Saturday, August 29, 2009

The Filmation Paradoxes

The new issue of Flip is online and the lead article is a look back at Filmation by three artists who worked there: Tom Sito, Bronwen Barry and Tom Mazzocco. The piece highlights two paradoxes that are common within the animation industry.

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

(There are spoilers below.)

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.

Ponyo running atop the fish, an absolutely astounding sequence

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

Issue 88 of Alter Ego, a magazine devoted to comic book history, has a lengthy article on Major Malcolm Wheeler-Nicholson, an early comic book publisher whose company was taken over and eventually became DC comics.

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


Independent animator Bill Plympton will appear at The Royal Theatre (608 College St, 5 blocks west of Bathurst) on Friday, Aug. 14 to screen his latest feature Idiots and Angels. The screening is at 7 p.m. The film, without Plympton, will continue to screen through Aug. 20.

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

I'm posting this for Ken Walker, the technologist of the post-grad CGI program. Here are the details:
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.

The Comics Journal #299 should be in comics shops on August 19 or you can order it here.

Sunday, August 09, 2009

The Past and the Future

Sheridan student Andrew Murray interned this summer at Ireland's Cartoon Saloon. While in Ireland, Andrew saw Bugs Bunny on Broadway, where Warner Bros. cartoons are accompanied by a live orchestra. While this production is not new, Andrew's experiences while watching it caused him to think about the future of drawn animation. Here are his thoughts:
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.

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.
In a follow up message, Andrew added:
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."
I think there are a lot of conclusions to be drawn from this, and not all of them will be popular. The first is that people came out for this because they knew what they would be getting. It was a pre-sold product. While animation professionals and fans have complained about the proliferation of sequels or how The Princess and the Frog looks old fashioned, the fact is that people often like to know what they're buying in advance. A sequel or a straight-down-the-middle Disney feature is a known quantity and these things have a measurable audience.

Nostalgia also plays a part. The Warner Bros. cartoons shown were about 50 years old or more, so for any adult in the audience, it was a chance to revisit a childhood favourite. Just as Disney's Cinderella appealed to adults in 1950 who had seen Snow White as children, The Princess and the Frog will appeal to adults who saw Beauty and the Beast when they were younger.

You could argue that what brought the people to Bugs Bunny on Broadway was the quality of the animation and music. While they are both excellent, I think it misses a larger point. The success of shows like Family Guy and South Park proves that production values are not what audiences primarily respond to. What they respond to is entertainment. Just as one funny person on a bare stage can entertain an audience, so can a good script and soundtrack accompanied by crude visuals.

What distinguishes the Warner Bros. cartoons is their use of funny drawings, funny motion and sophisticated music as their means of communication, but they are not the be-all and end-all of their appeal. The characters, the gags and the dialogue come before anything else and if those things are not working, production values are not going to save them. There are Harman-Ising and Disney shorts that have far more lavish visuals than the Warner Bros. cartoons and music tracks that are the equal of the Warner shorts, but these cartoons are dull and nobody is hiring live orchestras to accompany them.

Animation artists (and especially animation managements) often can't see the forest for the trees. They confuse the motion, the colour, and the music with what entertains audiences. Bugs Bunny on Broadway proves that an audience will still respond to those things when they're in the service of entertaining characters and stories. There's nothing wrong with drawn animation as a medium, so long as film makers understand that entertainment comes first. Craft is no substitute for content.

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:

