Thursday, April 29, 2010

Sheridan Industry Day 2010

Another school year gone. Another group of graduates stepping out into the world. Another industry day. What's below just scratches the surface of what went on.

Second and Third year student volunteers prepare for the crowds.

The graduates of the four year program get set up to meet the industry.

Veteran story artists Jim Caswell and Warren Leonhardt.


Left to right: Paul Teolis of Nelvana; Michael Carter, President of CASO (Computer Animation Studios of Ontario) and Jim Caswell.

Frank Falcone of Guru Studios.


A view of the post-graduate computer animation program workspace.

Steve Schnier of Vujade and John Lei of Noodleboy Studios.

Kevin Parry with his characters from the stop motion film The Arctic Circle.

Carla Veldman with her characters from her stop motion film The Scarf.

Allesandro Piedemonte (A Cut Above) and King Mugabe (Red Snow).

Andrew Murray (Blind Date) is interviewed by a reporter from CHCH TV.

Sunday, April 25, 2010

Advice to Graduates

This was a comment I contributed to a December, 2008 post called The Final Customer. As graduation time once again approaches, I'm giving it its own entry.
Here's some basic advice I'd give to graduates from any year. Network aggressively. If you know people in the business, start talking to them now and keep talking to them. It's good to touch base with people when you're not looking for work, just so they don't think that the only time you get in touch is when you want something. If you're lucky, you'll learn what studios are busy and you can target them.

Apply to any animation-related job you can find. Knock on studio doors and if you are lucky enough to talk to people, get their business cards and send them a thank you email. Stay in touch with them once a month.

If there are any industry associations, join them. [I would add that you should join business networking sites like LinkedIn .] If there any industry events, attend them. Bring business cards and introduce yourself to strangers. Sometimes artists are shy and don't want to push themselves, but nobody has a reason to seek you out this early in your career. You've got to do the work.

Be prepared to relocate. At this point in your career, you need resume credits and experience. The sooner you get them, the sooner you can position yourself for the jobs you want. Sometimes, the only jobs are at small studios in out of the way locations, because nobody with experience wants to work/live there.

If you're not working, keep producing new art. That way, you can revisit studios once a month and have new things to show. That will convince the studio of your commitment. There's no reason for a studio to see you more than once if your portfolio/reel are exactly the same as last time.

Stay upbeat when talking to people, no matter how discouraged you are. No studio wants to listen to an applicant complain, especially if the studio is struggling to stay in business. Stay enthusiastic and be willing to do whatever they ask, even if it's not what you really want. There will be lots of time to reposition yourself in the future.

Job hunting is a skill. The sooner you start applying for jobs, the sooner you'll learn the ropes. Do not sit at home and wait for the phone to ring. Keep putting out feelers and keep producing new work. Sooner or later, you'll catch a break.

When you do, live below your means. Don't assume the job will last as long as promised. Don't assume that the studio will have another project when the current one is done. Save your money because you will spend time unemployed.

If you're working, keep networking. Let the other studios know that you've been hired. They will take you more seriously if other studios want you. Keep talking to friends in the business, monitoring the situation wherever they are working. That way, when you're out of work, you can hit the ground running in order to find your next job.

While you're working, keep your portfolio and reel up to date. When a project is finished, ask for samples of your work from it, even if you can't show the samples until the project is released. You don't want a studio to shut down and leave you with no access to the work you've done. It's happened.

Graduating in tough times could turn out to be a blessing. Those people who manage to make it through the recession are going to be smarter and tougher than those who don't (though luck does play a part in it). When the business goes through other slow periods, you'll be more ready to deal with them while others disappear.
Something I would add is the concept of a "best-before" date. When you go to the grocery store, perishable items have a best-before date stamped on them. After that date, an item is no longer fresh. Graduates, too, have best-before dates. Their freshness expires one year after graduation. At that point, if people have not yet worked in the industry, they are competing against a new crop of graduates whose skills and enthusiasm are fresher. Someone who has gone a year without being able to break into the business raises questions in the mind of a prospective employer.

For this reason, I always tell grads to take any job offered, even if it's not a preferred studio or task. Getting that first job immediately separates a grad from all the people who have yet to find work. It also provides a grad with a new network of co-workers who may be able to provide future employment or a reference.

