Posting past Interviews thread [Looking for kind translator]

I'll check the thread out but since that one says "Updates to the interviews page", I think I'll stick to this thread.
I don't know if you would be interested in adding G..GLE TRANSLATIONS to the site, which is what I presume that thread is about - updating the site.
 
Ι did ggtr the KnK one you posted about since i also had it and was curious about it. I'm not sure if the OCR jumped anything. I tried to look for any others but all i could find is the credits imgs.


Yuki Kajiura Kara no Kyokai Chapter 3 interview (unknown media)
Yuki Kajiura (Kajiura Yuki)
Music

Debuted in 1993 as part of the unit See-Saw. Since then, she has provided music and sound production for various fields including TV, commercials, movies, anime, and games. In addition to her own name, Yuki Kajiura, she is also active under various names such as FictionJunction and See-Saw. For the theatrical film "The Garden of Sinners," she produced the film score and the theme song as part of the Kalafina project.

Cherishing what is born from experiencing the world of the work

---Please tell us what led you to participate in "The Garden of Sinners."

I had worked with Aniplex before, and this time they reached out to me. Regarding the original work, I already knew the title, but at the time I thought it was pronounced "Sora no Kyoukai" (laughs). But, I took this opportunity to read it carefully and became completely hooked.

It was like, "I see," or rather, I understood why this work is so popular.

I really loved it, and I thought, if I were given the opportunity to compose the music for this film, I would definitely want to do it!

--What aspects attracted you?

Hmm... I think one reason is the worldview the work possesses. Also, I felt it had a lot of energy. It might sound rude to say this, but I think there are things that can only be written in a debut work. It's the same with music; there's an energy that only a first album has, and a world that can never be recreated. I can't put it into words very well, but for example, the rough edges and the difficult-to-read phrasing are very endearing.

I myself initially wrote songs that I thought, "No human being could sing this!", but I just wanted to give them form, so I wrote them anyway. But as you gain experience, you gradually become able to create things you can sing, and you start to try to create them... It's the same with this; I felt that this was a world I could only express because it was my debut work.

When I read it, what came to mind was an endlessly dark, submerged ocean. A cool, dark image.

But actually, that's only the surface; deep down, the waves are violently surging and swirling. That was the impression I got.

---How did you approach it?

I made a demo song based on the initial impression I got after reading it. At that time, I hadn't officially received an offer yet, but I just went for it (laughs).

I brought that song to the meeting, and luckily they liked it, and that became the basis. Things created from first impressions are probably the strongest because they're born without any unnecessary thoughts or distractions.

――――Among all that, you've launched the "Kalafina" project this time. Are there any differences from your previous activities?

To put it simply, "Kalafina" is centered around me. For example, if I'm providing songs, then it should naturally be tailored to the singer I'm providing them to. However, this time, not only the songs themselves, but also the singers are people whose voices and singing styles I like.

If I had to choose the most fitting way to describe it... well, I guess it's a "playground." Even though it's a playground, I can't do everything I want, but I think it's a place where I was able to return to, for example, "what do I want to do right now?"

――――Besides the songs themselves, the lyrics written specifically for this work are also very impactful.

I read the original work countless times to write the lyrics. So much so that I could practically recite the lines!

That's because I think words are truly powerful and frightening. With just songs, even if they have power, there's a lot that's left up to the listener, isn't there? But words, conversely, can bind people. The moment you hear a word; your imagination becomes limited. For example, "boku" and "watashi" have different meanings. In that sense, I felt I shouldn't use language different from the original work.

That doesn't mean imitating, but rather I wanted to cherish the sound, the impression. Because it's the song you hear at the very end of the story in the theater, I thought that was something I should cherish, and that's why I wrote it. That being said, it's not about turning the scenes of the work themselves into songs.

What is it... In a sense, it's a collaboration, or rather, I wanted to cherish what was born within me from this work, and deliver lyrics that wouldn't betray that, and that's the feeling I had when I wrote it.

---I can sense your dedication to the lyrics, but I'm also curious about your thoughts on the music that accompanies the visuals.

Regarding the background music, actually, I couldn't use an acoustic guitar at all until the third chapter. I wanted to use it, but for some reason I couldn't. For example, in the scene where Shiki and Kokutou are talking, having a "boron" sound come in just didn't feel right. I really want to go for a piano, and make a big impact. That's the feeling I've had all along.

