, every sin­gle one. But now since 3D print­ers are so much cheap­er, I start­ed using one for Junk Head 2. So I think that’s the biggest change, so with all the char­ac­ters, I’m going to use my com­put­er to mod­el it, and just use 3D print­er to cre­ate the actu­al dolls, so I think that’s the major change. [At this point Mori pulls out an unpaint­ed pup­pet] And this doll, I made with my com­put­er and a 3D printer.

But again for Junk Head 2, I have to study as I go along, but I also want to use more graph­ics, com­put­er graph­ics, I want to use that to make it big­ger in scale. Even going dig­i­tal you can use ana­log tech­niques with­in this world, and there’s so much poten­tial there. As I told you, I love sci-fi movies. And as a genre, peo­ple asso­ciate sci-fi with Hol­ly­wood, with big bud­gets. And com­pared to these great Hol­ly­wood films, my bud­get is tiny, tiny, tiny. But I don’t think you need a big bud­get to cre­ate some­thing dif­fer­ent, some­thing exciting.

Junk Head releas­es in UK cin­e­mas on 24 April 2023.

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