Grads have a tendency to look at their first job as the culmination of their educations, but it isn't. It's merely the first step in a career. Just as you go from knowing everything about your high school to knowing nothing at all about your college or university, you're now going from knowing everything about the school you are leaving to knowing nothing (or very little) about the animation industry. It's no fun to start again at the bottom, but that's where you are and over the course of your career, you may find yourself starting over several more times. Recognize your position for what it is and accept it. With luck, it's only temporary.

Luck and timing play a major role in a career. If John Lasseter had been born 10 years later, he would not be where he is today. Someone once asked actress Lillian Gish what it took to succeed. She responded that it took talent, persistence and luck, though she thought a person could get by with two out of three. Since you can't control luck, focus on the other two and hope for the best.

Sunday, April 18, 2010

Drifting Off Course

I know that business has dominated art on this blog lately. For reasons that I don't understand, this school year has been a lot busier for me than previous years and the business stuff is faster and easier to write about than the art.

Things should slow down for me in the next few weeks and I hope to restore some balance over the summer. I'll be doing more mosaics and hope to take a close look at the work of specific animators like Bob Cannon.

Two Approaches to Creating

Paul Graham is a software engineer and a venture capitalist. His latest essay talks about two approaches to creating software.
"There are two types of startup ideas: those that grow organically out of your own life, and those that you decide, from afar, are going to be necessary to some class of users other than you. Apple was the first type. Apple happened because Steve Wozniak wanted a computer. Unlike most people who wanted computers, he could design one, so he did. And since lots of other people wanted the same thing, Apple was able to sell enough of them to get the company rolling. They still rely on this principle today, incidentally. The iPhone is the phone Steve Jobs wants.

"Our own startup, Viaweb, was of the second type. We made software for building online stores. We didn't need this software ourselves. We weren't direct marketers. We didn't even know when we started that our users were called "direct marketers." But we were comparatively old when we started the company (I was 30 and Robert Morris was 29), so we'd seen enough to know users would need this type of software.

"There is no sharp line between the two types of ideas, but the most successful startups seem to be closer to the Apple type than the Viaweb type. When he was writing that first Basic interpreter for the Altair, Bill Gates was writing something he would use, as were Larry and Sergey when they wrote the first versions of Google."
Graham might not be aware of this, but he's described the difference between art created to satisfy the artist and commercial art. Note that he says that the most successful start-ups seem to come from the first approach, not the second.

There was a time in the recent past when that first approach seemed to dominate. It was the case at Disney in the early '90s, at Pixar and in TV in shows created by John K, Matt Groening, Craig McCracken, Genddy Tartakovsky, Joe Murray, etc.

These days, the trend seems to be going the opposite direction. One of the companies that's bucking the trend, surprisingly, is DreamWorks. With Kung Fu Panda and How to Train Your Dragon, the studio seems to be moving more towards films that have a strong connection to the creators. Ironically, Pixar seems to be moving in the opposite direction with its slate of sequels and Disney's rehashes-to-come like Pooh and the Tinkerbelle DVDs. It would be ironic if these two studios traded places or even if they met in the middle.

As audience members, we instinctively know when a work is personal and when it is not. While the latest Alvin and the Chipmunks revival has made money, everyone knows those films are being pushed by business people and not artists.

This is not to say that films made to satisfy an artistic need are inherently superior. There are a lot of artists who fail to master their craft or engage audiences, but it's interesting that in an unrelated field, Graham has come to a conclusion that we would all probably endorse: a personal need as opposed to a perceived market need is more likely to produce a better result. Unfortunately, the media conglomerates generally don't see it that way.

Saturday, April 10, 2010

Death of C.O.R.E. Still a Mystery...

...according to this article in The Globe and Mail.

UPDATE: This comment at Canadian Animation Resources lists dollar figures from the Ontario Superior Court as to C.O.R.E.'s assets and debts.

Monday, April 05, 2010

Industry Lessons

As the school year is drawing to a close and students will be heading out to summer placements or graduating and looking for jobs, it's a good time to read and remember these tips from Steve Hulett, business agent of The Animation Guild.

