Showing posts with label Independents. Show all posts
Showing posts with label Independents. Show all posts

Saturday, April 12, 2014

Don't Pitch to Buyers, Pitch to the Audience - Part Six

Part 1 is here.  Part 2 is here.  Part 3 is here.  Part 4 is here.  Part 5 is here.

What do you love more, your idea or animation?  This is not an idle question.  When it comes to producing something fast and cheap, animation isn't high on the list.  It takes time, and in the current media environment, the audience wants a steady stream of new material or it will lose interest and move on.

The skills used to make animated films -- the ability to write, design, draw and stage situations -- can be applied to other things.  When animation professionals do personal work, it is often in some other medium.

When Bob Clampett left Warner Bros. animation to work in television in the early years, he knew that he could not produce animation fast and cheap enough to keep up with a television schedule.  Instead, he took his sensibility and gave it to the audience in the form of a puppet show, Time for Beany.

Animator Mike Kunkel took his ideas and turned them into a comic book series called Herobear and the Kid.

Storyboard artist Katie Rice does a webcomic called Camp Weedonwantcha.  Her site is a good example of how to interact with fans and earn money. 

Storyboard artist Vera Brosgal created a graphic novel called Anya's Ghost.

Chris Sanders and Dean Yeagle, both directors and animators, have published sketchbooks of their work.

Character designer and animator Tony Fucile does children's books.

Designers Bobby Chiu and Kay Acedera sell prints and have also created a motion comic called Niko and the Sword of Light.

Should an idea prove successful, it can always be done as animation at a later date.  Former Disney animator Cyril Pedrosa just sold the film rights to his graphic novel Three Shadows.  There's also Marjane Satrapi's Persepolis.

There are more opportunities available now to reach an audience and generate income than have ever existed.  That's not to say it is easy.  Creating work that is popular is hard.  Most creations simply don't generate much interest.

However, having experienced pitching to business people and having sold a series that lasted for 52 episodes, I felt that my vision for Monster By Mistake was compromised.  Having lost ownership in exchange for getting the show produced, my connection to my creation was severed.  While Monster By Mistake is probably still running somewhere in the world, the story for me and the characters is over.

Some may feel that my experience has put too much of a negative outlook on pitching to studios or broadcasters.  If there's someone out there who sold a show, got it to an audience, and still feels creatively and financially satisfied, I'd be happy to give them space here to provide an alternate viewpoint.

I'm not naive enough (or egotistical enough) to think that this series of articles will change anything.  People will still continue to pitch.  However, if you are someone with ideas that you'd like to bring to audiences, think about my advice.

Keep ownership of your work.  Nobody will care about it as much as you, so you're the only one who can protect the heart and soul of your idea.  Get it to an audience as quickly and cheaply as possible and take audience feedback seriously, even if the feedback is negative or indifferent.  Like it or not, success depends on the audience.

If you can satisfy an audience, monetize it.  Even if you can't earn enough to live on, it's a nice supplement to your day job and will prevent your income from ever dropping to zero if you are unemployed.

Until an audience has passed judgment on your work, the value of your idea is unknown.  If you choose to do business with a larger company without proof of value, that puts you at a great disadvantage.  You never want to be negotiating from a position of weakness.  That will lead to creative and financial unhappiness.

The history of film, animation, comics and music are littered with stories of creators who were taken advantage of.  It will continue to happen as long as creators let it happen.  If you are a creator, educate yourself.  If you're going to pitch to companies, get yourself a good entertainment lawyer and don't let your desire for a sale blind you to what's in your long-term interest.

Companies don't create hits, people do.  Don't ever forget that, even if many companies have.

(Thanks to readers, there's an addendum.  And another addendum.)

Friday, April 11, 2014

Don't Pitch to Buyers, Pitch to the Audience - Part Five

Part 1 is here.  Part 2 is here.  Part 3 is here.  Part 4 is here.

Simon's Cat was an accident.  Simon Tofield created the initial short as a way of learning a software package.  When he was done, he put it on his reel.  Somebody saw it on his reel and uploaded it to YouTube.  While it is a horrible thing to use an artist's work without permission, in this case it turned into a blessing.

After six years, that initial short has now been viewed more than 48 million times.  The Simon's Cat channel on YouTube has almost 3 million subscribers.   There are now dozens of Simon's Cat shorts available for free.  How is Tofield making money from this?

