Saturday, September 12, 2009
Pencil Test Depot
Monday, September 07, 2009
Miyazaki's Starting Point
This book, a collection of articles and speeches by director Hayao Miyazaki as well as interviews with him, is one of the most important books on animation ever published. It contains almost no pictures; instead it is a book of philosophy and observations that reveal Miyazaki to be as perceptive and articulate as anyone who has worked in animation.It isn't necessary that creators be able to write or speak intelligently about their work. I greatly admire director John Ford, who actively disliked interviews; he would take sadistic pleasure in abusing interviewers and left no writings of any consequence. Anything Ford wanted to say he put on the screen and that was more than enough to earn him respect.
However, when a director reveals himself in words as well as films, it can lead to an enhanced appreciation of the person and the work. I have admired Miyazaki for quite some time, but I have to say that my respect for him increased enormously after reading this book.
Miyazaki has a broad range of interests. Of course, he talks about animation (with interesting perspectives on Disney, Dave Fleischer and Tezuka), but he also talks about politics (Marxism and Yugoslavia), history (particularly Japanese history), technology, children, audiences, mentors, economics and the environment.
I can't do better than to extensively quote Miyazaki to give you a flavour of the thoughts that this book contains. Here he is on the relative importance of content and technique:
Having said all this, if someone were to ask me what the most important thing is when creating a new animated work, my answer would be that you first have to know what you want to say with it. In other words, you have to have a theme. Surprisingly, perhaps, people sometimes overlook this basic fact of filmmaking and overemphasize technique instead. There are innumerable examples of people making films with a very high level of technique, but only a very fuzzy idea of what they really want to say. And after watching their films, viewers are usually completely befuddled. Yet when people who know what they want to say make films with a low level of technique, we still greatly appreciate the films because there is really something to them.I was particularly taken with this paragraph on running. There are many animation textbooks that will explain how to do a run, but this single paragraph says more about why you would have a character run than any animation book I've read.
The running of surging masses on fire with anger, the running of a child doing his best to hold back tears until he reaches his house, the running of a heroine who has forsaken everything but the desire to flee -- being able to show wonderful ways of running, running that expresses the very act of living, the pulse of life, across the screen would give me enormous delight. I dream of someday coming across a work that requires that kind of running.What Miyazaki is talking about here is the emotional heart of animation -- the emotions that literally animate a character -- not simply the path of action of a foot or the spacing between drawings.
Miyazaki takes a dim view of the production conditions for television.
What does seem to be a big problem to me, however, is that both the film and TV worlds are always desperately running after whatever carrots are dangled in front of them. The carrots for the TV world are particularly small, truly piddling overall, and for both TV and film projects that pass muster tend to be low risk and highly disposable. For TV today, the biggest problem is the huge increase in the number of shows being made. Everyone's confused about what is being done. No one knows who is making what, or where. And no one is watching what others are making. If you watch something for three minutes, you feel like you know everything about it, even what went on backstage, and then you don't feel like watching the rest.Miyazaki considers the appeal of animated films.
In reality, it's impossible for creators to keep working at the same pace year in and year out. The harder it is to try to make one good program, the more difficult it is to achieve that same level of quality over and over again. If you really want to create good shows year in and year out, you have to create an organization or system that makes this possible. But in the world of TV animation, it's physically impossible to create a series where each episode is like a theatrical feature. Since we have to cram shows into a system of mass production and mass marketing -- and keep pumping episodes out in such a tight cycle -- it's only natural that the works eventually become anemic. I think that's the point where the industry is now.
I like the expression "lost possibilities." To be born means being compelled to choose an era, a place, and a life. To exist here, now, means to lose the possibility of being countless other potential selves. For example, I might have been the captain of a pirate ship, sailing with a lovely princess by my side. It means giving up this universe, giving up other potential selves. There are selves which are lost possibilities, and selves that could have been, and this is not limited just to us but to the people around us and even to Japan itself.But while animation can serve a spiritual purpose, it's also tainted by commercialism.
Yet once born,there is no turning back. And I think that's exactly why the fantasy worlds of cartoon movies so strongly represent our hopes and yearnings. They illustrate a world of lost possibilities for us. And in this sense I think that the animation we see today often lacks the vitality of older cartoon movies. Economic constraints in production are often said to be the main reason, but it seems to me that something spiritual is also missing. It would be stupid to turn my back on the times in which we live and act arrogrant about it all, but I always find myself thinking that the old cartoon movies were indeed more interesting and exciting that we have today.