Page 2

This is just my impression, but there's still a certain coldness about it. A cold

The surface of the sea hasn't melted yet. Even though the two are huddled together and warm sunlight is shining on them, there's still a coldness, like looking through glass. I can't escape that feeling.



-I hear that the music was already included at the storyboard stage, and that you've been in close contact with the director of each chapter. How does the process actually proceed?

First, there's a meeting, but what's amazing about this work is that at that stage, there's already footage in the form of storyboards. It's tentative, but there's actually voice acting. Having this allows the image to expand more, and we can have more concrete discussions with the director. Of course, it takes a lot of effort, so it's tough, but it's a very interesting experience.

Normally, television often doesn't have visuals, and the music is often decided on the spot. But this time, since each chapter has a different director, I'm working on deciding the timing by watching the footage each time. Some directors will specify their preferences, like "from this line to this point," while others are quite open-minded, and I'm learning a lot from them. In that sense, I think it's very similar to how music is composed in film.

However, even in film, once there's a meeting, even if the length changes afterward, adjustments are usually made on set. But this time, I'm getting confirmation each time and editing by hand, so I'm amazed by the level of detail.

So, each time, I wait for the final cut to be completed, edit it, and then rush into recording! It's quite nerve-wracking (laughs).

—It really seems like you, along with the music and the staff, are all working together as one to tackle this project.

Yes.

That's right. Before I knew it, I was drawn in and I feel like I'm completely immersed in it (laughs). But once I get involved in something like that, I can't rest until I've done it to the very end, so I'll keep going until the end!

--While you were creating the music in that way, what did you think when you actually saw the finished video?

The visuals are amazing. I was reminded once again that "adults' seriousness is scary" (laughs).

I met Mr. Nasu for the first time at the preview screening of Chapter 1, "Overlooking View," and I blurted out, "I love your novels!" and was embarrassed by what I said. And what's more, we watched it together sitting next to each other! I'd never had the experience of watching a movie next to the original author, so I was as nervous as a child submitting their summer homework. So, I was relieved when Mr. Nasu told me afterwards that he enjoyed it.

When I finished watching it myself, I thought, "Wow, we've created something really great." Actually, I'm not that knowledgeable about anime or voice actors, but even so, the voices of the characters, the visuals, and the matching of the scenes and background music were truly excellent. I think everyone at that preview screening felt the same way. It's not self-satisfaction or anything like that; I feel incredibly fortunate to have been involved in such a wonderful project.

I think this is probably also due to the efforts of Mr. Kondo of ufotable, who served as the production producer. Everyone was on the same page, not forcing things, but with passion, yet still maintaining objectivity. This kind of energy is important; it's crucial for the motivation of everyone involved, and I'm sure that comes across to the viewers.

In that sense, having seven chapters is great. We can use the initial feedback and reactions to improve the next chapter. It's challenging, of course (laughs), but incredibly rewarding.

--We've received feedback that the battle scene on the rooftop of the Fujou Building in Chapter 1 was particularly breathtaking.

I'm glad to hear that. Actually, I hardly used any melody this time. At most, there might be one melody per chapter. That's quite unusual for me, but I felt that it wasn't necessary for "Kara no Kyoukai." I felt that it suited the atmosphere of this work better, so in some scenes, I only used noise and piano... In fact, this is the first time I've made a work that uses so few instruments. I tried to keep the instruments and melodies to a minimum, so to speak, subtractive in terms of music, or rather, I used a very stoic approach to making it. So now, my biggest worry is whether it will actually sound like music when it's compiled into a single CD (laughs).

However, there are actually quite a lot of songs. Some are impressive, but on the other hand, I think there are also many that are heard like ambient sounds without being consciously noticed. I believe that the subtle use of sound and visuals is what creates the atmosphere of "The Garden of Sinners"...that's how I see it.

---You've worked on up to Chapter 3, but do you have a general concept for Chapter 7 as a whole?

First of all, I suppose Chapters 3 mark a kind of conclusion. While interactions with various people are depicted, up to this point, it's really the story of Shiki and the Black Disease. It's a somewhat youthful, fairytale-like world. There is a character named Touko, but she also has a somewhat transparent aura, so she quietly blends in.

But from Chapter 4 onwards, a clear enemy, or rather, an adult named Araya Sōhaku, appears.