First, there is advertising.  YouTube is owned by Google and Google places ads and splits the revenue with Tofield.  Then there is merchandise.  Simonscat.com has a shop where you will find all sorts of merchandise for sale, including books, calendars, cat products, T-shirts, fine art prints, ceramics and kitchen items.  There are mobile games available through the iTunes app store.  The books are also available through Amazon.  The site has room for fans to upload pictures of their own cats, so there's user generated content helping to keep the site fresh.

Simon Tofield is doing many of the things mentioned in these articles.  He's built the films around a continuing character.  The shorts are comparatively fast and cheap to produce.  There is no colour.  There is no dialogue, so the films can be understood internationally without subtitles or dubbing.  There is no music except over the main title and that gets re-used.  The films are short, usually less than three minutes and sometimes less than two.

He uses Facebook, Twitter, Google+ and Pinterest to stay connected to his audience and let them know when something new is available.

Tofield has taken advantage of another thing: an existing community.  Millions of people have cats as pets.  They are a ready-made audience for these cartoons.  It is far easier to aim a work at an already existing audience than it is to try to build an audience from scratch.  Creators should examine their own lives and see if they are part of some community besides art and animation.  Does a creator play a sport, collect something, have worked in a particular business, etc?  If so, the knowledge and experience in this area makes a creator qualified to talk to an audience of people with similar experiences.  That audience may be large enough to provide a living.

These articles conclude here.


Thursday, April 10, 2014

Don't Pitch to Buyers, Pitch to the Audience - Part Four

Part 1 is here.  Part 2 is here.  Part 3 is here.

Younger people don't realize what an opportunity the internet represents.  Yes, everyone is using Facebook, Tumblr, Instagram, Twitter, etc. to share things with friends, but the internet is the largest audience ever assembled.  It dwarfs network television at its peak.

Before the internet, there were many gatekeepers between creators and the audience.  Those gatekeepers controlled infrastructures that were necessary to get work to the public.  Because those infrastructures were expensive and because they had limited bandwidth, the gatekeepers were picky.  Only ideas that would appeal to a wide audience and had the largest profit potential were accepted.

If you wanted the world to read your writing, you had to find somebody to publish it.  That meant printing copies and distributing them to retail outlets, which required presses, trucks, and affiliations with retailers who were willing to take your product.

If you wanted the world to see your movie, assuming you had the money to produce it, you needed a distributor to make prints, ship them to theatres, collect the money and return the prints when the screenings were over. 

If you wanted the world to see your TV show, you had to find a network with millions of dollars of equipment willing to broadcast your work nationally or a distributor who would sell your show to individual TV stations.

Those things are no longer necessary.  This week, my blog has been read in over 15 countries and it cost me nothing.  The internet infrastructure is more far-reaching than any that's existed in history and is also less expensive.  There's never been an easier time to get your work in front of the audience.

Of course, the audience has to know about it.  Marketing and monetizing your work are the great challenges, but the distribution challenge no longer exists.  Computers and software have also greatly reduced production costs.  No one can stop you from making your work public.  That wasn't true 20 years ago.

It takes time to build an audience, but everyone with internet access has a network of friends, no matter how small, and that's a starting point.  Building that audience takes patience and persistence, but you'll need those two qualities even if you're pitching to buyers.

From the first day you bring your work to the audience, you should have something to sell.  The difference between a hobby and a business is income.  There's nothing wrong with hobbies; they bring great satisfaction.  However, if you've considered pitching, then you've been looking for income and you might as well be looking for income on the net.

Maybe you'll charge for your work.  Maybe you'll finance by selling advertising.  Maybe you'll give the work away and sell merchandise based on the work.  Maybe you'll charge for special access to you or to your work in progress.  There are multiple potential revenue streams.

The internet is full of companies looking to service creators.  Topatoco.com serves successful webcomics creators by taking care of their merchandise creation and sales.  There are suppliers that will make custom T-shirts, posters, coffee mugs, etc. in small quantities for you.  There are online stores like etsy or ebay that will host your merchandise.
Here's a Frazetta image on a phone cover.  It sells for $18 U.S.  The image is over 40 years old but is still generating revenue for the Frazetta estate.  That's the benefit of retaining ownership.

There are fundraising sites like Kickstarter, IndieGoGo or Patreon that are places to raise money for specific projects or for ongoing support.  These sites are best used to monetize an existing audience rather than build an audience.  For example, Dick Figures, an existing animated web series, raised $313,412 on Kickstarter to make a longer version.

 Just as there are companies that will create merchandise and sell it for you, there are now companies that will help to service Kickstarter pitches.

