Devil May Cry Showrunner Addresses Season 2’s Big Artistic Swings & Netflix Show’s Longevity

As a huge fan of animation and video game adaptations, I was really impressed with what Adi Shankar did with Devil May Cry on Netflix. The first season was a hit, and it’s clear he has a really distinctive style. What I loved was how it grabbed fans of the Capcom games, but wasn’t afraid to take some creative liberties with the story to really amp up the drama. It felt fresh and exciting!

Season 2 of Devil May Cry raises the stakes by focusing on Dante’s brother, Vergil, and exploring more of the demonic realm of Makai. Dante is revived from a frozen sleep to face Vergil, leading to another intense partnership with DARKCOM agent Mary.

ScreenRant spoke with showrunner Shankar about the upcoming second season of Devil May Cry, focusing on how he’s incorporating fan opinions, using music, and expanding the show’s universe. He also hinted at how many seasons he hopes to create, admitting he’s enjoying the process too much to consider stopping soon.

Adi Shankar Follows His Artistic Gut, But He Doesn’t Shy Away From Feedback

ScreenRant asked about the show’s planning process: How far in advance are the storylines mapped out? Specifically, did the creators have a clear plan for season 2 while working on season 1, or did they use feedback from the first season to shape the second?

I’d say it’s a mix of both. I definitely have a clear idea of what I want to create and I actively work towards that, but I also really value input from others. I’m lucky to work with amazing people, and I like to combine all our ideas together.

I approach anime like a filmmaker. I really aimed for seasons one and two to feel more like self-contained movies than typical TV episodes. I don’t enjoy the usual pacing of television shows. I prefer the rhythm of movies, but I have a peculiar habit of pausing every 20-30 minutes to discuss what’s happening. It’s just how I like to watch them! Unfortunately, most people find it incredibly annoying and don’t want to watch movies with me because of it.

I may have my own established ideas, but I’m always open to feedback. I listen to both the fans of the game and the show – they have different perspectives – and to the great team at Netflix who are collaborating with me. I’m definitely considering everyone’s input as I work to refine my vision, find ways to improve the story, and add more depth and complexity.

ScreenRant asked about the music in Devil May Cry, noting that the show often features memorable musical moments and that Season 2 seems to have even more. They were curious about the process of selecting these songs, and whether the music is considered during the creation of specific scenes.

I absolutely have music planned. I’ve occasionally changed my choices, but I’m really just picking songs I enjoy. I think, ‘I like this song, now where does it fit best?’

ScreenRant noted that Episode 2 cleverly changed animation styles to reflect different characters’ viewpoints. The creators were asked why that particular moment was chosen for this artistic shift, and if any other ambitious visual ideas were considered but ultimately left out.

As fans of Captain Laserhawk and Guardians of Justice have noticed, I like to frequently switch up the visual style. While I wouldn’t call it my defining trait, it’s something I enjoy doing and I think it adds a unique element to my work.

Switching between so many different animation styles – from live action to claymation, 2D, 3D, and pixel art – definitely makes the project appeal to a smaller audience. Most viewers probably wonder why it keeps changing and wish it would stick to one style. However, for people who appreciate experimentation, it’s incredibly exciting and creative.

In the first season, I deliberately avoided any of that because I wanted to create a straightforward show and didn’t want it to unexpectedly change direction. However, in the second season, episode two, I started hinting at it. I was hesitant, though, and even considered introducing it earlier in episode eight with the flashback to Sparda.

If you recall the opening credits of season one, episode six, they were quite different. We used a classic, hand-drawn paper animation style, much like we did for ‘Guardians of Justice.’ I’m planning to include snippets of it, but in small doses. I’m not aiming for the over-the-top visual style I sometimes used in the past; this is a more restrained and thoughtful approach. I think these details add nice finishing touches.

How Devil May Cry Season 2’s Worldbuilding Evolves

The Devil May Cry series is famous for its exciting gameplay and memorable characters. What do you think is the most important aspect of the series? Season 2 really delves into Vergil’s story alongside Dante’s, so what are your thoughts on that?

I really rely on my instincts when I work, but it started with my love for Dante. I first encountered him in the game Devil May Cry back in 2001, and I was immediately drawn to the tragic nature of his story. It’s essentially an action-packed tragedy, which makes it really stand out as something special.

Vergil’s arrival really pushes the tragic elements of the story to the forefront, and that’s what it’s all about. Dante can only truly develop as a character by facing Vergil and dealing with that tragedy.

ScreenRant asked about the complex political landscape in Devil May Cry. They noted the conflict between DARKCOM and Makai isn’t simply good versus evil, and wanted to know how the story team approaches this nuance. They also inquired if any real-world political situations influenced the story’s development.

Adi Shankar explains that the story reflects real-life situations, acting as a reveal of deeper truths. He believes that facing difficult experiences is essential for personal growth, but it’s also important to recognize the complexities of the world around us. The conflict in the story, he says, symbolizes this process.

Season 2 isn’t really about politics; it’s more about social commentary. Everything happening serves to highlight the conflict between Dante and Vergil and make their confrontation more impactful.

This season, we really get a look inside the world of Makai. What did you enjoy most about developing and showcasing that environment?

I’m not entirely happy with how it turned out, but Makai isn’t really featured in the games themselves. So, I’m creating my own vision of what Makai is, and that’s been a fun creative challenge.

I was able to gather enough information to form a theory: these elements require a system of relationships to function. It’s not that people are inherently malicious, but rather that they often define themselves in opposition to something else.

Some of the characters have a noticeable costume-like appearance. Mundus, in particular, came across as regal. It reminded me of a feudal society, so I expanded on that idea and developed the world’s details from there.

Where Devil May Cry Stops, Nobody Knows

Season 2 finishes with a captivating cliffhanger, making viewers eager for the next installment. Where do you think the story is headed, and how many more seasons could there potentially be?

I truly believe I’m capable of anything, though I might be a bit overconfident saying that – time will tell! Christopher Nolan made a smart choice ending the Batman series after three films. He could have easily made another one for the money, but he understood when to stop.

I don’t really think of this as working with an established property. It feels more like I’ve built my own world inspired by the games. I do a lot of planning, but it’s a very instinctive process – I just follow my gut. As you can see in my fan films, I’m good at taking existing ideas, completely reimagining them, and creating something new that people enjoy.

I’m wondering what version of the system I’m currently working with. I don’t see any reason to limit how long I continue – I genuinely enjoy this work. I first gained significant experience in 2012, and I really like taking on a leadership role in this capacity. I have no intention of stopping anytime soon.

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2026-05-14 00:58