Wednesday, June 11, 2008

In Out of the Cold


As a young artist, I bounced around from "farm house" to "farm house". These small studios lived off the overflow from the major studios, producing a contract series with a small in-house crew and a string of free lancers. It gave the illusion of independence but we were all beholden to "The Company". Struggling to learn AND earn, I longed for a staff position at a Company shop so I'd be noticed by the big players. My opportunity came when the HB Company opened up positions for assistant layout artists. I never considered myself as a Layout Artist. I saw myself as an Animator. Layout artists were combination choreographers, set designers, costumers and stage managers. They drew backgrounds and props and positioned the characters on stage and gave basic stage direction. Animators were performers! They gave life to inanimate drawings and made them dance, sing and act. Animators were obviously the preferred artists. After all, they called the business ANIMATION not Layout! Still, they hired layout artists first and a job is a job so I signed up for the new gig.

As an assistant layout artist, my job was taking rough layout drawings and making them look presentable to the animators who followed. When I was an assistant animator, I had to "clean up"the work of oft times lazy animators. These guys would only do the minimum amount of work required and let the assistant finish off the job. Consequently, I was used to doing 14 to 50 drawings in a scene. Being an assistant layout artist was similar except for one big difference, there was only three to ten layout drawings in a scene! I went through a week's worth of work in two days! Soon my layout artist was complaining that I was working too fast. I found it impossible to stretch out so little volume of work to more than three days. I suggested to my supervisor that I be given two layout artists to assist. Instead, he promoted me to an apprentice journeyman layout artist which had more potential but actually paid less!

By now you're probably wondering what's the moral of this story. The lesson is, don't be afraid to adapt to new skills. The Company hired layout artists six weeks before animators so I started my employment earlier. I worked through the summer and then when layout work ran out, I switched over to animation which continued for an additional six weeks. By learning a new job I extended my work season by three months! The best part of it was I established myself as a responsible employee at a major studio and I became a "first call" when work opened up. After a couple of years of this, I was "kept over" the layoff period to work on special projects. At last I was a Company man! I was on staff, year round and permanent emploment became a reality.

Sunday, May 25, 2008

Animation Purgatory AKA Development



Purgatory is a transitory state. You're no longer where you've left from and you haven't arrived at where you're going. It's a Way Station where the horses are changed. It the first Stage Stop after Euphoria. In animation production it's known as Development Hell.

You've arrived in L.A., Naive Investor, with a bag of money and what you believe to be a great idea for an animated film. The natural indication is to jump right into making your movie. If you've chosen your guide correctly, he won't let you do that. You have to answer a few questions first, like, where are you going? That question translates into "What's your market?" Who, besides yourself and your family, is the audience for the film you are making? If it's for children, what is their ages? Pre-school, 4-8 yrs.? School age, 8-11 yrs.? Or maybe Tweens, 10-14? Please don't say General Audiences! That designation means toddler (3 yrs) to toddler (85 yrs.). It is the hardest audience because it requires you offend no one which means you please no one. Narrow down your audience. For example, let's say you want to make a picture for your 8 year old. Fine. That child will be nine by the time your film is made, if your making a television series, or ten or eleven if you have a feature film in mind. Therefore, your audience is School Age (8-11 yrs.) and your series is made for entertainment but you want solid values in it as well.

Of course, you'll be wanting to do everything at once but the initial thing you need first, even before an artist or a director, is a script. You have a great idea but no cohesive story, at least not in a script form. Write your story or hire a writer to write it with you. Be prepared to pay for several versions of this story unless you have a real good idea in your head how everything goes and are really good at communicating that to someone else. You may need a writing team to supply additional ideas or gags. In short, be prepared to spend a lot of time (and money) getting your story in script form the way you want it told. The script is the blueprint of the film you are building. If you are investing in a television series, this first script is your pilot script. It is your sales tool to acquire others investors, a broadcaster or a distributor.