Building and monetizing an audience are not simple things and they have no instant solutions.  Two books that I would recommend are The $100 Startup and How to Make Webcomics.  While neither applies directly to animation, both books are very practical about how to get started with limited resources.  The webcomics book is an excellent guide to using the web for marketing, distribution and sales and is written by four cartoonists who are making their living from their creations.

Their webcomics model is being used in animation.  I'll cover that when this is continued.

Wednesday, April 09, 2014

Don't Pitch to Buyers, Pitch to the Audience - Part Three

Part 1 is here.  Part 2 is here.

If the audience is the only thing that can create a success, creators have to pitch to the audience.  That means taking risks.

Seth Godin is a best selling author who writes and blogs about marketing.  He asks, "But what if I fail?"  His response is, "You will.  The answer to the what if question is you will. A better question might be 'after I fail, what then?'  Well, if you've chosen well, after you fail you will be one step closer to succeeding and you will be wiser and stronger and you almost certainly will be more respected by all of those that are afraid to try."

Aza Raskin, a designer at Firefox says, "Your first try will be wrong.  Budget and design for it."  That quote comes from a book called Adapt: Why Success Always Starts with Failure.

Most ideas fail.  Most books are not best sellers.  Most movies don't gross $100 million.  Most TV shows don't last beyond one season.  With odds like this, what's the best way forward?  The answer is to fail fast and cheap.

If you spend years on something and the audience doesn't like it, you've wasted years.  If you spend a lot of money on something and the audience doesn't like it, it's cost you a lot.  The faster and cheaper you can get your idea in front of an audience, the more likely you are to survive the failure and come back with something better.  It may be a revision of your original idea or it may be something wholly new, but it will be closer to what the audience wants.

This goes against the grain of our fantasies.  The dream is that the idea is hailed as brilliant and is embraced by the audience, catapulting the creator to fame and fortune.  While that's a lovely thought, the reality is different.

Everyone reading this has heard of Walt Disney, Jim Henson and Steve Jobs.

Compare the quality of the Laugh-O-Grams, Disney's earliest work, to his acknowledged classics.

Jim Henson began on local TV and did 10 second commercials for coffee that were primitive compared to The Muppet Show or The Dark Crystal.

The Apple II computer was large and slow.  Certainly it could not compete with the smart phone that you may be using to read this.

In each case, these creators started with something basic and kept tuning it and improving it through audience feedback.  Each of them had failures along the way and their best work took decades to develop. It would not have been possible without satisfying an audience from the start and growing their audience as their work became more sophisticated.

None of us may ever equal Disney, Henson or Jobs, but their path is far more typical than the overnight success.  The fact is that creating something that an audience likes is hard.  Sustaining it while you grow a business around it is at least as hard and is going to take time.

Pitching to a buyer also takes time.  Companies are famously slow for making decisions.  Even with a sale, it sometimes takes years to complete financing for a film or TV series.   While you wait for the money, there is still no proof that the audience will like your idea.  Furthermore, in selling the idea, you've lost control of your creation and each additional investor may push the idea farther from what you want.

Neither path is simple or easy, but only one of them leaves you in charge.

To be continued.

Tuesday, April 08, 2014

Don't Pitch to Buyers, Pitch to the Audience - Part Two

Part 1 is here.

Screenwriter and novelist William Goldman says, "In Hollywood, nobody knows anything."  By this he means that nobody knows what's good until the audience has its say.  Comedian Jerry Seinfeld says, "Audiences will teach you what's funny about you."

While business people will judge your ideas, their judgment is just a guess until the audience gets a look.  While a creator may feel strongly about an idea, that feeling is no better than a guess as well.  The success or failure of an idea rests with the audience and until its judgment is known, the outcome is just speculation.

Creators should  focus on pleasing audiences rather than focus on pleasing buyers.  If you want to date someone, approach the person you want to date.  Why spend time romancing the person's parents?  They may love you, but they can't force their son or daughter to love you.

What engages the audience and what do they remember?  Characters.  People are still creating stories about Hercules and Robin Hood.  Sherlock Holmes and Tarzan are now more than a hundred years old, yet they still have name value and are the basis for movies and TV shows.  Mickey Mouse, Bugs Bunny, Scooby Doo, Homer Simpson, and Spongebob Squarepants are characters created for animation that are recognizable to the average person.

Chris Meledandri, producer of Ice Age and the Despicable Me films says, "We start with strong characters and build the movie from there."