Sunday, April 04, 2010

Complexity and Collapse

Clay Shirky is one of the most perceptive people I'm aware of when it comes to analyzing the changing media landscape. He doesn't blog often, but when he does, it's something that is widely linked to and discussed.

His latest entry is about how complex systems are unable to react to changing environments in any way except to collapse. Basing his piece on The Collapse of Complex Societies by Joseph Tainter, Shirky says:

"Tainter’s thesis is that when society’s elite members add one layer of bureaucracy or demand one tribute too many, they end up extracting all the value from their environment it is possible to extract and then some.

"The ‘and them some’ is what causes the trouble. Complex societies collapse because, when some stress comes, those societies have become too inflexible to respond. In retrospect, this can seem mystifying. Why didn’t these societies just re-tool in less complex ways? The answer Tainter gives is the simplest one: When societies fail to respond to reduced circumstances through orderly downsizing, it isn’t because they don’t want to, it’s because they can’t.

"In such systems, there is no way to make things a little bit simpler – the whole edifice becomes a huge, interlocking system not readily amenable to change. Tainter doesn’t regard the sudden decoherence of these societies as either a tragedy or a mistake—”[U]nder a situation of declining marginal returns collapse may be the most appropriate response”, to use his pitiless phrase. Furthermore, even when moderate adjustments could be made, they tend to be resisted, because any simplification discomfits elites.

"When the value of complexity turns negative, a society plagued by an inability to react remains as complex as ever, right up to the moment where it becomes suddenly and dramatically simpler, which is to say right up to the moment of collapse. Collapse is simply the last remaining method of simplification."

Tying this into media and journalism, Shirky says:
"...last year Barry Diller of IAC said, of content available on the web, “It is not free, and is not going to be,” Steve Brill of Journalism Online said that users “just need to get back into the habit of doing so [paying for content] online”, and Rupert Murdoch of News Corp said “Web users will have to pay for what they watch and use.”

"Diller, Brill, and Murdoch seem be stating a simple fact—we will have to pay them—but this fact is not in fact a fact. Instead, it is a choice, one its proponents often decline to spell out in full, because, spelled out in full, it would read something like this:

"“Web users will have to pay for what they watch and use, or else we will have to stop making content in the costly and complex way we have grown accustomed to making it. And we don’t know how to do that.”"

They don't know how to do that because there are too many vested interests in their management and financial structures as they currently exist. This corroborates the point of the book The Hollywood Economist that I recently reviewed. Hollywood's economic structure is built on multiple revenue streams as well as finding investors, merchandising partners and tax incentives. Where once 90% of a film's revenue came from the theatrical box office, now it's only 20%. Hollywood is now more about the deal more than it is about the film.

Shirky's point also ties into Malcolm Gladwell's idea about a tipping point. In Gladwell's view, small changes in a system build up without apparent effect, but then one more small change causes the system to tip. In other words, the system's lack of flexibility doesn't appear to be a problem until it is a big problem and everything is forced to change.

Shirky concludes with this:
"When ecosystems change and inflexible institutions collapse, their members disperse, abandoning old beliefs, trying new things, making their living in different ways than they used to. It’s easy to see the ways in which collapse to simplicity wrecks the glories of old. But there is one compensating advantage for the people who escape the old system: when the ecosystem stops rewarding complexity, it is the people who figure out how to work simply in the present, rather than the people who mastered the complexities of the past, who get to say what happens in the future."
Simple in this case means cheaply. Shirky refers to Charley Bit My Finger, a YouTube video that has been watched 175 million times and was made for nothing. That video's success was an accident, but it's only a matter of time before a team of animation people, using cheap tools and web platforms, is able to create an ongoing success with drastically lower costs than established media.

Should complex systems collapse, there will inevitably be new complexity in the future, but it's in the spot between complexities where opportunity lies, because that's where established media can't compete as they can't cut their costs fast enough.

This 2008 article talks about live action web series that are earning their creators a living. Who in animation will be the first to succeed at this?

Friday, April 02, 2010

The Hollywood Economist

(Updated at the bottom.)

If you are someone who wonders why movies are the way they are today, this book is essential reading. Edward Jay Epstein (site and blog), who has written about the economics of Hollywood for several years in various publications, explains in great detail where the money comes from and where it goes.

It is common now for media to report the box office grosses after every weekend, and except for establishing the relative popularity of films currently in release, the information is completely lacking in context.