What's in that pilot script? A pilot script (like any script) must must be a good story well told. Did you ever hear a good joke told badly? You laughed when you heard a real comedian tell it but when repeated by someone who thinks a good joke is funny by itself, the joke dies. Those people should write jokes books but never perform. Film making is Performance Art. It's visual storytelling. So attach yourself to someone who knows how to tell a story well within the medium. Good novelists don't necessarily make good film makers. Now, a good story is essential but a pilot script for a television series must have more than that to succeed. A good story must introduce us to characters that are interesting. Heroes that we love and villains that we hate. A feature length film can be all about the STORY but a series has to be about the CHARACTERS. I'll introduce to some reel characters the next time we talk.


Monday, May 19, 2008

Losing the Green.


I know you're green behind your ears, Pilgrim. We all are when we start. You're still learning about the lay of the land, perfecting your craft and building up relationships. So, don't fret over the green, young one, it'll wear off. Most likely painfully but, most often, not fatally. Here's a couple of examples of how I lost mine.

I worked all summer, and then some, for the Farmhouse. I was having a great time drawing bubbles and drops from water animation and cleaning up the backside of a beautiful woman running away from camera. At break I'd "pitch pennies" with the crew and eat lunch out of a paper bag because I couldn't afford to go to a restaurant. But, hey, life was good! I had a steady job in the "industry" and got union pay and benefits...I thought. The way this benefit thing works is, you have a certain percentage taken out of your paycheck each week and this is co-mingled with monies the Studio pays in your behalf to the Union. This money is kept in a separate fund by the Studio and it will be turned over to the Union at certain times of the work year. This money pays for your health insurance and pension. Unless, of course, your boss lies about the amount of hours you worked. Under contract, you have to work 300 hours during a work period to "qualify" for health benefits. When I was finally laid off, the Union informed me that I hadn't worked enough hours to receive insurance. I checked the time I worked and found that my calendar and pay stubs (Don't EVER throw those away, Pilgrim!) showed I labored over 300 hours! The Union sent over their business manager to look at the Studio books and found my hours were under reported by a week! Their bookkeeper was gone during that time. They were SO sorry. That incident delayed my health benefits by 6 months. I had need of it then.

The next year, I followed Tumbleweed Tex over to another contract studio where I got to draw basketball players dribbling all summer long. I worked at a desk by the door in a small apartment-like studio. Directly behind my back was another animation desk, unmanned. The high shelves of the empty desk was used to hold the 20 cup coffee pot for the caffeine drinkers. The drinkers were supposed to go behind the vacant desk and draw their coffee from the spout. Of course, this meant several extra steps. One of the partners decided he could save time by turning the pot towards me, lean over and draw his coffee. Over time, this pulled the pot closer to the edge of the desk. One day, I rolled my chair back to get a good look at my drawing and nudged the desk behind me. The pot tipped over the edge of the shelf above and 20 cups of boiling hot coffee poured down my back! My screams brought assistance and I was rushed off to the hospital. I suffered first degree burns all down my back to my waist. At my belt line, where the coffee pooled up, I had second degree damage. For two months afterwards I had my dressing changed every evening by my wife and had a check up at a doctor's office each week. My employers complained about my absence when I had to go to the doctor. Although a torts attorney would have had a great time with this case, I did NOT sue. I considered my reputation as a loyal employee, new to the business, more valuable than the pain I suffered. That coffee burned the green off me, though. The red along my back faded away but there is a permanent ring around my waist as a reminder that loss of innocence comes with a cost.

Tuesday, May 13, 2008

Picking the Crop



Naive Investor, when struggling to set up an animation operation to produce your picture and make your fortune, be prepared to work hard at it. Choose as your confidant an animation professional that is accustomed to working hard as well. It's not a part time job. It quickly becomes your life. In my case, I learned early on that there are worse things than working 65 hours a week with no overtime pay. Worse things than seeing the sun rise over the top of your drawing board after working all night. Worse things than seeing the credit for the work you did go to someone else. The worst thing is to have no work at all. The Old Trappers worked the mountain streams from mid Autumn until the deep snows drove them into hibernation. They often starved over those winter months, sometimes eating their horses or even the soles of their moccasins to survive. After the Spring thaw, they went back to work until mid-summer when the pelts were no longer of value. Six months on and six months off.

