Friday, January 23, 2009

Anime Eyes


Asian animation has arrived in full force in the U.S. As a boy I remembered it as Kimba, the White Lion and Speed Racer. I hated it. I was raised on Disney feature animation with the mastery of the "Nine Old Men". I loved the fast paced humor of the Warners and MGM theatrical shorts and the droll characterization of the early Hanna-Barbera television cartoons. I found this imported look to be uninspiring. No more. Anime and Manga are here and are as popular as sugar cereal.

I had my first "flirt" with Asian animation many years ago on a feature unit. It was after my introduction to independent feature production at Vinnie's underground comic book venture. Many of the animators on Vinnie's show went over to work on a Japanese funded product based on Greek tragedies. I'm not sure why someone thought tragedy would be a good venue for an American audience but the money was good and the quality was high. I started as an assistant animator and got involved in story sketch as time progressed but progress was slow. There was plenty of time for partying but no one in the art staff truly believed they were working on a hit film.

This was the only time I worked on a show where the lead character had Anime eyes. He also had Mickey mouse ears and proportions three heads high. A character's proportion is always judged on how many heads high a typical human stands. On the average, Five heads is a good "norm". Tall, long legged women can be six heads high. Mickey Mouse and all those old characters were three heads high. Our character looked like that with huge ears even though he was human. The logic behind the story selection was that the Greek fables and stories were universal in scope so a large audience could be reached. This was Japanese money and the financier wanted it to be popular around the world NOT just in Asia. He chose an artist that was born in Japan but worked at his craft for many years in America. A young man who personified the goth artist look. A good designer he was but not a good producer. All projects demand a return on their investment and progress must be made. I can't remember when I received the realization that there was no chance of turning this picture around. Another example of good money gone to make a bad picture. I didn't wait for the luxury liner to hit the iceberg. I jumped ship and started my own small shop. Better a happy pauper than a miserable king!

Monday, January 5, 2009

In Charge...At Large


After a very disappointing second attempt at running my own company, I wondered if there was any need for a small operator in a time big industry? As it turned out, there was! The layouts I did as a Free Trapper were in demand and a spot opened up as a Crew Chief for the Company. An ol' employer of mine remembered the level of quality I turned in on a regular basis and hired me on. I was back working at the HB company but this time running a crew of layout artists.

Most of the guys I learned from were now retired or had moved up the ladder. This left a spot open in management. My reputation as an artist with a functional left brain recommended me to this task. More importantly, I had the ability to communicate specific information clear enough to expect an accurate product in return. So, my job as a Layout Supervisor began. This position is rather an antique one by today's digital production system. In the days of 35mm film production and paper animation the process demanded that scripts be converted into storyboards. These were small panels of shot by shot action and compositional drawings of background elements that visualize the whole cartoon in a form similar to comic books. They were done quickly in those days and were often very sketchy. The details of the actual compositions, background designs, incidental characters and prop designs as well as all initial animation posing was done by the Layout Department.

The Layout Department was the first directorial step in the film making process. Each panel of the storyboard was broken down into sequences based, usually, on background elements.; Ext. Schoolyard, Int. Classroom, Int. Soda Shop. Ext. Athletic Field, etc. Obviously, if the episode took place mostly in a lifeboat at sea, where the background was the same, this system didn't work. In that circumstance, the show was broken down into Night and Day, Storm, Ship Sighting, Shark Sequence, etc. This was my job. I had a staff of artists that needed a week's worth of work each Monday and I had to break the show down into chewable/doable sizes that could be done in a 40 hour week. There were approximately 300 layouts in a typical half-hour show. Each artist was expected to do 30 layouts a week. Therefore using simple math, the only kind I know, I'd need 10 artists to do a half-hour show each week. I didn't have 10 artists on my team. I had between 4 and 6 artists of varying levels of speed, talent and competency. I needed two weeks to produce a half-hour episode. My job required that I meet that schedule. How I did it, Young Artist, is the subject of another blog.

Friday, December 5, 2008

To Market, to Market, to buy...


If you are looking to sell entertainment to children and, hopefully, a bunch of stuff based on that entertainment, you have to understand the marketplace. What are those kids buying, or more importantly, what are they watching? Technology has widened the choices for young audiences. Broadcast television, cable, satellite TV, DVDs and TiVo, video games, and the Internet has divided the audience into very fussy viewers. Children's entertainment and the venue for watching it has changed over the years and is changing faster today.

In the days when I was in that young audience, the shows I watched were all about goofy adults or animals that behaved like goofy adults. In live action it was Abbott and Costello, Laurel and Hardy or Martin and Lewis. In animation, feature films were about fairy tale adults like Cinderella, Snow White or Lady and the Tramp. The reason for this was the film makers were trying to entice a Family Audience into the movie houses and that included Mom and Dad as well as the kids. Television with it specific "target" audiences changed that focus.