For example, Gone in 60 Seconds cost $103.3 million to make and grossed $242 million. On the face of it, that looks like a success. However, the distributor (Buena Vista) only realized 40% of the world wide box office, amounting to $102.2 million. The rest of the money stayed with the movie theatres. From Buena Vista's gross, they deducted $67.4 million for advertising, $13 million for prints, and $10.2 million for insurance and other expenses. After these deductions, what was left was $11.6 million.

But of course, there are aftermarkets such as DVD. In this case, the film garnered $198 million in sales, but there's an industry standard that the film distributor only gets a 20% royalty. So Buena Vista Home Entertainment took $158.4 million of it and then Buena Vista the film distributor took $19.7 million for expenses and fees. Nicolas Cage had 5% of the gross and received $3.9 million, leaving just $16 million credited to the film itself. At this point, the film had grossed $440 million and was in the red for almost $80 million.

There were other markets, such as pay TV and free TV. However, at the end of 2008, eight years after the film was released, it was in the red $155 million.

This is typical of Hollywood accounting. On paper, the film ran a loss, but the film's theatrical distributor and home video distributor both made a lot of money off this film. In this case, since Disney ultimately owned the film, the theatrical distribution company and the home video company, the money all flows back to one place. However, it's a kind of shell game. Hollywood gets investors to put up money for the film itself, giving the investors part ownership of the film, but Hollywood takes all the money at the distribution stage, leaving the film itself with little or no profit to split with the investors.

This is what happens to independent productions. The producers are stuck raising all the money to make the film. They may get an advance from the distributor, but that money plus prints and advertising costs have to be paid back from the distribution gross before the distributor takes a fee. The distributors vacuum up all the cash, including their profits, leaving the producers to take a loss. These are worse odds than Las Vegas.

Epstein goes into great detail how Hollywood works every tax incentive it can to cut its own costs; how it raises money from investors and then skims the investment before putting the money into a picture; how it aims films at teenage males because they are the easiest group to attract to theatres and because they consume the most food from the concession stand; why sex and nudity are avoided; why stars are no longer necessary; how Hollywood appeases Wal-mart, which sells one third of the DVDs in the U.S; how Hollywood gets free advertising from merchandising partners; and why the Oscars are a complete deception.

It is possible for an individual to rise within this system to become a writer or director, but it's plain that unless that person is happy to be creating exactly what Hollywood is already churning out, there's little chance of getting anywhere. The book is fascinating but also somewhat sickening.

While the audience is distracted with the box office horse race or Sandra Bullock's marital problems, this is what movies are really about and anyone in the business or aspiring to enter it needs to know it.

(Update: You can hear a podcast with Edward Jay Epstein discussing the book here. Link courtesy of James Caswell.)

Friday, March 26, 2010

How to Train Your Dragon

(No spoilers.)

While I haven't seen all the DreamWorks animated features, I've seen most of them. How to Train Your Dragon is my favorite so far. While I enjoyed Kung Fu Panda, I didn't find Po's transformation from loser to warrior convincing. The arc for Hiccup, the boy pictured above, is better constructed and the plot points are all in place.

The story has elements of E.T. and is pretty predictable, but it is well told and emotionally satisfying. There's a good balance of humour and suspense. The film is built on a father-son relationship that works within the context of the film and resembles Disney's Chicken Little. The dragon designs are nicely balanced between caricature and menace and the Vikings are fun to look at.

There are things that I could criticize in the film, but they don't detract from the overall experience. I saw the film flat, not in 3D, as I was more interested in judging the story elements than I was the technique. I still found the camera moves too busy in the early part of the film and wonder if I would have suffered whiplash had I watched it in 3D. The children, except for the male and female leads, are one dimensional, which often happens with supporting characters in animated films. It's a bit of a stretch to have Vikings talking with Scottish accents, though I guess it is plausible. The relationship of the largest dragon to the others is not clear and probably unscientific. I can't say more without spoiling something.

I couldn't help thinking while watching the film that should it outgross Disney's Bolt (and it deserves to), it will be vindication for director Chris Sanders, who was removed from the Disney film by John Lasseter. Dragon also seems to me to be the DreamWorks film most dominated by it's directors (Sanders and Dean Dublois). With DreamWorks now set on releasing 5 films every two years, I think it would be all to the good for Jeffrey Katzenberg to loosen the reins a little and let directors put their stamp on films.