Interviewer/Writer: Yoko Ochi

I also asked AI and apart from the ones it found from CPM, there is also this
https://the21.php.co.jp/detail/10259

https://yukikajiurafan.xxxxxxxx.jp/magazin.html


3月8日アニソンマガジンVol.4「空の境界」音楽担当としてのインタビュー

https://www.amazon.co.jp/アニソンマガジン-Vol-4-4-洋泉社MOOK/dp/486248249X[/spoiler]
 
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Xenosaga II texts translated by ours truly G..GLE TRANSLATE.

As it is a mostly automated translation, please do NOT treat this as the bible of what was actually said. There doesn't seem to be much super deep or nuanced stuff here so I feel the translations I ended up with here read mostly safe. Of course some of it could always mean the complete opposite in reality, as it is a curated automatic translation at best. Just be weary of that.

Please also forgive "song" being used so much for pieces without vocals (automated translation from 曲). I may or may not fix it at some point...

Weekly Xenosaga II vol.4 interview
from ?2004
Scans props to xeno-underground.net/media_xenosaga_weekly_xsii.html
Sound Staff Interview
This feature focuses on Yuki Kajiura-san, who composed the music for this project, and the band SuperSweep. We hope you enjoy their behind-the-scenes stories.

Movie scene
Kajiura-san was in charge of the background music played in the event movies. We delved into the secrets of Kajiura-san's composition and her personality, as she expressed the world of "Xenosaga" using her unique methods.

Yuki Kajiura
Debuted in 1992 in the unit See-Saw.
After approximately two years of activity, she began her solo career.
She provides music for a wide range of fields, including TV, commercials, movies, anime, and games, and also works as a sound producer.
The URL of the interviewee's personal website is: fictionjunction.com
YUKI KAJIURA

The driving force behind her creation!?

Kajiura composed the music while watching the completed movie scenes. Apparently, she's the type of person who tends to develop a favorite character with each project, and that subtly influences her music. While working on this project, she would watch the movie and say things like, "Jr.! Don't cry!!" (laughs). Therefore, Kajiura's favorite character is Jr. Incidentally, in the previous game, Jr. and Ziggy were her favorites. "I'm really curious about what happens to Ziggy. There's something sad about his demeanor," she said, expressing her anticipation for a sequel.

I love "Xenosaga"! I was looking forward to composing the music.

―― What did you do before composing the music for the movie scenes?

First, I played the previous game, "Xenosaga Episode I [Der Wille zur Macht]" (hereinafter, "Episode I"). I couldn't stop playing and finished it in one go (laughs). After that, I read the scenario for "Xenosaga Episode II [Jenseits von Gut und Böse]" (hereinafter, "Episode II"), and I was so engrossed in reading it, completely forgetting about work, thinking, "So this is what happens next!" (laughs). The music in the previous game was fantastic, and I loved the story, characters, and world. I was so incredibly happy to think that I would be able to create music for the sequel to this work.

―― Did Monolith Soft make any requests regarding the image or style of the music?

"Express this worldview with Kajiura-san's unique sound." That's all. Since this is essentially my first time creating a worldview set in space, I focused on the atmosphere of "space." The entire game isn't set in outer space, but when we did encounter space scenes, I wanted to create a sound that conveyed the feeling that "everything beyond this point is space." That was the only ambition I had when I started working on it.

―― Do you play video games regularly, Kajiura-san?

I do like RPGs. However, they take a lot of time to play, so I only play about one or two a year. I'm not the type to play little by little, so when I play, I'm "away" for a week (laughs). My schedule is completely blank, of course. During that time, I only get about two hours of sleep on average. I have a strategy guide ready and I just follow the main story without doing any side quests or mini-games... People ask me, "Is that really fun?" (laughs).

―― So, the game you'll be playing this year is definitely "Episode II."

Yes! Once I get my hands on the game, I'll take a little break from work (lol).

The lyrics are in Yukilish!
What's the secret behind the unique vocals...?

―― Kajiura-san, you have worked on many songs for anime and games in the past. Is there anything you pay particular attention to when doing so?

For example, when creating an opening theme for an animation, I'm always conscious of the fact that it's the introduction to a 30-minute program. In my case, I often work on projects with a fantasy worldview, so I want the 1.5-minute opening music and visuals to allow viewers to forget the real world and be transported to that world. However, the materials and resources I have at hand when composing are somewhat limited, so it's really up to my imagination. I sometimes read the scripts for the first few episodes, and slip in words that seem important into the lyrics (laughs).

