Interviews: Kojin Ono

Translated & Interpreted by Jeremy Barlow © Soundwave's Oblivion 2024. Thanks to @LinkFrost_ for photographs from the TFG2024 interview pages

Interview from Transformers Generations 2024

Kojin Ono ■ Takara Tomy Transformers Development Team Hall of Fame 2010
Kojin Ono, who has been involved in toy development since the days of "Diaclone" and "Microman," reflects on his 40 years of experience working with the "Transformers" series. Let's take a look back at the 40 year history of Transformers, along with Kojin Ono’s career. He has been pivotal in the development of numerous Transformers, creating the cutting edge Masterpieces and MPG’s.

- Did you always aspire to develop toys?
I studied industrial design at a technical college, so I wasn't specifically focused on creating transforming toys or anything similar. When it was time to look for a job, I knew I wanted to work in design. I had many options, but by chance, a catalogue arrived at my school. It was a Takara (now Takara Tomy) toy catalogue, where I saw Magnemo's Steel Jeeg. I thought, "Oh, you can have a job like that." While my friends were looking for cutting-edge design jobs, I wanted to work with toys and character products. I thought it would be fun. So, a toy company it was… At that time, I actually considered Bandai a good choice, so I went ahead and took their exam. However, that year Bandai didn't have any openings in development. Since I was determined to pursue a career in toy design, I ultimately chose Takara.

- So you began your career on a solid footing as a developer for Takara.
At that time, the boys' toy department had two divisions: 2M, which focused on original characters like "Microman" among others, and 3M. At 3M, there was Okude (Nobuyuki), who worked on so-called mass media characters like "Diaclone" and "Sanrio”. The two departments saw each other as rivals and didn't get along very well (laughs). But around the time I joined, they were merged into a single department. As a newcomer, I was able to get along well with the seniors on both teams. Of course, over time, the two teams got to know each other better, and I found myself in a position to bridge the gap between them. Because of that situation, I had the opportunity to work on both Microman and Diaclone. If I had joined the company a year earlier, I might have had to choose between the two teams.

- What was your first assignment there?
When I first joined the company, they were in the process of developing Robot Fortress X. My task was to create a silicone mould from the prototype and replicate the mould with a plastic cast. I was also assigned to update the Diaclone crew (Inchman), so I began visiting Studio Nue. Kawamori (Shoji), who was still a student at the time, was also present at Studio Nue. I often felt like an editor waiting for Kawamori-san's manuscripts. On the Microman side, I was responsible for such products as the Armoured Suits and the bendable Acro-Satan. It was a period when Microman was beginning to explore a more hobby-oriented product approach.

- Please share your experience with the Diaclone Car Robots, the origins of the Transformers.
For a long time, we had been immersed in the 1/60 scale world of Diaclone. However, we decided it was time for a new direction and conceived the idea of a car robot that transforms into an actual real world vehicle. Initially, it was developed as a sci-fi vehicle, in keeping with the traditional Diaclone worldview. But when considering how to appeal to children, I opted for something more relatable and chose to use real cars. However, initially, there was some hesitation, and we considered creating a Countach that would still incorporate some sci-fi elements. I took over the development of this item, which was later sold as the "Countach LP500S Super Tuning," and eventually became Sunstreaker in Transformers. The wooden block model had already been made, so the next step was to determine the best way forward from there. So we endeavoured to make it as faithful to the real car as possible. As a result, it proved to be quite popular in testing with children. Moreover, the sales department strongly supported the concept of creating a real car. The Countach was even released as a police car, a classic choice for a functional vehicle.

- The diverse lineup of car robots was quite appealing. By the way, how many of them did you anticipate children would collect?
I hoped people would collect around 10 of them... well, at least about 3 (laughs). You can't buy them all, after all. With Diaclone, we didn't release them all at once. We introduced one or two each month, like, "Next up is this one!" The first time we released everything at once was with Transformers. It's not just about collecting; it's about making a choice. It's about "choosing your hero."

- I heard that the introduction of Transformers in Japan was quite surprising.
At first, it was a surprise. I believe it was complicated for our seniors who had developed Diaclone and Microman. Initially, we viewed it as a strategy for overseas markets, but it's surprising success led us to introduce it in Japan as well. Since it was a product with no additional production costs, we could allocate more resources to marketing.

- At that time, it appears like marketing was one of Takara's strengths.
During that period, Takara prioritised original characters that conveyed narratives through catalogues and commercials, rather than focusing on mass media characters featured on television programs. As it's an original character, we craft a detailed setting and enhance the commercials with a touch of drama to build a rich narrative world. I believe that this expertise was also applied in "Fight! Super Robot Lifeform Transformers." First came the toys, then the world-building, and finally the TV programme. When Transformers was introduced, Takara established the Ginza office to handle marketing, including advertising and packaging. Meanwhile, at our headquarters in Aoto, Katsushika, Tokyo, we focused on product development.