For years the pundits of television decided that their audience was going to be little boys. They came to believe that little girls did not control the program selection. Aggressive little brothers changed the channels to what they wanted to watch and the girls "went along with it". The youngest children would watch what the older kids watched and school-age viewers stopped watching cartoons once they reached their teenage years. That limited the audience from seven to eleven year old boys. The broadcasters sold a lot of toys to this audience but it didn't include many dolls. After women entered the executive levels of television and programming, the desire for "girl shows" emerged. We saw "My Little Pony", "Care Bears", "Jem" and, later, "Power Puff Girls" and "Kim Possible". The best of these shows tried for a "cross-over" audience that appealed to both genders. "Spongebob" and "ChalkZone" were good examples of these types of shows.

That was then. This is now. The pendulum has swung around to all-boy shows again. And the age group has shifted to "Tweens", kids between the ages of 11 to 14. This audience is no longer elementary school kids but not quite full-blown teenagers. With the advent of Pre-school shows, and whole Networks that cater to them, there now is a designation for every age group in the pre-adult market. This change of marketing strategy can prove to be very inconvenient for a producer that has created a show around a specific audience. This happened to me very recently.

I worked three years on developing a show around a strong, if reluctant, female heroine. It revolved around a Korean girl who was the last member of an ancient Chinese Clan of super-warriors who fought a race of alternate universe goblins. With the help of her Grandmother, and a power mask, she guards a portal against an invasion of this old evil. Created in Korea, it had to appeal to Western markets. I became involved and added western interest by having the girl be a Korean-American visiting her Grandmother in Korea when the goblins invade through an opened portal. Sound good? It was a sure sell to the Koreans who sought Chinese investment. The Chinese joined the project but wanted "Chinese content" so the Korean locale was changed to a Chinese one. The girl now became a Chinese-American child and the story had to be changed and prepared for production with this in mind. An American investor with distribution ties bought into the project late but insisted on doing some "due diligence" about what the networks were buying. The conclusion was that the current project needed redevelopment. This time the hero had to be a boy! This would have changed the whole dynamic of the series and delayed production for a year, so a compromise was arranged. A male Chinese cousin was added to the series and another power mask added. Now two hero characters had to be served and the story "bible" had to be extensively rewritten...again!

It's never an adventure if things go smoothly. Rivers change courses, passes are snowed in, alliances with local natives are re-arranged and yet, the project must continue. Adjusting to changing markets, the addition of new partners and the betrayal of alliances are all part of the journey. Experience is the factor that makes the difference in success or failure. Invest in that.

Thursday, November 13, 2008

Studio Ownership...Part Two


The fledgling studio I started took on a partner when Nandu relented and joined the experiment. We were the best of friends and took out a two year lease in a new building. We needed to sign a partnership contract between us so we had an attorney draw one up. This was like getting married! The lawyer asked us terrible questions like; "If one of you gets sick and can't work, does he still get paid? If one of you dies does the business pass onto the partner or does the wife or children inherit that share?" Our friendship was tested at the beginning during this contract process. We survived and assessed our assets. Nandu was a designer as well as an animator so he designed a flyer and we hired a business promoter. I had established a contact with a major studio and we exploited that by contracting out all the layout designs for a new show. Thanks to Nandu, a well known cartoonist collaborated with us to produce and animate a couple of main titles for a Mexican studio. We paid our bills and shared all revenues. Unfortunately, Magic Lantern Animation made the same money as before but now had to divide it by two. This was less than we could live on. After a year, we bought out of the lease and went in search of new prospects. It was my first entry into the pleasures and pitfalls of studio ownership. I'd recommend it to everyone who is young and stupid. You have many years to recover from your mistakes and maybe learn something from them. By then you'll be older and smarter or, at least, less stupid.

Tuesday, October 21, 2008

Gone Native


The best guides across the western wilderness have "gone native". This is a term, often of derision, used to describe a man who has lived too long among the native tribes he works with. The tell-tale signs are there. He has a native wife. His hair and clothing reflects the style of those who trade with him. He'll sit on the ground before he will a chair. He points with his chin. He punctuates his dialogue with sign language gestures. He speaks in phrases known only to the initiated. These "native" guides were often distrusted by the Eastern men who hired them because they feared their loyalty was suspect. Yet, the most prosperous voyages used these men.

New investors seeking to penetrate the American animation market will do well to put their faith in a guide the natives trust. You'll need a crew to make your fortune and a good guide, trusted in the business, knows the best people for the job. Artists are funny people. They see things differently than other folks. They aren't very good at schedules, budgets, international currency exchanges or even test marketing. And they are very distrustful of people who do know those things,...unless they can draw. They can seem obstinate, lazy or untrustworthy to someone who only thinks with their left brain. A guide who knows his crew, their strengths and weaknesses, can position them where he knows only their best will shine. I have learned my craft from the best in the business. Legendary men who were flawed but gifted. I have come to know that often the most visionary of men are not always the most reliable. But when surrounded by a talented support crew the product produced exceeds expectations every time.