―― Speaking of lyrics, there's a vocal track in "Episode II," but what language is it in?

The ending is in English, but all the other lyrics are made up. Kajiura-speak. Even when I was recording the vocals in a New York studio, the staff asked me about it, and I answered, "It's Yukilish!" (laughs).

―― Is this method used quite frequently?

I use it quite a lot. I sometimes create music in Italian, but it's quite a struggle, requiring constant dictionary references, and there are limitations to the sounds of formal languages. For example, like the music in the "Episode II" trailer, where the beginning is a bit relaxed but the latter half shifts to a fast, techno-like tempo. If the whole thing were in Italian, there would be parts that wouldn't fit. In that respect, anything goes with made-up words (laughs). Depending on the melody, I might hear Italian in my head, and then create the chorus with the feel of an Eastern European language or something similar in mind.

―― So, you create things by letting ideas come to you, focusing on the "sound" of the words?

First, I sing and record myself, then I listen to it later and transcribe it to create Kajiura's unique style. Actually, the pronunciation I get when I sing spontaneously feels better in terms of rhythm and feel. For the songs in "Episode II," I was thinking about conveying the message through the sound and melody line, but I didn't think it was necessary to give meaning to the lyrics... I guess it's more about conveying a sense of rhythm and emotion using the human voice.

―― Where do ideas for such images come from?

It's probably something I've been exposed to before. I've loved opera since I was a child, but I listen to a variety of other genres as well. I really like world music, and I also like Nordic traditional music and Eastern European music. That's probably where I've been influenced by Bulgarian voices and the pronunciation of Italian and German lieder. When I'm writing a song, I get these kinds of images: "This song sounds like it could be in Italian," or "Maybe German," or "Somehow, Russian would fit in there." And then I end up writing in pseudo-Russian or pseudo-Hungarian (laughs).

Exploring the roots of Kajiura's music: opera, Scandinavian, and British influences.

―― If you like opera, does that mean your musical roots lie there?

When I was a child, it was all about opera, but that changed as I got older. My love for opera came from my parents. I lived in Germany for a while as a child, and my parents were huge opera fans, so they often took me to the opera house. But, as I got older, around upper elementary school, my interests started to shift. My older brother started listening to the Beatles, and I got into that too (laughs). I had a very obsessive personality, so even though I didn't know English, I memorized all the lyrics. By high school, I was all about British pop. I didn't pay any attention to American pop; I only followed the British charts. We didn't have a TV, so I relied entirely on the radio. Back then, there was a program called "British Top 20" that aired on Saturday nights at 2AM, so I would set my alarm, wake up, and tune in to the charts every week... That's how I spent my high school years.

―― Going to the opera with your family is amazing!

My father was particularly annoying (laughs). I didn't just love watching opera; I loved singing too. When I started elementary school, I was made to take piano lessons, but that was just so I could accompany songs. When guests came, he would call me over and make me sing! Who does that normally? (laughs)

―― Speaking of which, I hear you like books too. You even have a list of your favorite books on your website. For example, do you ever find that the inspiration you get from reading books is reflected in your music?

It happens often. When I'm reading a book, sounds pop into my head. That's why I love it. Movies and such already have sound, so there's not much room for imagination. But books don't have sound, so anything goes! When sounds pop into my head while reading, I go to my Mac and compose music, and then go back to the book when I'm satisfied... I do that all the time.

Rather than focusing on the meaning of the lyrics, I wanted to convey
the message through the "sound" of the words and the melody line.


The secret to Kajiura-san's meticulous songwriting process ♥

―― When you write songs, do you sit down with your equipment in front of you?

I often sit at my Mac, grab the microphone, and sing loudly at home (laughs). I always carry sheets of paper with me, so I can compose music anywhere... However, the most common time is actually during the initial meeting with the director or sound director. I usually come up with about three songs, and one of them often becomes the main theme. Even when it's not the main theme, it's always included in the top ten songs. So, when a song comes to mind, I'll say, "Excuse me!" and jot it down, even in the middle of a conversation (laughs). It's a bit awkward to do that in front of someone I've just met, but with people I'm familiar with, I'll write things down on paper while we talk... Ultimately, I'm most influenced and inspired when I'm face-to-face with the people actually creating the work and listening to them.