At the talk I gave at Animatic T.O, I showed stills from four films that won Best Animated Short at the Oscars since the year 2000.  Nobody in an audience made up of animation professionals and students recognized all four films.  There's no chance that a person on the street would.  While these films tell engaging stories, none of them create characters that are meant to live beyond the film.  Characters are more memorable than stories.  (For the record, the films were Father and Daughter, The Moon and the Son, The House of Small Cubes and The Lost Thing.)

It's important to understand that just as creators and business people see the world differently, so do artists and the average audience.  Artists love looking at art.  Every artist has a shelf full of books whose images serve as inspiration and that provide hours of browsing pleasure.  It's a hard truth, but audiences don't care about art or animation.  They want characters that entertain them.  Want proof?
Even beginning artists can draw and animate as well as South Park.  The majority of professionals can draw and animate better.  But audiences are not interested in a high level of craft unless it is accompanied by something that entertains them.  Given a choice between art and entertainment, entertainment wins.

To be continued.

Friday, April 04, 2014

Don't Pitch to Buyers, Pitch to the Audience - Part One

(Update:  The video of the talk is now online here.)

In March, I gave a talk at Animatic T.O, a monthly lecture series about animation started by Barry Sanders and now continued by Andrew Murray as Barry has moved to Halifax.  What follows is an expansion of that talk with the opportunity to offer links.

The whole notion of pitching is an odd one that only exists due to economic circumstances.  People working in media that are inexpensive can go straight to the finished product.  A painter doesn't have to describe the colour palette and the composition of a work, he or she just paints it and shows the final image.  A singer doesn't describe how a song will sound, he or she just sings it.  Animation and other film creators are stuck pitching because creating the finished work is too expensive and time consuming to allow a person to make it without help.

Unfortunately, a pitch is a poor substitute for the finished product for a variety of reasons.  The ability to pitch is a wholly separate skill from the creation of ideas.  Extraverts have an advantage in pitching over introverts, but either type of person can have good ideas.  Furthermore, there are so many variables between an idea and the finished product that a great idea can result in disappointment.  Too much depends on the budget, the schedule, the crew, input from investors and chance.  We are all familiar with movies that look like they will be great before they're released but end up as failures.

There is another odd aspect to pitching.  The person with the ideas doesn't get paid to pitch, but the person without ideas gets paid to listen.  Yet without people willing to pitch for free, the listener has no job.  It's sort of backwards.

Often, the people taking pitches have no history of creating anything.  They have never written, drawn, performed or directed anything for an audience, yet they are the ones sitting in judgment of someone who most likely has.  If the people taking pitches were genuinely creative, they would be creating their own projects for the company and would not have to listen to ideas from anyone else.

Most ideas never reach an audience because the potential buyer says no.   Anyone who has pitched knows that rejections vastly outnumber positive responses.  Should an idea be accepted, it rarely goes into full production.  Usually there is the interim step of development, where the buyer pays the creator a small sum to refine the project further.  The money is not enough to live on, so the creator has to split his or her attention between a day job to pay the bills and refining the idea.

Should an idea go into production, the creator will most likely lose ownership of it and will have to negotiate screen credit, a role in the production, and financial compensation.  This is all complicated by what's known as Hollywood accounting, where projects that are earning money never seem to make a profit.

With the exception of Hollywood accounting, which is a legal form of theft, there aren't any bad guys.  While a creator sees a work as polished and developed, the buyers see it as raw material to be shaped to their own needs.  Buyers have no reservations about changing a work in ways that they think will make it more successful.  As animation requires a hefty investment, they are simply trying to reduce their risk and increase their profits.  Unfortunately, this usually means bending a work towards something that is already successful, meaning that it imitates something else, and the changes are possibly ones that the creator disagrees with.

Steven Pressfield is the author of the novel The Legend of Bagger Vance.  He was hired to write the screenplay, but when Robert Redford got involved with the film, Pressfield was fired so that another screenwriter could be brought in.  Pressfield understood.  In his book, The Authentic Swing, he writes, "The original writer is a pain in the ass.  He has ideas.  He has a point of view.  And the worst part is he believes he possess the moral authority to give voice to these ideas.  You have to get rid of the original writer."

Furthermore, "The writer is not allowed to complain.  You made the deal, dude.  You cashed the check.  Be grateful and shut up."

The key phrase here is "moral authority."  Creators feel that they, more than anyone else, have the right to shape the material.  After all, they created it.  Business people, having taken ownership and invested money, feel that they should be in control.  By selling the rights, the seller has given up the legal right to have a say.  We may agree that the creator has "moral authority," but the owners and the legal system recognize no such thing.