- What were your impressions of Hasbro as a company back then?
Back then, Hasbro was much smaller than it is now. My impression is that they gained profitability through Transformers and acquired other companies. When we first engaged with them, they didn't appear to be such a massive corporation.

- Hasbro also excels in categories such as games.
There were some similarities with Takara, but Hasbro really began to expand after merging with Kenner. They strengthened their presence in both boys' toys and board games, and it seemed like they continued to grow significantly following the success of Transformers.

- I heard that when Transformers first launched in the late '80s, the company faced challenges due to fluctuations in the Yen-Dollar exchange rate and increasing costs.
It was a period when we had to meticulously calculate costs. Development teams aren't typically fond of that (laughs). Managing costs is an eternal challenge. I still want to make rubber tyres for all of my Masterpieces, but I've had to let that go….

- Especially around 2010, there were many items where the specifications of the domestic version were reduced compared to the overseas version.
The later the release date, the more the specifications had to be cut down. However, on the other hand, Super Ginrai was somewhat extravagant for the Japanese market.

- That surprised me.
My boss said, "Go ahead, do as you like," so I said, "Really?" Super Ginrai was intended to be the flagship product as the leader of the hero side, so I was given the green light to make it as deluxe as possible. However, the subsequent God Bomber ended up in the opposite situation...

- Around the time of Ginrai you were proposing an Ultra Magnus type robot where the trailer could be swapped out.
We were exploring multiple variations. The appeal of trailer robots lies in their ability to swap out their containers. We brainstormed ways to incorporate elements like combining and base play, unique to larger products, and proposed these ideas.

- I think you like the idea of “playable bases” Ono-san.
My approach to product development prioritises the gimmick. In the case of Transformers, transformation itself isn't just a gimmick, so I've always focused on enhancing play value beyond transformation for children. I believe transformation alone isn't sufficient. Those around me often tease that I tend to go overboard with it (laughs).

- Super Ginrai was the first attempt at remaking Convoy, followed by another attempt with Return of Convoy.
The concept behind Star Convoy, overseen by Kunihiro (Takashi), revolves around a motorised container. We brainstormed ways to integrate Micro Transformers for a base play element. During this period, we conceived the idea of the Micro Trailer for the domestic market, which served as a foundational play element. It's a series centred on combining vehicles with Micro Trailers, leading to creations like Sky Garry. Our vision for play, gimmicks, and world-building was to combine Micro Trailers and Micro Transformers for an immersive play experience.

- How did the development team evolve after the TV series ended?
Those who were mainly working on Transformers products were moved to the Brave team and a new team of developers were brought in for “Transformers Zone”. During this period, Transformers took a hiatus in Japan and development for overseas markets scaled down and shifted towards Europe. We concentrated on maximising overseas sales, although we occasionally introduced items from abroad, such as "G-2".

- When did you transition into marketing?
I transitioned out of development when I worked on "Brave Command Dagwon" (1996). It was all about showcasing heroes, so we aimed to incorporate heroic special effects elements by deciding to stage a show. Creating costumes for this was quite challenging. We also took photographs for packaging and I believe we even handled the voice acting for the toys. At Takara, marketers wielded significant influence over the product. They determined the concept, and developers had to align with those directives. In the past, developers generated ideas and marketers refined them. Over time, this dynamic shifted. Today, marketers and developers collaborate closely on Transformers within the same department.

- It's common for developers to end up voicing the toys themselves when there are scheduling conflicts.
I also provided the voice for Fire Convoy. For Beast Wars, we dubbed the video for a children's survey ourselves. We knew we couldn’t convince the company to greenlight the series without first conducting a children’s survey. Conducting the research was crucial to persuade the company that it was a worthwhile idea. Since there wasn't a professional dub available yet, we took it upon ourselves and said, "Let's just do it!" Despite the initial surprise of introducing organic-style robots, the concept proved strong. Prior to Beast Wars, Takara's action figure line included the X-Men, and even earlier, we successfully introduced the "Teenage Mutant Ninja Turtles" to Japan, which sold exceptionally well. The Mutation series of transforming figures performed especially strongly in children's surveys, prompting us to focus on it as a key selling point, resulting in great sales.

- Did you name the series "Transformers: Car Robots," Ono-san?
As the development leader, I was given free rein. "Car Robots" marked a return to the series' origins. For this product, I aimed to emphasise real cars.