Fur traders leaving Montreal in the East to make their fortunes in the West, beyond the far coast of Lake Superior, manned an eight to twelve man canoe. In the front went the visionary, the Avant, to warn of dangers ahead and to plot the best route. In the rear was the Gouvenail, the practical man, whose skill at steerage guided the boat to safety. Ranging along each side of the canoe were the Milieux, or middle men. They were the common rowers and packers who did the hardest work but bore the least responsibility. Sprinkled about the milieaux were "singers" who knew many songs and sang out to aid the rowers to pull in cadence along the journey. These "singers" were paid extra because their songs made the work easier and the trip faster. In the center of the canoe sat the Bourgeois. He is the leader of the crew. If any man of the canoe suffers an injury that makes it impossible to do his job, the bourgeois takes that job over. He has done all the jobs in the canoe including cataloguing the goods and keeping the ledger.

Dear Investor, when you leave behind what you know to travel into unknown but rich territory, choose the right man to sit next to in the canoe. Choose a bourgeois that knows the route, knows his crew, knows how to keep the books and, just as important, knows how to sing! Then, when the wind is blowing, the rain is falling and practical efforts fail, the songs will pull the canoe through the waves to the prosperous shores ahead.

Monday, October 20, 2008

Studio Ownership...Part One.


I played with feature animation for awhile. After Nandu's exit, a constant drain of talent left Vinnie's studio. I stayed on until the last moment requiring a formal "layoff notice" for termination. This allowed certain unemployment benefits to kick in. Afterwards, with feature "credits", I followed another animator over to the next feature in town. This one was funded by Asian money with a young Asian designer as studio head. The money was good but there seemed to be less structure at this studio than the last. There was amazing talent hired but no clear direction as to what the story was that we planned to tell. And so we drifted into development purgatory for months, maybe years. I saw my opportunities for advancement and creative expression wane away. A veteran animator saw it differently: "I have no problem being a rich man's play thing!" I was too young for such philosophy and I slid into a creative depression.

So, I quit that comfortable job and opened my own studio with no prospects and no clients. This was something I often talked about with my animator friend Nandu, so I suggested we team up. Nandu was reluctant to get involved. Starting your own studio was a big risk and he was already running a nice side business doing publication illustrations for a big studio. So Nandu deferred. I made a few phone calls and let it be known that I was available and a few small jobs came in. Then the television animation season kicked in and I became one of the "farm houses" the major studios jobbed overflow production to. A couple of nice little product commercials ended up in my hands and the studio made the rent. In fact, my wife, who was against the whole enterprise from the start, had to admit that by the end of the year my income had exceeded the salary I made at the feature studio!

Now, Pilgrim Artist, I know what your thinking. You think that starting your own place is the fastest way to success. I beg to differ. For me it was the course of last resort. I'm a brick by brick kind of builder. Over the years as I acquired more respect and opportunity I moved up the pay rate. Client meetings, self-promotion, budgets, schedules, taxes and expenses, long hours for no extra pay, artists who fail to deliver and someone else's vision to perfect, was NOT my idea of the perfect employment situation. Yet, I was doing okay and my self-image picked up. This was noticed by friends and acquaintances and everyone wanted to attach themselves to a "winner". Best of all, I thought, Nandu came back.

Sunday, October 5, 2008

Telling Tales



When you're leading a pack train through the wilderness, every man in the group has a job to do. Some know what plants are useful for food or medicine. Others are experts at horse-wrangling. There are blacksmiths, saddle-makers and gunsmiths in our outfit. Everyone has an essential skill. When asked what I did to benefit the group, I answered, "I tell the stories." I believe storytelling is essential to survival. Storytelling preserves the history and accomplishments of a culture and, if well done, entertains as well, thereby assuring their repetition. Telling tales is what I have done all my life. Coupling this talent with an ability to draw led to a career in animation.

I still tell stories as a living. As a layout artist, the way I pose a character tells a story about the character through their body language or dress. The way I compose the character against the background I design sets the mood for the story to be told. As a storyboard artist, I interpret the script in a graphic manner that creates a film around the story told. As a writer, I determine what story will be told on the screen. An animated tale lives or dies by the story that is told through a multitude of hands and minds.

When you're telling multiple stories for a television series you don't just tell one story at a time. You design a series as you would design a painting. You choose a point of focus and you lead the eye around the painting through a series of planned elements, shapes or color, to give the desired effect. You didn't know that's what an accomplished painter does? That's good! The exceptional painter never wants you to know that you're being manipulated.

So it goes with an accomplished storyteller. You design the first episode to introduce the key character and all the people he will being working closely with throughout the series. You create an exciting story that will set the tone for all the stories to come. And, more importantly, besides the beginning, you design a through story that gives you a middle and an end of the series, or at least, the first 13 episodes. This allows the creator or story editor to instruct his writers in the type of stories that need to be told to advance the goals the series is heading towards. Have you noticed that the most successful series on television, with the best written stories, all have this forethought put into the direction of the show? You haven't noticed that connection? Then, the next time you're planning on producing an animated television series, give the Mad Animation Prophet a call!