Once a creator gives up ownership, there's more at stake than "moral authority."  When a project is finished, the creator can't continue to work with the characters or other elements without permission from the owners.  I heard an interview with Pete Williams, the creator of the animated MTV series Undergrads, on the Guys with Pencils podcast.  Williams is attempting to revive the series, but because MTV owns it, he has to negotiate to get permission.  Even though the show was his idea, MTV has the right to charge Williams a license fee for trying to revive something he created but they own.  It's strange when you need permission and have to pay to work on something that was your idea to begin with.

If the owners decide to revive a project in the future, they're under no obligation to get the creator involved.  While I don't know specifics, Van Partible, the creator of Johnny Bravo, was not involved with seasons 2 or 3 of the show he created.  In superhero comics, it's fairly standard for the creators of a series to be replaced by new writers and artists in order to maintain sales.

While a creator may have a good personal relationship with the buyer, there's no guarantee that the buyer will remain in place.  Company managements change, companies merge or get sold.  It's possible that nobody involved with the original purchase will be around by the time a project is completed.  This is why it is so important to negotiate a creator's legal relationship with the buyer.  As Sam Goldwyn said, a verbal contract isn't worth the paper it's printed on.

Does pitching have an upside?  Yes it does.  Pitching gives you the opportunity to meet people in positions of authority.  While a creator is probably surrounded by a community of other writers or artists, they're less likely to have relationships with business people.  Enlarging your network is always a positive thing.  Pitching may lead to job opportunities if the people you are pitching to are impressed by you, even if they don't like your idea.

But if you really care about your idea, I believe you shouldn't pitch it to buyers.  If you get someone interested, it will be altered beyond your control and at best, you will have to share ownership and will most likely lose it completely,

To be continued.

Monday, January 06, 2014

Motion Capture for Home Use

I'm no expert when it comes to motion capture, but I'm aware of some of the technical challenges.  In the past, body suits with potentiometers at the joints sent angle information to rigged characters.  Later, multiple cameras were able to triangulate reference points pasted onto body suits to figure out where the points were in 3D space.  Facial capture usually meant wearing headgear with an attached camera pointed at the performer's face, which had dots drawn on it for reference points.

In each case, specialized hardware was necessary and somebody had to write software to translate the raw data into usable positions or angles that could drive a character.

All in all, not something the average person could do at home.

Technology has a habit of taking things that were once difficult and expensive and making them simple for anyone to use.  It's now happening to motion capture.

What you're seeing here is a home motion capture system to work with a webcam and allow a person to drive an animation-style character in real time.  I can't tell if the headphones are part of the necessary hardware or just headphones, but in any case, the system couldn't be much simpler for an average user.  Admittedly, it isn't perfect and the lip synch is probably the weakest part, but like all applications, it will improve in future versions.

This is being built by a team of Romanian software developers and they're raising money on Indiegogo.  The most basic package can be had for $5 U.S. and they've already reached their financial goal.

Technology has put a lot of people out of business and reduced the viability of various fields.  Good luck finding a typesetter and there are fewer graphic designers than there once were now that software has enabled anybody to do it.  True, a good designer brings experience and taste to a project that an amateur will not, but the tools are in reach for anyone who wants them.  And with templates available for blogs, websites, documents and presentations, the bread and butter work that used to cover a graphic designer's overhead has pretty much vanished.

I'm wondering if we're not witnessing something very similar happening to the role of the animator and possibly the role of the storyboard artist as well.

Motion capture isn't animation, but it can look like animation.  The general audience cares less about technique than about being entertained.  Knowing how to act for motion capture can be learned, the same way that comedians in silent films or mimes developed styles of movement that met their needs.  While undoubtedly there will be a lot of junk produced, the democratization of the tools will result in motion captured films that attempt to resemble animation from the major studios.

There's an indie film world where live action features are sometimes made for as little as $100,000.  The evolution of motion capture tools like FaceRig may make "animated" features possible at the same budget level.  Animators would not be necessary.

Possibly neither would storyboard artists.  The board exists to nail down the presentation of the visuals, but many live action directors don't use them.  If you can direct your characters in real time, boards are not as necessary.  In addition, once the performance exists in the virtual 3D world, you're free to direct the film after the performances are captured by placing the camera and deciding when to cut.  It will be easier than ever for people who know how to entertain an audience and communicate a story visually to create a film inexpensively.