After working in cel animation for so many years, I've recently become more away of the things I have been unable to do, rather than the things I have been able to do. I still think that encountering wonderful animation as a child is not a bad thing. Yet I'm also acutely aware that this profession is actually a business, targeting children's purchasing power. No matter how much we pride ourselves in being conscientious, we produce visual works that stimulate children's visual and auditory senses, and whatever experiences we provide them are in a sense stealing time from them that otherwise might be spent in a world where they go out and make their own discoveries or have their personal experiences. In the society in which we live today, the sheer volume of material being produced can potentially distort everything.Miyazaki's view of life is nuanced.
I think there is is no way we can live and "not cause difficulties for others," as the saying exhorts us. I have come to think that even when we are overflowing with love and goodness, the world of human beings is one in which we cast our shadows onto each other, giving each other troubles as we grow and live.As I said above, it isn't necessary for a director to say anything beyond what's on the screen, but reading Miyazaki, I'm convinced of the intelligence behind his films. I wish that intelligence was more widespread in animation today.
The question then becomes, what it is hope? And the conclusion I'd have to venture is that hope involves working and struggling along with people who are important to you. In fact, I've gotten to the point where I think this is what it means to be alive.
Tuesday, September 01, 2009
Disney and Marvel: Two Creative Failures
This is Robert Iger's second major purchase for Disney. The first was Pixar at a cost of $7 billion. Marvel went for "only" $4 billion. These purchases have defined Iger's tenure as head of Disney, but not in a way that speaks well for him. While business writers are taken with Iger's boldness, what we have here is someone who doesn't believe that his company is able to compete.
When Walt Disney moved into live action, he didn't buy an existing studio. When he went into television, he didn't buy an existing production company. When he went into distribution, he didn't buy a distribution company. When he went into theme parks, he didn't buy an amusement park. In each case, Walt Disney grew his own company and built its expertise in these areas until the company could compete, and in some cases lead, the particular industry. When Walt Disney was interested in accomplishing something, he did it from the ground up.
By contrast, when Robert Iger needs to compete in computer animated features or to capture a larger share of the young boys audience, he pulls out the corporate wallet and buys what he needs.
Consider the numbers involved. Let's say that it costs $250 million to make and market a cgi family feature. For the $7 billion Iger spent on Pixar, he could have made 28 feature films. With 28 kicks at the can, a company could try a wide variety of approaches and techniques in trying to succeed with audiences.
One of the areas that the Marvel deal is supposed to help is the Disney XD cable channel. Let's say it's going to cost $15 million to create 13 episodes of a TV series (a very generous budget for cable). For $4 billion, Disney could create 266 TV series in an attempt to attract the boy's audience.
With those kind of resources, it's appalling that the company never made a serious attempt.
And what exactly has Disney bought in buying Marvel?
While Marvel recently celebrated it's 70th anniversary, the truth is that the company was creative for approximately 10 years of that time (1939-40 and 1961-68). If you were to remove six people from Marvel's history -- Carl Burgos, Bill Everett, Joe Simon, Jack Kirby, Stan Lee and Steve Ditko -- you would remove the majority of the characters that define Marvel and the ones that are left are based on examples created by these six.
Marvel has had success recently in creating films based on its characters, but the characters are all more than 30 years old. The company's attitude towards creators guarantees that no new characters will be forthcoming. Marvel took ownership of the work of its writers and artists (even when those people were independent contractors and not employees), but the bigger blunder was to withhold profits or royalties from those creators. As the characters gained popularity and began to generate real money, the creators finally figured out that they would see none of the wealth they created, so they stopped coming up with new ideas.
Jack Kirby and Steve Ditko both left the company as a result of broken promises for compensation. Steve Gerber and Marv Wolfman both sued the company to regain ownership of Howard the Duck and Blade, respectively (and lost). In the '90s, a group of artists split from Marvel to form Image Comics precisely because they realized that they would never receive a fair deal there. Marvel's history of dealing with creators has guaranteed that the very characters that Disney covets are finite in number.