The Animation Industry had a similar schedule. The companies would hire artists at the end of spring and work them through the summer and into the autumn. With the shows all produced, the artists would be laid off before the holidays in November. Why pay for Thanksgiving, Christmas or New Years? Six months on and six months off. See the similarity? It didn't matter if you were a Company man or a free trapper, once the work was collected, you were unemployed again. Animation braceros. You pick the crop, hurry it to market, then hunker down and endure the winter until work begins again in the Spring.

No one liked this arrangement but the Network production schedule demanded this kind of procedure. The company men worked for their meager pay, collected unemployment benefits and consoled themselves with their health insurance that carried them over until the next work season. The freelancers worked like dogs during the season, squirreled away their superior earnings , bought expensive toys and prayed they wouldn't get sick. The best of the company men were carried over the winter on salary, working on "special projects". The smartest of the free-lancers scrambled for the high-paying scraps paid for product commercials. A few of the company men did both. I did.

Being a Company Man took care of health insurance, vacation and provided extended employment. Working evenings and weekends as a Free-Trapper introduced me to contracts, clients and connections that would serve me through the years to come. It also allowed me a degree of freedom and creativity that my company job did not. I remember one such contract agreement for a company that produced educational films for schools. Like all school funded projects they had to be informative, entertaining and CHEAP. Because the money was meager, they allowed a great deal of creative freedom because they couldn't expect to make strong demands for the money available. For a young buck out to make a name for himself, this project was heaven-sent! I designed a project that had way above the usual amount of quality and quantity in it and consequently required an enormous amount of work from me, but who cared. I had fun!

That's the point of being in entertainment, isn't it? To have fun? Isn't that why you've chosen animation to invest your money in rather than pesticide manufacturing? It's like the old joke: Patient:"Doctor, what should I do? When I hold my arm up like this, it hurts!" Doctor: "Don't hold your arm up like that." If in the midst of your production you find that you're not having fun, stop doing what hurts. Pain often comes from carrying too much weight. It's all a matter of control. If you want to be in control of every aspect of production (And most new investors do), then expect to carry a lot of weight every hour of the day. Expect to spend the most time on the really unfun parts of the job. If you want to have fun, then let go of the jobs you don't like to do. How do you know before hand what jobs are fun? I suggest you choose a veteran guide that will walk you through the choices in advance BEFORE the drudgery of animation production stops being fun before it starts. The experienced guide has encountered every problem before and has a solution. Several examples follow. Script development can be fun, unless you're expected to have quick answers to complicated questions. Solution: Hire a Story Editor to answer those questions. Voice direction can be fun, unless you want to hear every "take" played back and compared to every other take! Solution: Hire a Voice Director to edit the "takes" you review. Reviewing all art work can be fun, unless you could care less what color the tablecloth is in the eating scene. Solution: Hire an Art Director to limit choices to what you're interested in.

The truth of film production is, it is not magic. It's just hard work. Great animated films aren't created in their entirety by an explosion of pixie dust. They are built one heavy stone at a time. It's called the Production Pyramid. Building that pyramid is a topic for another time.