Thursday, March 25, 2010

Miscellaneous Links

Kris Graft of Gamasutra writes that Warner Bros. Interactive Entertainment will be opening a gaming studio in Montreal that will gradually grow t0 300 employees by 2015.

Bhob Stewart writes about The Mickey Mouse Theater of the Air, a 1938 radio series which initially featured Walt Disney himself as host and the voice of Mickey Mouse. Stewart provides a player for seven episodes of the series.

Fantagraphics will soon publish the fourth volume of Our Gang comics by Walt Kelly. A complete 14 page story from the book in PDF format can be found here.

Farhad Manjoo of Slate reviews Rework by Jason Fried and David Heinemeier, about creating an online business with minimal start-up costs. You can read excerpts from the book here.

(Gamasutra link via James Caswell.)

The Great Canadian Migration

Two articles in The Globe and Mail caught my eye this week. They clearly point to the future and they have repercussions for Canadian animation.

A survey from Ipsos Reid shows that Canadian viewers are now spending more time on the internet than they are watching TV. The average now is 18 hours a week vs. 17 hours of TV watching. Time spent online has been growing annually, and there is no sign that it will stop.

The other important item was that the Canadian Radio and Television Commission, in charge of regulating TV, has dithered yet again. There's been a battle going on over whether broadcast networks would receive money from cable and satellite companies for their signals. Until now, the cable companies have retransmitted those signals for free. Rather than make a firm decision, the CRTC asked the Court of Appeals to decide whether the CRTC had jurisdiction. Should the court rule that it does, the CRTC says that broadcasters should receive compensation, but declined to say how much. The figure should be negotiated between broadcasters, cable companies and satellite providers.

No one knows how long it will take for the court to rule and if negotiations will produce any results. Everyone's assumption is that cable fees will increase to cover the compensation.

What we're left with is an audience that is walking away from television and a government bureaucracy that is ignoring that fact. The media landscape is changing rapidly and the government can't move faster than a crawl. Even if a decision is made quickly, any increase in cable rates for subscribers is only likely to drive people away from TV that much faster.

Canadian TV is in a death spiral. As the audience leaves, advertising revenues will go down. As revenues drop, so will TV budgets. Cheaper shows will drive more of the audience away, resulting in still lower revenues.

Those working in Canadian TV have never had it easy. Those animation studios depending on Canadian TV for their livelihood would be smart to start diversifying immediately. I'm betting that in five years, we won't recognize what Canadian TV has become and the CRTC will be powerless to stop the changes.

Thursday, March 18, 2010

Rare Mickey

Last June, I posted about Michael Sragow's biography, Victor Fleming: American Movie Master. One of the films that Fleming directed was Around the World in 80 Minutes (1931), a documentary starring Douglas Fairbanks. The reason for my post was that the film contained original Disney animation of Mickey Mouse. I was not aware of this and a quick scan of the animation history books on my shelf didn't lead to any information.

Over at Didier Ghez's Disney History site, JB Kaufman was able to provide some information, as he had screened the film at the Library of Congress.

I recently learned that the film is now on DVD from Grapevine Video. I purchased a copy, and below you'll see some extremely rare Mickey animation. I have no idea who animated it, though I might guess Dick Lundy. Enjoy.

Friday, March 12, 2010

ImageMovers Digital to Close

The Wrap is reporting that Disney is closing down ImageMovers Digital, the studio responsible for the production of the motion captured films directed by Bob Zemeckis, including The Polar Express, Beowulf and A Christmas Carol. Disney purchased the studio in 2007. The article implies that Disney is still interested in going ahead with the Yellow Submarine remake, though it's unclear if the closing means that they will subcontract future motion capture or use other techniques instead.

UPDATE: There are some interesting comments from the industry perspective at the Animation Guild Blog.

Copyright and Creators

"What we have now is you can get paid for craft. You don’t get paid for art. You get paid for craft. Every animator that I know, or almost every animator that I know, works at a studio, working on shit. They know it’s shit. They do their best to not think about it, but it’s god-awful commercial shit.

