Special talk on WOW’s origins, evolution and future

WOW magazine 200 - May. 31st, 2022

This issue of WOW magazine will celebrate 200 releases. This year also marks the 25th anniversary of the Visual Design Studio WOW. In preparation for the commemorative 200th issue, the three members of the WOW executive team, Hiroshi Takahashi, Mamoru Kano, and Kosuke Oho, who had not been able to gather together since the pandemic, gathered at the head office in Shibuya for a three-way talk. As it has been exactly 10 years since these three appeared on the cover of AXIS magazine (issue 156), AXIS editor-in-chief Masahiro Kamijo joined them as the facilitator. The three way-talk lasted nearly two hours and discussed WOW’s origins, evolution, and future. Nobuyuki Hayashi, a journalist who has been covering WOW since its early days, will share the contents of the three-way talk in a special article as part of WOW magazine and WOW note.

Origins: Focus on sensibility

WOW started out as a web page and CD-ROM production company led by Takahashi. However, the fate of the company changed drastically when Takahashi met Kano at another company he was visiting. Takahashi was charmed by Kano's personality and talent and eventually brought him into the company. As WOW began operating in earnest, Takahashi met another talent, Oho, and was charmed by his sensibility. Takahashi eventually brought in Oho as well, and with these three at the core, the original form of WOW was born. Since then, Takahashi has been managing the company with the desire to “spread the talents of these two artists around the world”, and the balance between their creativity and management has graced WOW magazine with many works.
So, what kind of people are these two talents that you were charmed by, and what makes WOW different from other digital production companies?

“I think there are different ways to climb the same mountain", is what Creative Director Oho often says. There are more than a few digital production companies that focus on technology. At WOW, however, "we value sensibility and the spirit of the picture more than technology."

Both Oho and Kano’s backgrounds are in the arts. To start with they always put the spirit of the picture and the expression first. Then, to give that vision shape, they learn and use the necessary technologies as required instead of creating their works with technology as the starting point.

Right now, WOW has many programmers and other technical employees, but most of them are also people who resonate with WOW's sensibility as the focal point of expression and have gathered together to create such things, or people who are interested in art and design.

“This expression works well. There is a kind of unspoken agreement”. This is another one of the “miracles” of WOW says Visual Art Director Kano. Under Oho's direction, employees share a mutual understanding of what is good, even though there are no clear rules or regulations. For example, the production process naturally moves toward "expression-driven computer graphics," avoiding "overly technological expression".

Takahashi also probes that this shared sense of value may also contribute to their extremely low turnover compared to other digital production companies.

Evolution: Continuously expanding the range of expression

WOW broke out of expression in the realm of computer graphics on-screen and seriously began work on installations and other exhibitions in the 2008 Milano Design Week. WOW participated in TOKYO WONDER, a join exhibition held by Curiosity and Tonerico and installed LIGHTS & SHADOWS in a historical post office building; a video piece that visualizes the nightscape of Tokyo, using minimalistic light and shadows to combine beauty and chaos.

The first edition of WOW magazine was published in 2008 and included LIGHTS & SHADOWS – the first real display of a spatial exhibition by WOW.
Conveying the trajectory of our ventures and thought processes lying behind them, the information communicating activities of DVD and books we have done up until then, were finally collated together in the WOW magazine.

After that, WOW expanded its horizons through the release of apps, creating physical artworks you can touch such as the Japanese sword art aikuchiand BLUEVOX!! series, as well as creating and selling artworks.

Oho says that through this, the company has been able to consult with clients to meet their objectives not only with video solutions but a much wider range of proposals that includes methods that don’t use video at all, such as spatial exhibitions and creating applications.

The Future: Making WOW commonplace

This year, WOW will celebrate its 25th anniversary. The first thing of interest is the 25th anniversary exhibition that was announced last year.

While the exact details are yet to be revealed, Takahashi made public that the event will be held this fall and will last nearly a month. In addition, the veterans and WOW executive team will be stepping aside to focus on the younger people for this event.

Just before WOW’s 25th anniversary, the world had the Corona disaster and everything went online, including company meetings and games.

“Starting with Apple, company events moved to online formats, product announcements were done with well-produced videos and companies started adopting the use of game engines. The world changed drastically”, recalls Kano. He said he feels that among this, “the expression of WOW has changed from being unique to the kind that can connect to a variety of different people”.
WOW will become more commonplace in people’s lives. Currently, WOW is putting all of its effort into the special anniversary exhibition that is going to give us a glimpse into the next 25 years.

For more in-depth topics from this talk on the origin, evolution, and future of WOW, please visit theWOW note which will be published at the same time as this e-magazine.

WOW won 4 silvers and 1 bronze at Telly Awards

We are delighted to announce that our original works won four Silvers and one Bronze at the 43rd Annual Telly Awards in the US. The Telly Awards honors excellence in video and television across all screens and is judged by leaders from video platforms, television, streaming networks, production companies and including Adobe, Netflix, Dow Jones, Duplass Brothers Productions, Complex Networks, Jennifer Garner, A&E Networks, Hearst Media, Nickelodeon, ESPN Films, RYOT, Partizan and Vimeo.

POEM
Silver in Non-Broadcast, Craft- Visual Effects
Bronze in Non-Broadcast, Craft- Use of 3D Animation

Contour
Silver in Non-Broadcast, Craft- Visual Effects
Silver in Non-Broadcast, Craft- Art Direction

WOW PORTAL
Silver in Immersive and Mixed Reality, Craft- Use of AR

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