stamped from the beginning documentary
Believing the series would never sell toy merchandise, Bandai pulled out of the project, leaving it in development hell until sister company Bandai Visual stepped in to sponsor it. Since there was no need to merchandise toys
with the property any more, Watanabe had free rein in the development of the series. [36] Watanabe wanted to design not just a space adventure series for adolescent boys but a program that would also appeal to sophisticated adults. [23] During the making of Bebop, Watanabe often attempted to rally the animation staff by telling them that the show would be something memorable up to three decades later. While some of them were doubtful of that at the time, Watanabe many years later expressed his happiness to have been proven right in retrospect. He joked that if Bandai Visual had not intervened then "you might be seeing me working the supermarket checkout counter right now. "[36] The city locations were generally inspired by the cities of New York and Hong Kong. [40] The atmospheres of the planets and the ethnic groups in Cowboy Bebop mostly originated from Watanabe's ideas, with some collaboration from set designers Isamu Imakake, Shoji Kawamori, and Dai Satō. The animation staff established the particular planet atmospheres early in the production of the series before working on the ethnic groups. It was Watanabe who wanted to have several groups of ethnic diversity appear in the series. Mars was the planet most often used in Cowboy Bebop's storylines, with Satoshi Toba, the cultural and setting producer, explaining that the other planets "were unexpectedly difficult to use".
Retrieved 29 July 2015. ^ "RPGFan Feature - Games of the Year 2014:
Best Story". Archived from the original on 17 September 2015. Retrieved 29 July 2015. ^ "RPGFan Feature - Games of the Year 2014: Best
Graphic Adventure". Archived from the original on 17 September 2015. Retrieved 29 July 2015. ^ "RPGFan Feature - Games of the Year 2014: Best Graphic Adventure". Archived from the original on 17 September 2015. Retrieved 29 July 2015. ^ Nakamura, Toshi (14 March 2013).
"[5] Tsukikawa stated that there was an initial idea to tell the story of YuYu Hakusho in three seasons, "But realistically, we didn't know how long that was going to take, so we ended up doing five episodes and just showing part of the long, epic story". [6] According to Sakamoto, the show
took almost five years to complete; two years of pre-production, more than 10 months of filming, and another two years for post-production. [5] The show's creators revealed that because YuYu Hakusho's fantasy premise and supernatural action make it a VFX-heavy title, production companies were afraid to take on the project. [5] Even when Tsukikawa was brought on board, he thought it would be an impossible project to materialize. [5] Due to the large amount of VFX, eight such companies worldwide contributed to the show. [6] According to Morii, "Japanese creators have the vision and knowledge on how to do these VFX but they had no experience, so this was the first time they
went through this top-class VFX process.