Wednesday, April 23, 2008

Bottom of the Food Chain






There seems to be a misconception of what it means to be at the bottom of the food chain. Let me explain it to you. As a boy, I had a summer job at the County Fair grounds. It was after the Fair was over cleaning out the livestock stalls. A mule eats grain and hay, passes it through its digestive track and drops what he doesn't use out the back end onto the ground. That's the bottom of the food chain! I got paid minimum wage to shovel it up. I shoveled a LOT of hog, sheep, cattle and mule shit. And I shoveled it fast. I did that so I could get this hideous job over quicker. You see, I had hay fever real bad. Amongst all that foul smelling crap was a lot of straw, hay and grain dust that I inhaled along with the fragrance. My eyes swelled up, my nose ran and I could barely breathe. The worse I felt, the faster I shoveled. The rest of the young men who were smoking or resting when the boss wasn't around told me to slow down! I was making them look bad. The boss loved me. If I was fifteen pounds heavier and two years older, I could have been running that gang. But who would want to?

Welcome to animation, Pilgrim. Here's your shovel. The lowest paid job in animation when I started was Apprentice Inbetweener. That's the bottom of the food chain. I got paid less than minimum wage to shovel it up. Here's how it worked: the Animator did rough drawings (eight) of all the key poses in an action and gave them to an Assistant Animator who cleaned up several drawings (2), did several new drawings (4) then gave the rest to me (24) to finish. I did the most work and was paid the least.

There were six of us working in that converted one bedroom apartment. Tex sat by the window in the front near "Looney", the world's slowest and most meticulous assistant animator. "Sunny", the veteran assistant, sat in the kitchen and "Aussie", who had the exalted position of Layout Artist, sat by the door. I sat in the back by the hallway. The bedroom was reserved for "The Don". The Don was a regal looking Spanish Art Director who had an elegant moustache and wore an ascot. He didn't mix with the rest of us much. He was Feature production. We were television drones.

After a month, I had to join the Union. Their one time enlistment fee was a whole weeks salary! It was more money than I was earning! I brought this up, reluctantly, to my boss who begrudgingly brought my pay up to the legal lowest amount. A wise investment because I shoveled fast. I found out how fast when a month later I was "promoted" from Apprentice Inbetweener to Journeyman Inbetweener! This was a mind-boggling jump of 12% in my pay! Of course there was a "catch" to this generosity. My Boss expected me to bring my production quota up to 200 ft. per week.

Footage. Now there's an antique term! In the time before pixels and recording tape, all animation (in fact all motion picture production) was measured in footage. The end product that went to market ended up photographed onto celluloid film. Oddly, the width of film was measured in metrics but the length was measured in feet. A foot (12 inches) of 35 mm film contained 16 frames or images. Each scene of an animated film was measured by length. How much work you did was recorded the same way. My new quota was 200 ft. per week. This worked out to 2 minutes and 13 seconds of animation. I thought I shoveled fast but this was twice as much as I could do! I put in more time. I came in early, stayed late and worked on Saturdays. Even with all that, my best week was 156 ft! Finally, my supervisor, Sunny, asked me what I was doing and I told him of my quota. He told me quotas were in violation of the Union contract. The most work any of my peers, including him, were doing was 85 ft. I was being taken advantage of by the Boss and making the rest of the crew look bad! So, I stopped working on Saturdays and cut back on the free overtime hours. I settled in at a comfortable pace of 120 ft. per week. The Boss never complained. Heck, he knew dang well I shoveled fast!


Wednesday, April 2, 2008

Free Trapper versus Company Man


Just about all the worthwhile guides I have known have been Free Trappers at some point in their careers. There seems to be some confusion about this term so I'll explain it out. A Free Trapper is not a Free Lancer...necessarily. A Free Lancer is an individual who works completely on his own out of the direct supervision of a Factor (union representative) or Booshway (crew boss). He sells the product of his talents "per piece" rather than as contract labor. The more he produces, the more he earns. If you're a young, talented buck and don't prefer a warm fire to an icy stream, you can make a good living this way. Now, a Free Trapper does the same but makes a contract, in advance, to a specific company for his total production that season. Because the Free Trapper is on his own without the benefit of an organization behind him, he learns a lot about who pays the highest prices, where the best quality product can be found, what's the best technique to use to make the most efficient use of his time and talent and, most importantly, those he can count on in a scrap.

