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Inicio » Blog » The sad truth: a designer reveals why the anime and video game industry hates girls with glasses
AnimeNoticias

The sad truth: a designer reveals why the anime and video game industry hates girls with glasses

Por Alejandro Rodriguez
Publicado 6 November, 2025
Contenido
Sales data (money)The cost of production (animation and CG)The global market and expression

Through a publication made by a character designer, a sad truth has been revealed on Japanese social networks. In a viral comment, the designer stated: “Anyone who has worked in character design knows that clients reject the characters with glasses as if their parents were killed by them”.

This rather revealing statement has left many surprised, especially the great impact that the archetype has had. Megane-kko (Girl with glasses) in anime fans, so it is not understood why such a popular element in recent years is so “hated”.

The truth, as the designer himself suggests, is colder and is limited to It’s not hate, it’s a business decision. We explain the 3 real reasons why producers avoid lenses.

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Sales data (money)

The original publication made on the social network X (formerly known as Twitter) mentions: “They know from the numbers that the popularity of the characters with lenses is disastrous.”

  • Market analysis: In the anime and video games industry mainstream, the goal is to sell Merchandise (figures, keychains, acrylics). The industry’s consensus is that, statistically, the figures of characters with glasses they sell less than their counterparts without them.
  • The Bayonetta case: Although there are exceptions, as the designer mentions, noting that the fact that Bayonetta Keeping his glasses is a “monumental achievement”, precisely because he survived this sales filter.

The cost of production (animation and CG)

La triste verdad: Un diseñador revela por qué la Industria del Anime y Videojuegos odia a las chicas con lentes

A comment in the discussion noted that “increases effort and decreases popularity”, a rather controversial point, but that has an explanation.

  • Animation analysis (2D): Draw lenses consistently from multiple angles (three quarters, profile, chopped) is a Production nightmare that consumes time (and money) in the 2D anime industry. Reflexes, distortions, and the correct position on each frame should be handled, so corrections are often required in relation to the way lenses are shown.
  • Video game analysis (3D): On CG, the glasses are even worse. require Shaders complexes for reflexes, can cause clipping (travers through the face) and, if done wrong, they hide the expressiveness of the eyes, which is key to the emotional connection.

While fairly realistic, the complexity is not that great when compared to other elements of production, but the addition of this visual element adds an extra workload that is represented in more time and money.

So it is normal, in a certain way, that many decide to omit the use of lenses in video game or anime productions. Although when this element is used well, combined with a character design and depth, great proposals can be presented that end up stealing the attention of consumers.

The global market and expression

La triste verdad: Un diseñador revela por qué la Industria del Anime y Videojuegos odia a las chicas con lentes

The way in which the use of lenses is perceived and the attractiveness to project emotions is a very important element to consider.

  • Japan Perception: As one user pointed out on social networks, “above (the West), the lenses are seen as a medical correction device, not as fashion.” For a global product, an attribute that is perceived as “medical” or “weak” instead of “attractive” is a marketing risk.
  • Emotional block: Producers and customers hate anything that “hides the face or eyes” (such as masks of Nier: Automata, which were also initially rejected). The lenses can interfere with “emotional expression”, which is vital for the narrative.

Although it is important to note that the use of lenses is so normalized that it is quite common to see people who wear glasses as a fashion element or have different pairs for each occasion. However, it is sought that the character project the maximum number of emotions, so any element that obstructs this could be seen as inconvenience.

The industry does not “hate” the characters with glasses; Hate the financial risk and the production cost Added. My verdict as an analyst It is that this rejection is a symptom of an industry that prioritizes efficiency and global sales over creativity. It is true that we also have great characters with glasses, but the perspective from studies is different.

Although there is a great exception to the rule, where characters are usually prioritized with this design, as fans mention, it is the Market Focused on Women (Otome/Josei), where the “goods with lenses” (Megane-Danshi) Yes they are a popular and accepted selling attribute (like ignis in FFXV).

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