- Speaking of real cars, shortly after that, Masterpiece and Binaltech were launched.
It was fantastic to have a boss say to me, "You can do the Masterpiece for the 20th Anniversary," and "I'll approach Subaru so we can ensure our product looks exactly like the real thing, down to the livery." There, I was able to instil the importance of acquiring licences properly and crafting products with care. It was also significant that Hasbro began to appreciate hobby products like Masterpiece. On the other hand, I found it amusing how they decided to market the white Convoy as Ultra Magnus (laughs).

- So you left Transformers after that?
After working on "Dennou Boukenki Webdiver" and "Bakutou Sengen! Daigander” (2001-2002), I transitioned to the new development department, which oversees planning and development across the company. In this role, we focus on research and development, pitching gimmicks and ideas to various business divisions. Origawaru from "Kamiwaza Wanda" stemmed from that period, originally conceived as an idea for "Microman". I remained in that department throughout the early 2000s before joining the Transformers team for the domestic market around the time of Masterpiece's New Jetron (around 2016).

- And then you joined the Masterpiece team. Wasn't it a rare and valuable experience to work on the series for a second time?
I eagerly anticipated seeing the toys I originally created being remade by others. When Lambor and Prowl were transformed into Masterpiece figures, the team responsible came to show me, saying, "Ono, I made these!" I was genuinely impressed, exclaiming, "They're fantastic!" and "They turned out so well!" I was also delighted to have another opportunity to contribute personally. With Starscream Ver. 2.0, I feel I managed to fold the tail fins neatly, and I'm quite satisfied with the result.

- By the way, what are the differences in development between then and now?
What we see nowadays differs greatly, from technology to pricing. Through friendly competition, both figures and visuals continue to evolve, resulting in significant progress accumulation, wouldn't you say? When we observe existing high-end toys, we think, "Ah, it's acceptable to push the boundaries like that," and it motivates us to aim even higher with our next toy. Of course, cost is a major consideration in all of this. For children's toys, prices and associated development costs are predetermined. There's also a distinction for adult toys. Historically, toys were primarily designed for children, necessitating compliance with safety standards. Sharp objects were prohibited, and durability was a crucial factor in their design. By targeting adults, the scope of toy design has expanded significantly, which is a major factor. While the development process itself may remain similar, the environment has evolved drastically. Prototype makers have made tremendous advancements; previously done entirely by hand, now prototypes can be checked in 3D directly from CAD data. This advancement simplifies the creation of curved lines and allows for quick corrections, which alone makes a significant difference.

- Indeed, it's possible to work entirely digitally from development right up to just before production. I’ve heard that for some products, there's no need to output physical prototypes.
It's really convenient and also shortens the schedule. In the past, prototypes couldn't be outsourced, so I had to handcraft rough prototypes myself. I used to cut and glue plastic sheets and other materials. I even made samples by creating silicone moulds and pouring plastic resin into them.

- Wooden and wax moulds are no longer used?
Craftsmen have been leaving the industry in large numbers, haven't they? In the old days, only the head was made from a wooden or wax mould, as the face of a figure is crucial. We used to hand over double-sized wooden and wax moulds to the factory. However, over time, there were fewer and fewer wax mould makers. As factories became more precise, such moulds became unnecessary.

- Once again, MPG Raiden was a major project.
From the outset, I never thought it would happen, but during a team meeting, one of the younger members asked, "Couldn't we do Raiden?" and I thought it was a great idea. Since it was a Transformer only released in Japan, Hasbro would not approach the idea. So I thought, let's go straight to Japanese Rail. I went to JR East, JR West, and JR Central and managed to persuade them. We convinced them by mentioning we were going to produce older train models. They agreed, reasoning that as we have produced and sold them before, it should be fine. However, this was different for the Train Robo Doctor Yellow, which has the shape of the Tohoku Shinkansen but features the blue lines of the Tokaido Shinkansen. Yamabuki (the Tohoku Shinkansen version of Doctor Yellow) hadn't been released at the time, so at first, they said they couldn't grant permission.

- That was a complicated matter.
In the Diaclone series at that time, the Tohoku and Tokaido lines were separate. We explained our intent to produce two proper trains, which eventually convinced them. The entire process took more than two years. It started with a block prototype, which we refined and then combined. With the supervision of the JR companies and Tomytec, we were able to create a faithful representation. As MPG, our goal was to blend the appeal of both the toy and the anime, rather than focusing solely on the anime.

- And then you started working on MPG Super Ginrai.
First, I wanted to ensure we retained the locking mechanism present in the original. I believe that kind of play value is important. The overall scale of Super Ginrai was designed with the assumption that Star Saber and God Ginrai are the same height. For the transformation, the theme this time was to keep it true to the original toy, maintaining the same mechanics as much as possible. However, unlike the old toy, this version is fully articulated. I had extensive discussions with Yuki Oshima to ensure it moved like an action figure. I incorporated as many ratchets into the joints as I could, and I was very particular about this detail. I also added a hatch at the rear of the trailer. I think it's a fitting end to the Super Ginrai Project. After all my developments, Super Ginrai may be the one I’m most attached to. Now, we will see what happens with the Bomber Project.