When Disney bought Pixar, they were buying a future: Pixar was still generating new films and characters. John Lasseter and Ed Catmull, two people responsible for Pixar's success, were still with the company and still attracting audiences. By contrast, buying Marvel is buying the past. The characters are already decades old and the people who created them are no longer with the company. In this sense, the purchase of Marvel is closer to the purchase of the Muppets than the purchase of Pixar.
Time will determine if the purchase of Marvel was a good one or not. However, the pattern that Iger has established doesn't speak well for Disney's future. Creators need places where they can try things free from a corporate bureaucracy and where they can share in the wealth that they create. Disney would prefer to let those things happen elsewhere and then buy them after the fact.
Saturday, August 29, 2009
The Filmation Paradoxes
The first is that it's possible to work at a studio that has a comfortable environment and a friendly crew while turning out work that is, to put it charitably, of little value. Filmation is best remembered for shows like He-Man, She-ra and Fat Albert and the Cosby Kids. While those series may produce a nostalgic glow for a generation of children, a dispassionate look at them shows them to be low budget formula cartoons. While artists would prefer to work on good projects, the truth is that a comfortable environment is perhaps as valuable as the quality of the finished work when the project takes up most of an artist's waking hours.
The other paradox is that artists tend to be judged by the projects they work on, and that's a false standard. A great many of the Filmation crew migrated to Disney, where they were major contributors to the success of The Little Mermaid and Beauty and the Beast. While resume credits are a handy way to pigeon-hole someone, they don't accurately reflect the skills of an artist. The intelligence and taste of the management, the size of the budget and the length of the schedule have more to do with the results on screen than the abilities of the crew.
Monday, August 24, 2009
Pondering Ponyo
When I first watched Hayao Miyazaki's latest feature Ponyo, I thought it was another of Miyazaki's ecological fables. Based on Nausicaa and Princess Mononoke, it wouldn't be surprising to once again see Miyazaki dealing with humans' relationship to the environment. However, a second viewing and much thought has led me to the conclusion that the ecological elements are something of a MacGuffin, Hitchcock's term for an excuse to set the characters in motion when the director's real interest is somewhere else.
Miyazaki's subject here is love, though not romantic love and certainly not sexual love. What the characters in this film are missing is devotional love. Just about every character in this film has been abandoned in one way or another.
The nursing home that Sosuke's mother Lisa works at is next door to a school (or is it a pre-school?). In each case, the old and the young have been isolated from the world of adults. The old women in the home are, I presume, widows, and their children are not taking care of them. The children in school are not being looked after by their parents. In each case, the group is being looked after by somebody collecting a paycheque, not family. Humanity's past and future are not integrated with the present.
Both Sosuke and Ponyo have two parents, but those parents are not together. Sosuke's father is captain of a ship and over the course of the entire film, he never gets off it. There is always a geographical gulf created by work between the father and his family, which leads to an emotional gulf between husband and wife. Ponyo's mother is a goddess who is not present in Ponyo's home and who only interacts with Ponyo once during the entire film. The parents that are present, Lisa and Fujimoto, Ponyo's father, are so wrapped up in work that they abandon or ignore their children in favour of their jobs. Ponyo and her sisters don't like Fujimoto and Sosuke sees him as a threat at the end of the film and flees from him.
It is significant that Sosuke is the only character to pass between the nursing home and the school and that he does it through a hole in the fence. He breaks through boundaries that adults have set up and his need to connect is the same need that connects him to Ponyo when he finds her. His renaming of her is transformative, much the way that Chihiro being renamed in Spirited Away is. Ponyo's need to connect is so strong that she transforms herself from a fish into a girl and in a bravura sequence runs along the tops of fish and waves to reunite with Sosuke. Her repeated transformations bring to mind Sophie's changing age in Howl's Moving Castle. In Miyazaki's world, characters change physically as they change emotionally.
It is Ponyo's actions that release the magic that results in the flood. This flood is the catalyst for everything that follows and the reintegration of what has been separated. Extinct fish once again swim in the ocean, uniting past and present. The old women are able to walk again and rejoin the adult world. The goddess and Fujimoto are brought together. Sosuke's father is able to bring his boat back home.
When Ponyo and Sosuke set off in Sosuke's toy boat, it is significant that they are the first in the film to encounter a complete family. It is the only time we see a man, woman and child together. Ponyo is fascinated with the baby and attempts to give it food. When the mother explains that the child is too young to eat it, but if the mother eats it she can produce milk for the child, Ponyo is happy to let the mother have the soup and then loads her up with sandwiches. The father returns the favour as best he can by giving Sosuke a candle. This is the moment in the film when the world begins to regenerate.