―― Were there any unexpected incidents during this project?

There weren't any so-called "happenings." I think I was able to complete the work relatively smoothly. It's normal for me to get stuck and scream "Aargh!" (laughs).

―― Are there any essential items you use while working?

Drinks, I guess. Right now, rosehip tea is my favorite. Before that, it was ginger tea, and before that, chamomile tea (lol). For ginger tea, it has to be made from actual dried ginger root, not flavored tea made with black tea. It's hard to get, so I used to import it myself. But recently, that enthusiasm has cooled down, and I've switched to rosehip tea, thinking that vitamin C is important after all (lol). It's not exactly a "ritual," but before starting work, I always make tea in a teapot, sit down at my Mac, and say, "Okay, let's get started!"

―― Do your personal obsessions tend to have short cycles?

It depends on the type, but it might be quite short. I was once so inspired by an Inaniwa udon flyer that I ate nothing but Inaniwa udon for about a month straight (lol).

―― Finally, could you tell us what your goals are for your future musical activities?

Above all, I have a strong desire to move people's hearts. That's also my motivation for making music. Therefore, I don't care about genre or language. I want to create something that reaches people's hearts, in any form whatsoever. And to do that, I think the most important thing is to be moved myself first. I believe that creating something that moves my own heart is the quickest way to move the hearts of others.
grumpy notes:
"Yukilish" appears both in romanized form and Japanese (ユキリッシュ). Kajiura-speak is in Japanese (梶浦語; Kajiura-go).
There is a credit " Writing: Yuko Deguchi " (執筆 出口裕子) but it's for the full magazine, so I'm not sure if this is about this particular interview. I couldn't find other credits...

Xenosaga II: Jenseits von Gut und Böse ~Movie Scene Soundtrack~ liner notes
from July 7, 2004
YUKI KAJIURA INTERVIEW at Victor STUDIO 215

Looking at the tracks again after mastering, I honestly think it was really fun. It was challenging, with a lot to learn, but I'm left with the joy of having my melodies set to the world of Xenosaga and played by a large string ensemble.

Regarding the finished music, I definitely feel it's my own melody. However, compared to my previous works, I feel I wasn't as self-indulgent in this one, in a good way. While the melody is my own, in terms of "color," I tried to tone it down a bit this time, consciously creating it as a "soundtrack."

This is my fourth time composing music for a video game. I received the materials and the (first) game itself, then I played through it (laughs), fully immersed myself in the world, and then participated in the meeting. I was so happy to receive the script because I was eager to know what happened next.

It's a major project that everyone is very interested in, so when I first received the offer, I was nervous, but the joy of "Ah, I get to create the music for this world!" was much greater. While playing the (first) game myself, I was captivated by Yasunori Mitsuda's music, and I loved the worldview it created. Because it was so wonderful, when I was asked to create the sequel, I didn't feel any pressure. I just had to do it freely with my own worldview. I stopped thinking about continuing the worldview of the previous game or trying to create something that could match it. It's already a finished product, after all. So I thought it would be pointless to strain myself like that. Starting from that point made it easier in a way.

I was told from the beginning that my part would only consist of movie scenes, but that didn't make it difficult at all. On the contrary, it was good because I could concentrate on that part. I did things my own way in that one area, without causing trouble for others.

I did have a desire to try doing everything myself, but I was also concerned about the time constraints. Creating music for games is a very difficult process, and although I've had the opportunity to do it several times before, I was aware that my skills weren't up to par. It requires time, effort, and knowledge, and I felt I couldn't do it all from scratch right now. I thought it would be better to have a specialist handle it this time, as it would likely result in a better outcome.

When I first saw the cutscenes, their power was so strong that it brought me to tears even though there were no lines of dialogue. I worked on the music while watching the cutscenes, but since my usual animation work doesn't involve composing music to match the visuals, I paid particular attention to that aspect this time.

Things like making sure the music doesn't get in the way of the visuals. It's similar to composing music for a film; in films, the visuals come first, and then things like "this scene from here to here," "there's dialogue here, so don't interrupt," "build up the tension here," are decided in great detail. I did a lot of similar things. It was fun to aim for those kinds of things. I received a lot of energy from the cutscenes. There were so many visuals that made melodies come to mind just by watching them. If there was anything negative about the videos, it would be that I tried too hard to match the visuals. I think I might have overdone it a bit, creating songs with unnatural developments or making them unnecessarily long (laughs). But even setting those aside, I think there were mostly good points.

