Wednesday, August 13, 2008

Odd Jobs


I've done some odd jobs in my day. I was a traffic cop at a County Fair. I unloaded watermelons out of a produce truck. I trapped gophers out of local farms and sold their feet to the township. I posed as a wax figure in a Hollywood museum. All this was just to get extra money. What I really wanted to do was work in Animation. Well, young critter, once I became a professional in that industry, I found a lot of odd jobs! As a pilgrim moving up the food chain, I gained experience at a number of jobs. I could draw, I could animate, I could tell a story, I could take orders and, when the opportunity arose, I could give orders as well. I'll give you two examples...

I was approached by a feller that wanted me to produce a music video for him of a group of kids singing "Happy Birthday". You know the song but did you know that the song is copyrighted? Yep. This feller licensed the rights. He figured that videos were the next hot item. If he could personalize them by adding a spot of animation to the head of a purchased video, they'd make great birthday gifts. I asked an intelligent question about what name we would record when you came to the part of the song "...Happy Birthday, Dear ???...". He had no answer. True personalization would require a custom recording of the name and animation of a character saying that name in animation. It was a quandary. Such a question almost killed the job. PILGRIM TIP #1: "Never ask a question you don't have an answer for!" I suggested that we include a dog in the animation that would cheerfully bark at the moment a name was called for. Good answer! The picture moved forward. The film was a simple affair. It was just a puppy with a row of kids in their party clothing holding balloons in front of a simple but colorful card. They sang, the camera cut close on the dog who barked and cut back wide for the finale. It was a husband and wife venture. The wife art directed, the husband financed and I jobbed out the work to an animator, layout artist and a background painter. I directed, painted the cells and moved the finished work through to delivery. What happened after that? I'll probably never know. The little film just disappeared.

I also worked free-lance by mail for a small commercial house in New Mexico. They'd send me a script, a pre-recorded sound track, sometimes an existing model of a character and a tiny budget. I'd do everything else. I drew the storyboard, designed the characters and did the animation. This was all sent back to New Mexico where they finished the commercial, sent me a copy of the finished film and a check for the work. It was a lotta work for the money but fun when you're young and need material for a portfolio reel. Well, I did a commercial for a local (New Mexican) dairy that had a pre-existing character of a boy as its logo for their milk. I didn't care for the design but did the commercial. They loved it and sent me another. While I was working on a feature film, I got a call requesting I do another milk commercial. I refused. The money was bad and I had a full-time gig. They begged. The client insisted that the same guy do the commercial. I offered to find them a good replacement and I'd check in if they had any problems. Grumbling, they agreed. I knew of two good artists temporarily out of work and they jumped at the chance! I offered to give them the contact number and they could run the job directly through the New Mexican agency. "No, no!" they said! They didn't want any contact with the business guys. They insisted that I talk to the client and broker the job to them. "Are you guys nuts?," I asked! "Do all the work yourself and keep all the money". "Nope, nope!" They didn't want to hassle with the "suits". So, I took the job, gave it to the two artists and pocketed an agreed upon fee for the service.

That was the day I decided to become a producer.

Thursday, August 7, 2008

Doing it the Hard Way


When I was a boy, steam locomotives still hauled freight but were becoming obsolete. The local meat packer in my town donated such a locomotive to our county history museum. The freight yard, where the locomotive was, and the fair grounds, where the museum was located, were on opposite ends of town. A connecting railroad track would have made delivery easy but it didn't exist. So they delivered the locomotive the hard way; they built the track as they went! They laid wooden ties down the center of a paved street just ahead of the locomotive. They put steel rail atop the ties and gently bolted them down. The locomotive drove along the rails the 40 yards to the end of the track, stopped, and waited until the workers ripped up the track behind it and relaid the tracks in front again. It was agonizingly slow progress but fun to watch! Eventually, the locomotive was delivered and no indication of the temporary trackage remained behind.