Sosuke's acceptance of Ponyo, regardless of whether she is a fish or a girl saves the world because it acknowledges no boundaries. The devotional love between them has no limit. The boundaries that people have erected -- between nature and humans; between the past, present, and future; between water and air -- are dissolved by Sosuke's declaration.
The plot elements of humans hurting the environment and the world being out of balance are there as outgrowths of the film's central problem: the gulf between people. Ponyo is an argument for us to reconnect with each other more strongly in order to bring the world back into balance.
(There are many brilliant visual things in this film, and I just want to point out two small ones that stood out for me. I greatly admire Miyazaki's detailed observation of human behavior. When Sosuke first sees Ponyo, he kicks off his shoes before wading into the water to pick her up. This still, lacking motion, doesn't do the moment justice, but what caught my attention was how Sosuke was totally focused on what he saw. Sosuke's concentration was portrayed beautifully by not moving his head as he kicked off his shoes.)
(Another thing that struck me was Lisa's pose, below. At this point in the film, her husband has called to say that he will not be coming home and then used light signals in an attempt to make up. Lisa's anger prevents her from accepting his apology. Her despair over the state of their relationship is beautifully captured by her pose on the bed.)
Thursday, August 13, 2009
A Sunshine Makers Mystery
What's interesting from an animation standpoint was this page from the first issue of New Fun Comics published in 1935. The illustration is credited to Dick Loederer.

When I saw this, I instantly recognized the character from The Sunshine Makers, a 1935 cartoon directed by Ted Eshbaugh that was released by Van Beuren. Here's a poor frame enlargement, but hopefully it makes the resemblance plain.

Both images are from 1935, so it's not obvious which came first. While there is some information about Dick Loederer, it doesn't mention any animation experience. There is no mention of Loederer on Alberto Becattini's index of animators. Neither is there a mention of Loederer in Talking Animals and Other People, Shamus Culhane's autobiography which includes his time at Van Beuren during this time period. While many animation artists also worked in cartoon illustration, I can't tell if Loederer was responsible for both designs, if he originated the design, or if he swiped the design. Swiping was extremely common in early comic books, so that might be the most likely answer. However, it's still interesting that the design made enough of an impression at the time to inspire a swipe.
Can anyone shed any light on Dick Loederer or the origin of this design?
The complete cartoon is included below for your enjoyment.
Wednesday, August 12, 2009
Bill Plympton in Toronto
Iron Giant Art Show

Dan Merisanu, proprietor of Labyrinth Books in Toronto, devotes part of his store space to exhibiting art of various kinds. His latest project is inviting people to contribute art inspired by Brad Bird's The Iron Giant, which was released 10 years ago this month. If you'd like to know more about this exhibit, or perhaps contribute, you can find out the details here. You can see sample artwork and follow the progress of the exhibit as it comes together here.
Tuesday, August 11, 2009
Sheridan Workstations For Sale
Hey All,
Three years have gone by so fast!!! It is time again to sell off all of our current workstations to make room for the new ones for the next 3 years. We are only selling the workstations not the monitors. We are using the Monitors for next year so we can have Dual monitors to work with for all machines in the lab.
Note: These workstations have been very well cared for. They have been cleaned every 6 months. All the dust bunnies blown out. They have been the most reliable equipment we have used to date.
Here is the config of the workstations we are selling: IBM model: 6217-pju
IBM A-PRO series IntelliStation
Nvidia Quadro FX 3450 video card - is open GL and Direct X compatible
(works great with Maya and for playing Games)
4 gigbytes RAM
2 - Dual Core AMD Opteron model 280 @ 2.4 Ghz
80 Gbyte SATA Hard Drive - note the mother board is a server mother board and has RAID built in and has connectors for SCSI, IDE and SATA all built in.
DVD Multiburner - Burns DVD's and CD's - will burn Dual Layer DVD's as well.
Comes with optical mouse, keyboard, powercord and the original OEM disks for device drivers.
Windows XP Pro 64bit editions installed and a valid windows OEM license/serial # for WInXP 64 bit.