Will this affect the animation industry as we know it or is it just a toy?  I don't know.  But I am amazed at how far motion capture has come technologically, when $5 can buy you a facial capture system and a bunch of avatars.  After seeing what happened to record companies and newspapers when technology upended them, the one thing I know is that we should not be complacent.

Wednesday, November 27, 2013

Listening is an Act of Love

Storycorps presents it's first half hour special, animated by the Rauch brothers.  It will air on PBS stations on Thanksgiving night, but check your local listings.  From what I can see, the Buffalo affiliate, WNED, will not be running this, so Toronto is out of luck.

Greg Kelly has pointed out to me that starting November 29 until December 28, the special will be online at PBS, so everyone will get a chance to see it.  Thanks Greg.

Friday, November 01, 2013

A New StoryCorps Short by the Rauch Brothers

There's not a lot of contemporary animation that I look forward to, but I'm always excited to see a new short by the Rauch brothers.  So much of contemporary animation is devoid of real human feeling and emotion.  It relies on dramatic and comic clichĂ©s and the dialogue is straight from sitcoms.   It is refreshing to see some animation, like the above, built on genuine human experience.

I have no idea if these shorts are creating any ripples within the animation community, but they should be.  The Rauch brothers are pointing in a direction that animation needs to go, and it doesn't need $150 million budgets to get there.  All it needs is truth and taste, two things that should be in good supply and that won't break the bank.

This short is one of four new Rauch brothers shorts that will be included in the November 28 POV special on PBS.  I look forward to them all.

You can see all of the Rauch brothers shorts for StoryCorps here.

Sunday, October 27, 2013

On Working for Free

In the New York Times, Tim Kreider writes a terrific essay on working for free.
"People who would consider it a bizarre breach of conduct to expect anyone to give them a haircut or a can of soda at no cost will ask you, with a straight face and a clear conscience, whether you wouldn’t be willing to write an essay or draw an illustration for them for nothing. They often start by telling you how much they admire your work, although not enough, evidently, to pay one cent for it.  “Unfortunately we don’t have the budget to offer compensation to our contributors...” is how the pertinent line usually starts. But just as often, they simply omit any mention of payment.

"A familiar figure in one’s 20s is the club owner or event promoter who explains to your band that they won’t be paying you in money, man, because you’re getting paid in the far more valuable currency of exposure. This same figure reappears over the years, like the devil, in different guises — with shorter hair, a better suit — as the editor of a Web site or magazine, dismissing the issue of payment as an irrelevant quibble and impressing upon you how many hits they get per day, how many eyeballs, what great exposure it’ll offer. “Artist Dies of Exposure” goes the rueful joke."

Tuesday, August 06, 2013

Wednesday, June 19, 2013

The Prophet

Deadline Hollywood is reporting that Salma Hayek is producing an animated version of Kahlil Gibran's book The Prophet.  It is an omnibus film with the wrap-around material being directed by Roger Allers (The Lion King).  Allers wrote the script as well.

The various sequences are being directed by Tomm Moore (The Secret Of Kells), Joan Gratz (Mona Lisa Descending A Staircase), Bill Plympton (Guard Dog and Your Face), Nina Paley (Sita Sings The Blues), Joann Sfar (The Rabbi’s Cat), Paul and Gaetan Brizzi (Fantasia 2000), Michal Socha (Chick) and Mohammed Harib (Freej).

The film is due for completion in the spring of 2014.

Friday, June 07, 2013

TAAFI Shorts Selection

The Toronto Animated Arts Festival International has released its selection of shorts to be screened in July.  The list is here.

Tuesday, May 21, 2013

An Independent Success

The video embedded above has been viewed almost 42 million times. That's a number larger than the population of many countries, including Canada.

If you're not aware of it, Simon's Cat has been around for about 5 years and is a series of cartoons like the above by Simon Tofield on YouTube.  In addition to his animation, Tofield has authored eight books featuring the character.

Now, he has sold worldwide distribution rights to Entertainment One, and their goal is to broadly merchandise the character.

Merchandising has always been gravy money in the animation business.  Somebody pays you to produce products featuring your character.  While there are some costs associated with it, such as quality control, it's less expensive than animation and more profitable.  Licensing a character is as close as you can get in animation to printing money.  (That's why The Simpsons is still on the air even though its ratings have fallen substantially over the years).