Contrast these men to the Company Man. He is hired by a major company for a contract wage. Everything he produces, some say every idea he has, is company property without additional compensation. The benefits of this arrangement is a guaranteed wage with regular meals, union law to settle disputes and health benefits in case you get stove up. Of course, you won't get rich if you don't take risks, but you'll stay off welfare more often than not. I was a Company Man in my youth while I was learning the trade. I had a regular, full-time, night woman I was hitched to and she wanted a lodge of her own. Soon there were more mouths to feed and Company pay didn't stretch far enough. It was then I turned to "moonlighting" to bring in more income to meet the need. "Moonlighting" was frowned upon in the trade. The Union hated it as you didn't pay them a percentage of your "take". The Company hated it because you were aiding their competition. I was bred to loyalty. I give my word and the deal is set in stone. Whenever possible, I'd do my "moonlighting" for the Company that paid me a daily wage. This kept me away from the competition and allowed the Union to retain the illusion of control.

I've worked for the Company and I've worked for small, aggressive competitors. The Company offered more security but limited the money a man could make. The smaller guys (the Opposition) paid more and allowed greater creativity and opportunity. If you want the broadest range of creativity and the faster track to advancement, sooner or later, you move to the Opposition. Of course, the risks are greater and the danger of the Opposition failing or being absorbed by the Company are high. Some day you could find yourself working as a Free Trapper running your own crew because the options have disappeared. That could break you or make you into something they tell stories about. This journal is my story.

Tuesday, March 25, 2008

Tumbleweed Tex


You gotta have a portfolio when you go in to ask a total stranger for a job. If you're new out of school, it will most likely look pretty pathetic. Mine did. I had a bunch of drawings of naked models, some illustrations of faux advertising layouts and book covers and a small reel of 16mm film that contained all the animation I ever did. The owner of the studio I applied at never looked at any of it. He told me he wasn't sure if he wanted to take on a beginner and that I should try and get another job somewhere else. If I couldn't find anything elsewhere, I could come crawling back and he'd see what he could do. Nice guy. Listen, Pilgrim, they're all "nice" guys! Expect some serious abuse when you try and convince someone they should pay you professional wages for unproven labor.

I carried back all my unexamined stuff and put it in my car. As luck would have it, I put my film reel on top of the car when I went to unlock the door. I drove off leaving it right where I left it. The last I saw of my complete collection of animation is when I looked in my rear view mirror and saw it bouncing and unreeling down the Ventura Freeway. It made applying for any other job difficult. It's trying times like those that test your belief in a higher power. Luckily, the Big Guy in the Sky was looking over me. In my case, that guy was Tumbleweed Tex.

I wasn't always The Mad Animation Prophet. That took years of of struggle and survival. The wise ol' animation director, Tumbleweed Tex, wasn't always legendary either. On this day he was just another young pup looking for a square meal like I was. Attached to the Animation Farmhouse was a two story apartment complex used as a production facility. The second floor had a balcony along one side. On that balcony stood a young Tex. He saw me as I got in my car and drove off and, he recognized me! He recognized me from Art School where I was two years his senior. Tex rushed to the owner of the studio and asked if I was the same BFA graduate he remembered from those days. He was mightily impressed by my senior project; a music video of a Smothers Brothers song. He went on to exclaim that I was the best artist the school had! Now, if this information made the studio executive regret rejecting me, he didn't show it when I came back two days later to beg for a job. Instead he gave me a beginning job as an Inbetweener at the lowest pay possible, providing I came early, stayed late and worked Saturdays for no over-time. "Consider it on the job training." he said. I did. It was my start as a professional in the business and I owed it to Tumbleweed Tex.

Tex and I have remained friends and co-workers over the years. He was even my commanding officer during the Civil War. Still, to this day, I do not know what I did at school that so impressed him that he gave a positive reference about me at a critical moment. I'm glad he did, though. A key reference can make the difference when your portfolio fails you. Remember that, Pilgrim.