The price for a workstation is $995.00 which includes the tax. You get a workstation, keyboard and optical mouse and the OEM device driver disks, Win XP Pro 64bit Edition installed and updated to service pak 2 and the Nvidia video card drivers updated and installed. While suppies last we are also throwing in a RGB monitor.
If there are any questions or you want to make arrangements to buy a workstation just contact me either by email ken.walker@sheridanc.on.ca or by phone at 905-845-9430 x8724
Monday, August 10, 2009
Myron Waldman's Eve Reprinted

I wrote about Eve, a 1943 pantomime graphic novel by Fleischer/Famous animator/director Myron Waldman here. It's going to be reprinted in The Comics Journal #299 with an introduction by cartoonist Mark Newgarden. The reprint will be reduced in size compared to the original, but it's great that this hard-to-find work will be in print once again.Sunday, August 09, 2009
The Past and the Future
I was in Dublin this weekend and saw Bugs Bunny on Broadway and I just wanted to share my experience regarding it. Because I was blown away by its reception. I wasnt sure what to expect but the show was sold out and litterally every age group was there. Where I was sitting, to my left there were a group of 90 year old women and my right, there was a family whose kids were in their 20s. Smaller kids were there and just adults in their 20s, 30s, 40s were out on dates and of course the single people like me.In a follow up message, Andrew added:
But what was amazing was how well received these shorts were. They played Baton Bunny, Feed the Kitty, kill da wabbit ( I cant recall the proper titles of each short), The High Note, even a Bob Clampett short among all the Jones cartoons. But as I looked around, everyone had this HUGE grin on their faces during the show, and people were laughing their heads off. When the March of the Valkrie's started to play you heard the audience mumbling 'Kill Da Wabbit'. and to see that happening it was a real eye opener regarding animation. For the past 4 years I've heard nothing but "where is animation going? what will happen to 2-D?" and last night I was shown that people still really love these shorts. So much so that they came out in droves of all ages to watch them with a live orchestra.
Now Im not going to have the answer as to what the fate will be with 2-D animation but to see the audience react the way they did was amazing and I guess there shouldn't be any concern regarding the fate of Cartoons but perhaps there should be other avenues explored as to how to present them. Those Looney Tunes and MerrieMelodies were really meant to be shown like that with an orchestra. It has such an impact on people.
I forgot to mention this before, but as I left, there was a line up to get to the front door and I quote this, because there was a mother asking her son who was about 7ish, how he liked the show and he responded with, "that was the best 2 hours of my life."
Friday, August 07, 2009
Thursday, August 06, 2009
Walt's People Volume 8 Released
Didier Ghez informs me that the 8th volume of Walt's People, a book series featuring interviews with people who worked with and were associated with Walt Disney, has now been published. Here's a list of the contents:
Wednesday, August 05, 2009
Somebody is Computer Illiterate
The Globe and Mail has an interesting article about the state of the videogame business in Canada, including a detailed look at the Ontario government's actions to bring a game publisher to Toronto.
The Globe and Mail has an captivating article here the delineate of the videogame guinea-pig in Canada, including a unconditional look at the Ontario government’s actions to in a mangle publisher to Toronto.
Like Ontario today, Quebec in 1996 introduced significant subsidies to spark growth and, with the tax breaks, lured Ubisoft in 1997. Electronic Arts arrived in 2004.
Like Ontario today, Quebec in 1996 introduced pregnant subsidies to trigger excrescence and, with the charge breaks, lured Ubisoft in 1997. The good of Vancouver in the 1990s attracted admonish absent. Electronic Arts arrived in 2004.
Monday, August 03, 2009
Videogame Production in Canada
The Vancouver video game business began organically. Distinctive Software Inc. was founded in the early 1980s and scored success, and in 1991 was bought by Electronic Arts. From this foundation, about 60 companies – employing 6,000 or so people – now call the city home, according to numbers from an industry association report published in March.
Video games aren't a particularly big business, with about $1.7-billion in annual revenue in Canada, a fraction of what Royal Bank of Canada or Research In Motion Ltd. generate. However, the industry captures the imagination of politicians, who see high-paid, high-tech jobs. Ontario has been specifically inspired by the “creative cities” thesis of Richard Florida, a University of Toronto professor and consultant to Queen's Park.The success of Vancouver in the 1990s attracted attention elsewhere. Like Ontario today, Quebec in 1996 introduced significant subsidies to spark growth and, with the tax breaks, lured Ubisoft in 1997. Electronic Arts arrived in 2004. There are now about 4,400 people working in the business at more than 40 firms in the Montreal area. Quebec City has another 600 people at five companies. Ubisoft, with 2,200 employees in the province, mostly in Montreal, plans to add another 800 in the next four years.