 Look at what Tofield has done.  The series is designed to be just linework, no colour or gray tones.  All the films are pantomime so that they can be understood around the world.  There is no music except over the opening and closing credits.  They videos are based on an animal that's familiar to everyone.  The videos are short and there is no standard length, so they are as long as they need to be, not padded like TV animation to fill a predetermined slot.  It's built on a continuing character and the animation focuses on behavior, not stock poses or timing.

Not every idea is going to catch on with audiences, but here is proof that a single person with an idea and the ability to design to fit his production limitations can create a success and keep ownership of it.

Thanks to the internet, there were no gatekeepers.  There were no broadcasters changing the idea to make it more popular (as if they know how); no studio to take the rights away from Tofield and offer him what's called monkey points.  Monkey points are a percentage of profits, but when the studio is doing the book keeping, somehow there never are profits no matter how successful a property becomes.

Tofield had an idea and a way to get it to the audience.  That opportunity is available to everyone.  While the results will vary, it's more proof that pitching ideas to studios or broadcasters isn't necessary for success.

(Thanks, Paul Teolis)

Tuesday, April 30, 2013

Steven Soderbergh on the State of Cinema

Excerpts from Steven Soderbergh's  keynote address to the 56th San Francisco International Film Festival.  Read the whole thing here.  It's long, but worthwhile.
"The simplest way that I can describe it is that a movie is something you see, and cinema is something that’s made. It has nothing to do with the captured medium, it doesn’t have anything to do with where the screen is, if it’s in your bedroom, your iPad, it doesn’t even really have to be a movie. It could be a commercial, it could be something on YouTube. Cinema is a specificity of vision. It’s an approach in which everything matters. It’s the polar opposite of generic or arbitrary and the result is as unique as a signature or a fingerprint. It isn’t made by a committee, and it isn’t made by a company, and it isn’t made by the audience. It means that if this filmmaker didn’t do it, it either wouldn’t exist at all, or it wouldn’t exist in anything like this form.

"...The idea of cinema as I’m defining it is not on the radar in the studios. This is not a conversation anybody’s having; it’s not a word you would ever want to use in a meeting. Speaking of meetings, the meetings have gotten pretty weird. There are fewer and fewer executives who are in the business because they love movies. There are fewer and fewer executives that know movies. So it can become a very strange situation. I mean, I know how to drive a car, but I wouldn’t presume to sit in a meeting with an engineer and tell him how to build one, and that’s kind of what you feel like when you’re in these meetings. You’ve got people who don’t know movies and don’t watch movies for pleasure deciding what movie you’re going to be allowed to make. That’s one reason studio movies aren’t better than they are, and that’s one reason that cinema, as I’m defining it, is shrinking.

"...And unfortunately the most profitable movies for the studios are going to be the big movies, the home runs. They don’t look at the singles or the doubles as being worth the money or the man hours. Psychologically, it’s more comforting to spend $60 million promoting a movie that costs 100, than it does to spend $60 million for a movie that costs 10. I know what you’re thinking: If it costs 10 you’re going to be in profit sooner. Maybe not. Here’s why: OK. $10 million movie, 60 million to promote it, that’s 70, so you’ve got to gross 140 to get out. Now you’ve got $100 million movie, you’re going spend 60 to promote it. You’ve got to get 320 to get out. How many $10 million movies make 140 million dollars? Not many. How many $100 million movies make 320? A pretty good number, and there’s this sort of domino effect that happens too. Bigger home video sales, bigger TV sales, so you can see the forces that are sort of draining in one direction in the business.

"...In 2003, 455 films were released. 275 of those were independent, 180 were studio films. Last year 677 films were released. So you’re not imagining things, there are a lot of movies that open every weekend. 549 of those were independent, 128 were studio films. So, a 100% increase in independent films, and a 28% drop in studio films, and yet, ten years ago: Studio market share 69%, last year 76%. You’ve got fewer studio movies now taking up a bigger piece of the pie and you’ve got twice as many independent films scrambling for a smaller piece of the pie. That’s hard. That’s really hard."

Tuesday, March 12, 2013

Vimeo on Demand

Here's a potential game changer.  Video hosting site Vimeo has started an on demand service.  You can upload your videos, charge what you want, and keep 90% of the revenue after transaction costs.  That's a better deal than iTunes.  There are no restrictions as to video length or the number of episodes.  You can also sell through Vimeo or on your own site and the videos are viewable on a variety of devices.

This continues the trend of disintermediation, cutting out the middle man between creator and audience.  With alternate means of fundraising such as Kickstarter already in place (and Kickstarter also serves as a marketing tool), the pieces are in place for independents (and studios with foresight!) to start developing their own intellectual property and generating income from it.