Which is not to say that commercial stuff is bad, I’m not anti-commerce. But it’s devised by some idiot, it’s lowest common denominator, and this is what really talented people do. They do crap work. And it’s not just in animation; it’s at all levels."
The above quote comes from an interview (part 1, part 2) with Nina Paley that covers her personal history and issues revolving around copyright. It's part of a larger roundtable discussion on copyright that can be found here and includes composer Jonathan Newman (who rebuts Paley) and an attorney who summarizes the history of copyright.

Thursday, March 04, 2010

Tomm Moore Interview

Tomm Moore, director of the Oscar-nominated The Secret of Kells, is interviewed by Andrew O'Hehir at Salon.com. The interview delves into the historical roots of the film and talks a bit about how production was split up between studios.

There's also an article in the N.Y. Times about Moore and the making of the film and A.O. Scott reviews the film for the Times.
"Brendan’s busy adventures load the film with a bit too much narrative for its brief running time, but the sometimes hectic plot ultimately serves as scaffolding for Mr. Moore’s extraordinary visual brio. Using the vivid colors and delicate lineations of the Book of Kells for inspiration, he establishes a surprising and completely persuasive link between the ancient art of manuscript illumination and the modern practice of animation. Like the crystal lens that is a crucial element of Aidan’s craft — an enchanted eye that refracts and renews his, and then Brendan’s, perception — “The Secret of Kells” discloses strange new vistas that nonetheless seem to have existed since ancient times."
Everyone, including Moore, expects Up to win the award for best animated feature, but this is a case where the Oscars have still done something positive. Up has finished its theatrical run and the bulk of its DVD sales have already occurred. An Oscar will give Pixar a piece of hardware and some bragging rights, but will not materially affect their bottom line. For Cartoon Saloon, the studio behind Kells, the nomination will solidify their reputation and make it easier to finance future projects. In this case, even a loss will be their gain.

Friday, February 26, 2010

Be Careful What You Wish For

I'm a little surprised at Cartoon Brew's insistence than Avatar be considered an animated film. I don't know if the reason is because it is the highest grossing film in history and they want animation to have some of the glory or if it's because James Cameron is so insistent that Avatar should not be tainted with the 'A' word. In any case, there are reasons (beyond whatever anyone thinks of Avatar) why I don't think considering it an animated film is a good thing.

Those outside the film business may not be aware of the distinction between production and post-production. In a live action film - one with no animation or special effects - production is the shooting of the film. Post-production is what happens after the film is shot. Those things typically include editing, music, sound effects, dialogue looping, the sound mix and titling.

When a film does include special effects, unless they are done in camera during the regular shoot, they are considered post-production. In the past, certain effects like in-camera matting, hanging miniatures and glass shots were done during production, but most effects were done during post.

In what we would all acknowledge as typical animated films (Snow White, Toy Story), animation is production, not post-production. In films that have animated elements added (Jurassic Park), animation is done in post-production. This may seem like an esoteric distinction, but it's the difference between what is central to a production and what sweetens a production. I am not in any way dismissing the importance of post-production. A film's music score has a huge impact on how the film affects audiences and certainly Jurassic Park's impact depended tremendously on the quality of the dinosaur animation, but in each case, the post-production elements are driven by what has already been shot.

Animators may have worked over Avatar's motion capture and added creatures, but their work was driven by what had been shot (or in this case, recorded). To pretend otherwise is disingenuous. There is no question that Jack Pierce's Frankenstein make-up added to the audience's perception of Boris Karloff as the monster. However, many actors at Universal played the monster (Bela Lugosi, Glen Strange), yet Karloff is generally considered the definitive performance. While Avatar's animators supplied more than digital make-up, it's still the underlying motion captured performance that counts.

I've written extensively on how fragmented the process of making an animated film is and how so many of the acting decisions are made before the animator starts work. The character designs, the storyboard and the voice performance all make acting decisions that constrain the animator's interpretation. There is no question that motion capture is yet another constraint, probably larger than all the others. To insist that Avatar is an animated film is to marginalize animators even more than they are in what are generally considered animated films. Is this the direction we want things to go? Better to agree with James Cameron and focus our attention on films where animators create, not enhance, performances.