I went to New York first to create the music for the trailer, and the orchestra members there were incredibly enthusiastic about the music. My staff also told me this, but I think it was a good thing that we didn't create within the framework of relationships we have with musicians we usually work with, but instead set that aside and started in a different atmosphere. The first song I created during that time was for the trailer, and it's completely an image theme song. It wasn't like, "This song fits this scene," but rather, I packed in everything I wanted to do, leaving no gaps for dialogue or direction. I included all the elements that made me think, "Xenosaga II! Let's go!". I was lucky that the subsequent music could expand from there. Furthermore, I met two new vocalists there, and they were people who made my music their own in a very short time. Each of them has an incredible individuality, and above all, they're incredibly talented (laughs).

The first four tracks on Disc 1 of the soundtrack are actually connected as one continuous piece. These tracks were created as a single unit, containing the same melody and elements, and while they were separated in the game, they were included as a whole on the soundtrack. Tracks 20 and 21 are also included in this way.

To be honest, there isn't really a specific way I want people to listen to the songs, but I've sprinkled the ending theme melody throughout the song in various ways. I'd be happy if you could pick that up. I hope you'll enjoy the sound of the string instruments. After consulting with Namco, we've included every single song I created on the soundtrack. It's rare to have the opportunity to let people hear the entire process of creating the music, from beginning to end, in its natural flow, so I'm very happy about that. I chose each song title based on my own feelings, thinking, "This title fits this song perfectly." The title might not perfectly match the scene, but please understand that I created it for a particular scene during the production process. Conversely, I'm really looking forward to seeing how the sound director and everyone else uses the music and what kind of image they have in mind. Also, there are several tracks that are not included in the game at all. For example, the music I created for the initial trailer, and also, although it's only been heard by a select few, the piano music that was played at the production announcement event.

For the mixing process this time, we asked Yoshi Tamla-san to handle it in Japan and Tony-san in New York.

In Tamla-san's mixes, even simple synth sounds are transformed into something incredibly beautiful. Tony-tan's vocal editing and processing are clean and natural. I tend to overdo the reverb on my vocals (laughs), but his mixes have a relatively dry feel around the vocals, and that's what makes them so poignant. The producer said, "Tamla-san's mixes have a Hollywood feel, but Tony-san's are the opposite—very Japanese." I thought, "That makes sense."

My favorite character in the game is Jr. (laughs). I've always liked him, but this time he's the main character, so... I think the game is designed so that players will empathize with Jr.. When I read the scenario, I became very invested in him, and there were parts where I created the music with the feeling of "Stand up, Jr.!" (laughs). When I'm making music, it's more fun if I have a character I like. So, for my own enjoyment and to immerse myself in the work, I tend to create characters I like. There aren't any characters I don't like; but when it comes to themes for characters I do like, they're unusually elaborate, or unusually long (laughs). You can tell who I'm invested in just by listening to the demo track (laughs). Aside from the characters, it's the battles and emotions. I absolutely immerse myself in the emotional scenes. That's where I start creating. Regarding the battle scenes, I was told "Kajiura-san's battles are always about being at a disadvantage, aren't they? They're not the kind of song that make you think a fanfare will play at the end. They're fighting hard, but it looks like things are getting a bit dicey (laughs)." That comment was a real eye-opener for me (laughs). I definitely need to create more songs that sound like they won't lose!

I think most people who listen to this soundtrack are those who enjoy the world of Xenosaga. I also absolutely love the world of Xenosaga, and I had a lot of fun creating this soundtrack, feeling like I was saying "Thank you for letting me play in the world of Xenosaga!" (laughs). I created this soundtrack with the feeling of "This is how I perceived the world of Xenosaga, and this is the kind of music I would like to hear in the world of Xenosaga," so I hope you all enjoy it.

Text by Shiho MIYAI
grumpy notes:
When Kajiura is talking about having "a specialist" handling something, I presume she means she's happy to not be in charge of all the in-game music, rather than having someone help on her own work.
When it says "I tend to create characters I like", I don't know what she could mean and I can't find an alternate for the g..gle translation. Does she make herself like certain characters to enjoy her work more? I don't know. (Original JP: "だから自分が楽しんだり、作品に入れ込むためにも、割と好きなキャラクターを作る方です。")
 
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