The lessons of TV (and before that, radio) are that you want a series.  It's got to be a recognizable genre and needs a definite demographic (whether that's an age group or people who like something specific).  Then add appealing characters and start turning out episodes that appear regularly.  Price the work so that it's an impulse purchase.  On Vimeo, Don Hertzfeldt is selling his feature, It's Such a Beautiful Day, for $2.  At that price, it's cheaper than a cup of coffee and it lasts longer.

The people who can deliver on the above formula will succeed.  They'll get to keep ownership of their work and the lion's share of the revenue.  I hope we can return to a time, like the days of Vaudeville, when creators who can satisfy an audience are free to create without anyone else getting in the way.

Monday, March 11, 2013

Captain Canuck Web Series

Captain Canuck, a comics character who first appeared in 1975, will star in a web series produced by Toronto's Smiley Guy Studios.  You can read details here.

I'm interested in this on two counts.  The web is increasingly being used to bring properties to the audience on a smaller scale and lower cost than would be possible on TV.  This opens up possibilities for independents to get their work in front of audiences without having to deal with gate keepers.  I would hope that this would lead to more diversity in content.

The other interesting thing about this is that it will be financed through an Indigogo campaign starting on March 28.  Here again, independents are going straight to the audience, this time for production money. 

Angry Birds, the iPhone game, is moving to TV.  Instead of TV being a primary market, it's evolving into an aftermarket.  Independents, with luck and hard work, can maintain ownership of their ideas, develop an audience and then move the property to other media based on its success.  That's a situation where creators have a much better chance for controlling their work and benefiting from it financially.

I wish the Captain Canuck crew much luck on their series.

Friday, October 05, 2012

Manolito's Dream

 I wrote about Txesco Montalt's work before, and here is a short that he created with Mayte Sanchez Solis.  Both of them worked on Pocoyo, one of the few pre-school shows I can watch without falling asleep.  Like Txesco's earlier work, it synchs beautifully to the soundtrack and while done in Flash, has lots of subtle shape-changing that gives it wonderful flexibility.

I'm also in love with the simplicity of the design.

The two are partnered in a company called Alla Kinda, and even their logo

exudes charm.  Their site is worth checking out.

Thursday, September 06, 2012

Facundo the Great


Here's another Storycorps short animated by the Rauch Brothers. Storycorps is raising money through Kickstarter to do a half hour special.  The goal is only $25,000, so I don't know if the money is to simply top up a budget or if they're going to do a slight amount of new animation to wrap around the work they've already done.

In any case, I'm a fan of their work and look forward to them doing more.

Friday, July 20, 2012

Super Complicated

Readers of this blog will know how interested I am in creators' rights.  Some of the most famous characters of 20th century pop culture were created under dubious legal and financial conditions.  The copyright to Superman was transferred from Jerry Siegel and Joe Shuster, the writer and artist, to their publisher for the sum of $130.  That was $10 per page for their first 13 page Superman story.  In order to get paid for their work, they lost control of their creation.

The latest U.S. copyright law allows for creators who sold their copyrights to regain them during specific time periods.  If the creators are deceased, their heirs have the right to pursue the copyright.

Jerry Seigel's heirs have filed to regain their half of the Superman copyright.  Joe Shuster's heirs are eligible to file in the near future.  Both are represented by attorney Marc Toberoff.

On the face of it, it's a nice, clear story.  Two little guys were taken advantage of, lost millions of dollars as a result, and now their families are going up against a large multinational corporation to get just compensation.  A David and Goliath story with an ending that should be a foregone conclusion.

However, the story is a lot more complicated and I urge you to read this entry by Daniel Best.  Even if you skip over the actual legal documents and just read Best's commentary (scattered throughout the documents), you can see that the families have made some poor decisions and done some questionable things.  Their lawyer appears to be working for himself as much or more than for his clients.  While I am not a fan of large corporations, Paul Levitz, a comics fan who eventually became publisher of DC Comics, acted more ethically than others in this dispute.

If nothing else, this situation just emphasizes the importance of owning creative properties.  It is important for creative people to understand the problems that can result from giving up ownership.  While the animation business doesn't perfectly mirror the comics business, the issues are the same and stakes are equally high.  If you have created something on your own and are looking for somebody else to finance it or market it, make sure you understand the repercussions of transferring copyright and allowing someone else to establish the trademark.  If not, the result might be several lifetimes of pain and legal squabbling.