Sunday, February 21, 2010

Disney's New Strategy

Robert Iger's free-spending ways have caught up to him. Having purchased Pixar and Marvel for a combined total of $10 billion, the studio has to start making some serious coin in order to pay off the purchases.

The strategy is to focus on $150 million films that can be heavily merchandised or films that cost less than $30 million. Anything that falls in the middle of those two budget neighborhoods is out, even if it's a proven money maker. The Proposal, a Sandra Bullock film that cost $40 million and that grossed $315 million worldwide won't have a sequel as a result of this policy.

Monday, February 15, 2010

Forgotten Firsts

Often, a first isn't really the first. It's simply the first that people remember. Steamboat Willie isn't the first sound cartoon, but it's the one that made a difference, so it's the one that enters the history books.

If a first isn't very good, it tends to be forgotten. That's the case with Captain Power and the Soldiers of the Future, the first TV series to include computer animated characters. It ran only 22 episodes in syndication in 1987-88. I wrote the article below as production on the series was ending.

It's ironically fitting that the article appeared in the first and only issue of Cartoon Quarterly, edited by John Cawley and Jim Korkis and published by Gladstone in the fall of 1988. The magazine had a fannish slant, but the roster of writers is one that readers of the blogosphere will recognize. Besides Cawley, Korkis and myself, the authors included Leonard Maltin, Jerry Beck, Floyd Norman, Will Finn, Scott Shaw! and Mark Kausler. The magazine showed a lot of promise and this 22 year old issue is far more interesting than any recent issue of Animation Magazine. Unfortunately, the magazine is as forgotten as Captain Power.




Sunday, February 07, 2010

Ed Hooks on Avatar

Ed Hooks is the author of Acting for Animators. While his own background is not in animation, he's identified many things that animators need to be thinking about while doing their work.

One point that he's made is that the quality of a performance is based on the script supplying the necessary foundation for building a character. In his February 2010 newsletter (scroll down for the relevant material), he talks about the shortcomings of Avatar's script from an acting standpoint.
Zoe Saldana is Neytiri, the Na’vi female lead. She has been raised in a kind of New Age Garden of Eden. The Na’vi spend a lot of time tuning into trees, plants and their spiritual vibes. But what are Neytiri's personal values? The script really doesn’t say. In her first scenes, she's helping chase off those pesky humans. But then, in the second act of the script, she befriends the fake Jake avatar and gets romantic. And, at the very end of the story, she slays the dragon, Col Quaritch. You look through the script again and again, searching for clues about Neytiri's values, childhood, former love life…anything at all that might help. Not much there. She’s a Na’vi princess, that’s all, and she does what Na’vi princesses do. She is reactive to the events that happen to her. It is difficult to find her objectives. The transitions in her character don’t really work.
I found this essay particularly interesting in light of James Cameron's complaints that the actors in Avatar were passed over for Oscar nominations. Cameron specifically mentioned Zoe Saldana as being ignored. Cameron's view was that the technology involved was somehow seen as cheating, but as Hooks points out, the problem was not the technology, it was the script.

Hooks criteria could, and should, be applied to recent animated features, many of which suffer from the same shortcomings. While animation artists are constantly asserting "story, story, story!" the truth is that their understanding of story is lacking. Too many animated films have a disconnect between personality and plot, where characters do things based on the needs of the plot rather than the needs of the character.

Friday, February 05, 2010

Ink and Paint

Patricia Zohn writes about the women of ink and paint during Disney's golden age over at Vanity Fair.
Much has been written about the prodigiously talented men who brought Snow White, Pinocchio, Fantasia, Bambi, and Dumbo to the screen. But if behind every good man stands a good woman, behind Walt Disney and his “boys”—the all-male assembly line—once stood 100. Walt was the impresario of a troop of young women, most under 25—a casting director’s dream of all-American acolytes—who made the screen light up, not with feathered swan dives or the perfect tip-tap of a patent-leather heel, but by making water shimmer or a tail wag just so. It was a job complicated by his unrelenting perfectionism—Jiminy Cricket required 27 different colors—but reducible to a simple imperative of the time: ever nimble but never showy, their job was to make what the men did look good.
The article includes original interview material with some of the women, one of whom was Zohn's aunt.

(link via Mark Evanier.)