Toronto, even with specialized video game education at colleges like Humber and Seneca, has only about 1,300 people working in the business, though at more companies, 65. A plane ticket to Vancouver, Montreal or California after graduation in Toronto isn't unusual.
Thursday, July 30, 2009
Sunday, July 19, 2009
Destination Woody
The segment is available on YouTube, so if you're not interested in the entire film, here's Woody.
Thursday, July 16, 2009
Human Resources
There was a time when companies owned the resources they used to produce their products. A company was its factories. However, in more recent times, companies have rebelled against the idea of overhead, so they simply contract out their needs to suppliers. In the past, the onus was on the company to keep factories and workers busy or they faced the possibility of financial losses. With subcontracting, companies only pay for the work they need when they need it, and it is the subcontractor's problem to meet overhead. You could say that companies have downloaded their overheads to subcontractors.
When companies owned the means of production, they were not necessarily better behaved. The movie studios of the 1930s treated their employees so poorly that they unionized in self-defense. The concentration of production in Hollywood, with its high overhead of buildings, cameras, lights, props, costumes, etc, gave workers some degree of leverage. It was not financially viable for studios to relocate any time there was a labour problem.
Subcontracting has been a financial boon to the studios. Where they once owned everything themselves and were stuck with fixed costs, they now have several companies bidding to supply what they need and the competition forces prices down. Subcontractors have their own overheads to meet, so they cut their margins as low as possible to attract work.
Subcontracting has allowed studios to do business over a larger geographical area, which has reduced worker leverage. While it was difficult to relocate a movie studio to escape a labour problem, it is simple to redirect work to a subcontractor somewhere else.
The Los Angeles Times has an article about local suppliers who are suffering as the studios redirect work to other places in order to save money. By no longer employing these people directly, the studios feel no obligation to insure their survival. Governments outside California want to attract film and television production to their locales and Hollywood studios are only too happy to take advantage of financial incentives governments offer them. If that results in hardship for local suppliers and workers, that is not the studios' concern.
The New York Times has an article about a 5 minute cgi animated short called Live Music, produced by Mass Animation. The short was crowd sourced. Mass Animation supplied software to interested contributors, who competed to get their shots accepted for the film. Each accepted shot earned $500. The short has been picked up by Sony for release in front of their feature Planet 51 on November 20.
(You can see the trailer here. The story looks to me like a rehash of the Silly Symphony Music Land.)
17,000 people downloaded the software but only 51 people had shots accepted. The Times doesn't report how many of the 17,000 actually submitted a shot. It is impossible to know how many uncompensated hours were spent to create the film or how many minutes of footage were created to arrive at the final five.
(If only 5% of the 17,000 submitted a shot, that's 850 people. Subtracting the 51 who were accepted, that leaves 799 people who worked for free and it means that roughly 85 minutes of animation was created and 80 minutes was thrown away.)
The Times also reports that the budget for the short was $1 million. Unfortunately, the Times doesn't say how many shots are in the finished film. If we assume that the average shot length is 3 seconds, that would be 20 shots per minute or 100 shots in the film. At $500 per shot, that's a total of $50,000. That figure does not cover overhead, script, board, soundtrack, modeling, rigging, or any post-production costs, but I'm a little suspicious that animation and lighting cost only 1/20 of the budget. That suggests to me that the animators were underpaid.
Where studios once had subcontractors competing for work, they now have individuals competing. Furthermore, while a subcontractor only had to create a bid (and perhaps a sample), the individuals have to create finished shots.
I'm in favour of artistic collaboration and the idea of crowd sourcing a film over the internet is exciting. However, the long term trends disturb me. Animation production, which was already too fragmented for my tastes, is now more fragmented than ever. The 51 animators who worked on Live Music come from 17 different countries. Corporations continue to use their leverage (the fact that they have money that other people want) to externalize their costs and disperse work ever more widely. The one constant is the drive to pay as little as possible. In this case, the majority of the animation created was done for free.