- It seems like we are witnessing a generational shift among designers now. What are your thoughts on this, Ono-san?
Among the younger generation, there are those who have started 3D development right from the beginning. On the other hand, there are veterans who still sketch on traditional graph paper with pencils. Personally, I'm now shifting my approach towards relying more on prototype makers rather than doing everything myself. However, what remains crucial is having a sense of style. Without it, no matter how advanced the technology, the result won't be appealing. Moreover, you have to genuinely "like" what you're creating. Understanding and appreciating the coolness of robots is essential. We currently have team members in the Transformers team who possess these qualities, and we prioritise selecting individuals with such passion and vision. Therefore, I believe Transformers will continue to thrive.

- Looking back on your journey so far, how do you feel?
I graduated from a technical college and have been with Takara since I was 20 years old, so it's been almost 45 years now. Reflecting on my journey, I feel I've had a tremendous experience, particularly in terms of the freedom I've been granted. From the moment I joined, I was trusted without any pressure from my seniors. It was like, "You can do whatever you want." After working on car robots, I expressed a desire to create a dinosaur, and then I pushed for developing a triple changer. I always aim to venture into new territories and create something that surprises me. I've been truly fortunate to have had a boss who supported and encouraged me to pursue these ideas.

- It's remarkable to have been able to continue in the same role for so long.
The Transformers team is quite special; we don't see a high turnover of staff. There are team members who have been consistently involved in Transformers for a long time. I believe this continuity is partly due to our effective collaboration with Hasbro and our ability to secure sales. Personally, I find joy in my work as well. For me, working here is about having fun and enjoying what I do. I've truly cherished my career and feel very fulfilled by it.

A compilation of Kojin Ono’s Transformers.
Since Sunstreaker (Countach LP500S Super Tuning), the original Car Robot and ancestor of the Cybertrons, Ono has been involved in numerous Transformers projects. In recent years, while focusing on Masterpiece development, he has ventured into creating transforming toys that break new ground. Examples include the "G-SHOCK × TRANSFORMERS Master Optimus Prime Resonant Mode," which transforms with wrist watch still connected, and the "Canon/TRANSFORMERS Optimus Prime R5," featuring a camera-like gimmick with a removable lens. The latest addition to the regular line is the Japanese exclusive "Awakened Optimus Primal," a collaboration with Hiroya Onishi, introduced in the previous issue of Transformers Generations 2023. This figure faithfully reproduces its appearance from the source materials while incorporating extensive play value, including connections with Awakened weapons and various other weapon gimmicks. It stands as a masterpiece that seamlessly blends a toy-like playfulness with a realistic appearance.



Kojin Ono
Born on 11th May 1959, in Tokyo, he joined Takara (now Takara Tomy) in 1980, initially working on the development of Diaclone and Microman. His first projects included the Walk Insector for Diaclone and Acro Satan for Microman. Notably, he was responsible for creating the first car robot, the Countach LP500S Super Tuning. Over the years, he has been at the forefront of developing numerous transforming toys, including those in the Transformers and Brave Series. He also led the marketing for Brave Commander Dagwon and, after leaving the Transformers team, developed new toys like Kamiwaza Wanda in the Origwaru series.
In recent years, his work has extended to Masterpiece and MPG lines, as well as hobby items such as collaborations with Casio G-SHOCK and Canon. He frequently revisits and remakes products he originally worked on in the 1980s. In 2010, he was inducted into the Hall of Fame for his significant contributions to the Transformers franchise. His involvement spans from the inception of Transformers to the present day, solidifying his reputation as a Hall of Fame inductee.

His notable Transformers creations include Sunstreaker, Ironhide, Meister, Hound, Inferno, Streak, Rije, Prowl, Lambor, Skids, Trailbreaker, the Dinobots, Camshaft, Overdrive, Downshift, Metroflex, the Airbots, Fortress Maximus, the Trainbots, Metalhawk, Super Ginrai, Galaxy Shuttle, Landcross, Jackshot, Protoform Optimus Prime, Starscream, Thundercracker, Skywarp, Blitzwing, Astrotrain, Octone, Devastator, Galvatron, Apeface, Darkwing, Deathsaurus, Dinoking, Crossformer, Metro Titan, Protoform Starscream, Master Optimus Prime, Master Nemesis Prime, Canon/Transformers, Ultimate Optimus Prime, Masterpiece (MP-52 and later), MPG, and many more. His latest endeavour is the God Ginrai Project, part of the 40th-anniversary celebration.

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