Foreword: Paula Sigman-Lowery
Dave Smith: Ruth Disney Beecher
Frank Thomas and Ollie Johnston: Les Clark
Richard Hubler: Harry Tytle
Milt Gray: James Bodrero
Robin Allan: Theo Halladay about Sylvia Holland
Robin Allan: Retta Scott
Jim Korkis: Retta Davidson
Floyd Norman : Retta Davidson
Steve Hulett: Mark Kirkland about Moe Gollub
Richard Hubler: Ben Sharpsteen
David Tietyen: Lou Debney
David Tietyen: Jim Macdonald
David Tietyen: Charles Wolcott
Richard Hubler: Bill Cottrell
Richard Hubler: Herb Ryman
Richard Hubler: Donn Tatum
Richard Hubler: Card Walker
Richard Hubler: Bob Sherman
Richard Hubler: Dolores Voght
Richard Hubler: Tommie Wilck
Richard Hubler: Welton Becket
John G. West: Bill Anderson
Richard Hubler: Robert Stevenson
Christopher Finch and Linda Rosenkrantz: Don Griffith
Jim Korkis: Floyd Gottfredson
Tony Fischier: Floyd Gottfredson
Jim Korkis: Al Taliaferro
Jim Korkis: Jack Hannah
Jim Fanning: Carl Barks
Paul F. Anderson: Blaine Gibson
Scott Wolf: Harriet Burns
Charles Solomon: Roy E. Disney
Göran Broling: Correspondence with Frank Thomas
Didier Ghez: Bud Hester
Didier Ghez: Ken Southworth
Didier Ghez: Dale Baer


If you are in the United States, you can order this book from Xlibris. The book will be available though Amazon eventually for those who are outside the U.S.

Wednesday, August 05, 2009

Somebody is Computer Illiterate

I use Google Alerts to see if this blog is referenced elsewhere. Today, I received an email pointing to this link. It appears to be a government of Ontario site, though on the web you can't really be sure. One thing is for sure, whoever or whatever referenced my original did an amazingly poor job. It looks like automatic translation software has taken the original into some other language and then re-translated it back to English. Here's my original paragraph:
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.
And here's the government of Ontario version:
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.
For your enjoyment, here's another comparison. The original is from the Globe and Mail article:
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.
And here's how the government of Ontario relates it:
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 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 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.

Sunday, July 19, 2009

Destination Woody

July 20 is the 40th anniversary of the Apollo 11 moon landing. To commemorate it, Turner Classic Movies is running films relating to the moon for the entire day. At 1 p.m. Eastern time, they are running Destination Moon (1950), which is of interest to animation fans for an original segment where Woody Woodpecker demonstrates rocket propulsion.

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

Updated below.

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.

Still from Live Music

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 license
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.
The 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?

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

Kino Video will be releasing a collection of Osamu Tezuka's work on DVD on July 28 to customers in the U.S. and Canada. The DVD contains the following films:
  1. Tales of the Street Corner / 1962 / 16:9 / 39:04 / English Subtitles
  2. Male / 1962 / 4:3 / 03:09 / English Subtitles
  3. Memory / 1964 / 4:3 / 05:40 / English Subtitles
  4. Mermaid / 1964 / 4:3 / 08:17 / No Dialog
  5. The Drop / 1965 / 4:3 / 04:18 / No Dialog
  6. Pictures at an Exhibition / 1966 / 16:9 / 32:56 / No dialog
  7. The Genesis / 1968 / 4:3 / 04:02 / English Subtitles / B&W
  8. Jumping / 1984 / 4:3 / 06:22 / No Dialog
  9. Broken Down Film / 1985 / 4:3 / 05:42 / No Dialog / B&W
  10. Push / 1987 / 4:3 / 04:16 / English Subtitles
  11. Muramasa / 1987 / 16:9 / 08:42 / No Dialog
  12. Legend of the Forest / 1987 / 16:9 / 29:25 / No Dialog
  13. 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

(Updated. Here's an interview with Yannis Mallat, who will be in charge of the Ubisoft Toronto facility. Thanks to Alan Cook for the link.)

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.)

Saturday, July 04, 2009

Some Links

Steve Stanchfield of Thunderbean Animation is profiled at Greenbriar Picture Shows. Steve has lovingly put together a series of DVDs of public domain material from various studios. Where most public domain releases are done on the cheap, Steve puts enormous effort into finding the best materials and creating extras. I heartily endorse his products.

Spline Doctors has posted a podcast with Pete Docter and Bob Peterson of Pixar.

Brad Bird is interviewed by Nancy Cartwright at AWN.com.

The ASIFA Hollywood Archive presents artwork from Ray Patterson's time at the Mintz studio in the 1930's.

Wednesday, July 01, 2009

A Time and a Place

I've been catching up on some movies lately and three of them have helped sharpen my thoughts on an aspect of animated films.