I haven't seen Live Music. I have no idea how good it is or how the people who competed to work on it feel they were treated. While the internet presents unprecedented opportunity for creative collaboration, it is also the ultimate tool to divide and conquer. I worry that individuals won't have the knowledge or the strength to protect themselves from companies focused so singularly on the bottom line.
Update: A former associate of mine had a meeting with Yair Landau, the founder of Mass Animation, and was given different figures than the N.Y. Times used. Here's what he told me:
2,500 Maya downloads (vs NY Times 17,000). This was 60 day licenseThe above figures make the production a lot less wasteful than what the N.Y. Times implies. It also looks like typical Hollywood hyperbole is at work here in terms of the number of downloads. It's interesting that fewer than 10% of the people who downloaded software actually submitted a shot. I wonder how big a pool of downloaders would be necessary in order to do a feature?
200 different animators (vs your 850 guesstimate)
107 shots (winners) pared down to 97 in final edit (vs your 100 guesstimate)
50 different winners (vs 51 NY Times)
Obviously the winners did an average of 2 shots each.
He said the average number of submissions per shot was about 4.
(so about 400+ submissions) Cutting ratio of 3:1
Other: animators did NOT do lighting.
Lighting, rendering, compositing and editing was all done at ReelFX who didn’t get a mention.
I would also point out a comment by gregizz, who was a contributor to Live Music and who offers his thoughts on the process.
Thursday, July 09, 2009
The Astonishing World of Tezuka Osamu
- Tales of the Street Corner / 1962 / 16:9 / 39:04 / English Subtitles
- Male / 1962 / 4:3 / 03:09 / English Subtitles
- Memory / 1964 / 4:3 / 05:40 / English Subtitles
- Mermaid / 1964 / 4:3 / 08:17 / No Dialog
- The Drop / 1965 / 4:3 / 04:18 / No Dialog
- Pictures at an Exhibition / 1966 / 16:9 / 32:56 / No dialog
- The Genesis / 1968 / 4:3 / 04:02 / English Subtitles / B&W
- Jumping / 1984 / 4:3 / 06:22 / No Dialog
- Broken Down Film / 1985 / 4:3 / 05:42 / No Dialog / B&W
- Push / 1987 / 4:3 / 04:16 / English Subtitles
- Muramasa / 1987 / 16:9 / 08:42 / No Dialog
- Legend of the Forest / 1987 / 16:9 / 29:25 / No Dialog
- Self Portrait / 1988 / 0.13 / No Dialog
Also includes:
Interview with Tezuka / 1986 / 4:3 / 18:19 / English Subtitles
The pre-order price is U.S. $20.97 with the eventual price to be $29.95. You can see two minutes of excerpts (from Jumping and Legend of the Forest) at the above link.
Kino is also releasing a DVD of Phil Mulloy's work. Details here.
Monday, July 06, 2009
Ubisoft Opening in Toronto
This will only be of interest to those working in animation in Toronto, but Ubisoft, the French videogame company, will be opening a studio in Toronto.
I personally don't have much interest in games, but I do have a strong interest in the Toronto industry. For years, it has been anchored by Nelvana, which not only employed people but also subcontracted work to smaller studios in the city. More recently Starz has been working on features and has managed to keep a steady stream of work for its crew.
A few weeks ago, I had lunch with several industry people and they asked me how I saw Toronto's future for animation. I wasn't optimistic. The TV industry is shrinking and budgets are being pushed lower as a result. While there is also visual effects work for features being done locally, that business has notoriously low margins and studios are quick to underbid each other for work.
My thinking was that Vancouver was better positioned than Toronto for several reasons. It has a big geographic advantage in that it's in the same timezone as California and is a shorter flight for executives and directors than the flight to Toronto. Most importantly, though, it has video game company Electronic Arts in addition to TV, feature and VFX work. Vancouver's greater diversity of work made it stronger than Toronto.
Now, Toronto will be at least as diverse as Vancouver. Should Nelvana, Starz and Ubisoft remain strong anchors for employment, it will keep talent in the area rather than have it wander off to greener pastures. While this announcement may not have the public relations value of Pixar opening in Vancouver, it is as important in stabilizing the local industry.
Unfortunately, two of the three anchor companies are not Canadian. What would really solidify things would be for Toronto-owned studios to create intellectual property that's sold around the world. Should that happen, the industry would be much better positioned for growth.
(Thanks to Paul Teolis for the link.)