The Commitments (1991), directed by Alan Parker based on a novel by Roddy Doyle, is set in Dublin and is about a band that meshes well onstage but can't mesh off stage. A Soldier's Story (1984), directed by Norman Jewison based on the play by Charles Fuller, is set in Louisiana in 1944 and is about a murder that takes place on an army base that is home to black soldiers. Mean Streets (1973), directed by Martin Scorcese from a screenplay by him and Mardik Martin, is set in Manhattan's Little Italy and is about young people on the edges of the mob.

What these films have in common is how thoroughly they evoke a milieu. The visuals are obviously a part of it, but the characters' patterns of speech and more importantly their attitudes, place the stories in very particular times and places. You could not drop a character from one of these movies into either of the others and have the character fit. The characters in these films experience the world in different ways and have very different expectations of themselves and their surroundings. Watching these three films is to visit three very different worlds.

The part of milieu that animated films usually get right is the visuals. It has become common for animation studios to send staff on field trips to do research so that the art direction captures the feeling of an environment. However, animation usually stops there. The characters' speech patterns and attitudes are transplanted from California and dropped into a world that looks different, but ends up feeling the same.

How much does Disney's The Hunchback of Notre Dame have to do with Paris beyond the art direction? How much does DreamWorks' Kung Fu Panda have to do with China beyond the choice of local animals and architecture?

While artists are sent on field trips, has any animated feature ever gone on location to record voice tracks? Does the creation of animated stories by committee dilute any sense of a time or place? Does the necessity of making films understandable to children prevent the films from straying too far from what children know?

There are animated films that are successful in evoking a milieu. Bakshi's Heavy Traffic has a lot in common with Scorcese's Mean Streets in evoking lower class New York. Marjane Satrapi's Persepolis probably does a better job of evoking Iran through its story and characters than it does through its visuals, the reverse of the typical animation approach. Mike Judge's King of the Hill could only have been created by a Texan. Miyazaki's work is thoroughly Japanese. Each of the animated examples above comes from a director's personal background and while that might seem like an argument for more personal films, it isn't a necessity. Norman Jewison, who has made several films about the American south and its racial tensions, is Canadian.

For live action films, setting is a foundation that the story and characters are built on. For too many animated films, setting is just a way of dressing a story up, like a kid in a Halloween costume. No matter how good the costume is, it doesn't really convince anybody.

(Posting here will probably be sporadic over the next 6-7 weeks as I'll be away at various times.)

Monday, June 29, 2009

Society for Animation Studies Conference

(This information comes courtesy of Harvey Deneroff, who is one of the conference organizers.)

The 21st Annual Society for Animation Studies Conference, “The Persistence of Animation,” will be held July 10-12, 2009, at the Atlanta campus of the Savannah College of Art and Design. Held under the auspices of SCAD-Atlanta’s Animation Department, the conference features over 50 scholars and filmmakers from around the world who will present papers on a wide range of topics relating to animation history and theory; in addition, there will be workshops on teaching animation history and animation production. The conference itself will kick off with a keynote address Andrew Darley, the renown British media theorist, appropriately entitled “The Persistence of Animation.”

In conjunction with the conference, the SCAD Library will be presenting a special exhibition, “Behind the Cels: Selections from SCAD’s Don Bluth Collection,” featuring art work donated to the school by Don Bluth and Gary Goldman; Goldman will introduce the exhibit during the conference on Saturday, July 11th, and will also be present at a free reception, which is open to the public, Thursday evening, July 9th, from 6:00-8:00 pm.

Finally, ASIFA-Atlanta, in conjunction with the High Museum of Art, is organizing “Georgia Animation on Our Mind: A Retrospective of Peachtree State Animation,” which will screen at the nearby Woodruff Arts Center’s Rich Auditorium. The program features short animations, including experimental shorts, TV commercials and Avery Matthews, a never-aired Cartoon Network pilot.

For details on the conference, including registration fees, check out the conference blog at http://blog.scad.edu/sasc. You can also sign up for free tickets to the Friday night screenings at the ASIFA-Atlanta website, http://www.asifa-atlanta.com.