I've worked on productions like that, except they were no fun to watch. Enthusiasm and money rush in and form a company but before they even survey the track, they've bought a locomotive. Next they acquire a building to house all the employees and fancy furniture. Finally. they pick a destination but argue over which route to take to get there. By this time, the investors wonder when they're going to take their first ride. Suddenly, there's a rush to finish the railroad but there's no money or time left. So, they lay the tracks just ahead of the train, drive a short ways, stop, and wait for money to build farther along while the creditors tear up the tracks behind them. In the end, they've delivered a disappointing project but no trace remains of the company they built.

It doesn't have to be done the hard way. Survey the market, do a business plan, acquire the financing, build a realistic budget and schedule (in other words survey the route and lay the track) and then buy the locomotive! Nothing works like success. With the railroad in place and product moving along the line, the orders will come rolling in. A quality product made on time and on budget always brings repeat business...and a great sense of satisfaction. Animation film making is a business. It follows the same rules as any other business. Hire someone successful at the business of creating and operating an animation production before you start laying track or buying motive power. I've worked on productions that ran like a tuned watch. It takes a mixture of seasoned professionals, eager young apprentices, practical businessmen and courageous investors but this is the easy way to run a railroad or to make a movie about it. Hard work makes a well run operation look easy...as well as a lot of fun to watch.


Saturday, August 2, 2008

Atristic Intregity versus a Paycheck


So, Young Artist, what's your price? What will you "sell out" for? Remember, as a member of the animation industry you fall into the category of "Commercial Artist". That means you do "art for hire". If you want to draw strictly for your "heart and soul" you must choose "fine art". A "fine artist" draws what inspires him, what gives him pleasure. It doesn't matter what style the art is in, all that matters is whether the artist works according to his own vision NOT someone else's. Jackson Pollock, Andrew Wyeth, Pablo Picasso all fall into the category of "Fine Artists". They drew first and sold, if they could, their work later. Some well known painters crossed over the line separating these two categories and did "work for hire". Toulouse-Lautrec, Peter Paul Rubens, Michelangelo, Maynard Dixon were all known to have done family portraits, ceiling murals, book illustrations and poster designs for a fee. Other famous illustrators such as N.C. Wyeth and Norman Rockwell were perfectly content to make a living in commercial art and never labeled themselves as fine artists.

You, Dear Animation Artist, fall into that last category. You are a Commercial Artist and your work is bought and paid for as you do it. And you do it according to your employer's direction, even if he has no artistic taste what-so-ever. When I got into the business, my employers and supervisors were all professional artists. They taught as they directed. I got better, they got richer. It was an honest trade-off for the education. Today, animation is often controlled by investment bankers and business school graduates. Art is a product and they are the sellers of that product. It angers them when your work does not illustrate their vision, which they are unable to describe graphically to you. Yet, you, as a professional, must find a way to work with these employers.

I worked with a great designer who knew his employer very well. When designing a character for a new show, he would draw about a dozen variations. Then, he would stack them in the order he wanted his boss to see them in. The top four drawings were the best versions. The BEST drawing, his choice, was the third one down in the stack. The balance were just additional drawings that illustrated how bad this character could be drawn. He said his boss would always reject the first drawings he saw and only make up his mind after seeing multiple choices. This professional designer said the third drawing was the most often picked but he could feel good about any of the first four. You also must learn a technique necessary to help blind men see.

This does not mean you have to prostitute yourself or your art for money alone. If it's only about the money, then there are other ways to make it faster and more agreeable. I choose a project for three reasons; I like the project, I like the money and I like the people/person I'm working with. When working in children's television, I found that the product was almost identical from studio to studio. Liking the project seldom factored into my decision. I would change studios only when considerable more money or advancement was offered. After I established myself, I would sometimes take a lower position in order to work on a more prestigious project, like a feature film or to work with a known director, like Chuck Jones. The truth is, most artists work for love. If they only worked for money there would be a lot more rich artists out there. Money does not make you smart or talented or ethical, it only gives you power. I'm more than happy to exchange power for the ability to make smart, artistic decisions that help others to do their jobs better. So, if your dumb, untalented and corrupt employer insists upon doing your job badly, be prepared to walk away. If the job hurts, stop doing it!

During an interview, Hollywood Joe, the smartest and most successful artist/producer in the business, was asked what advice he could give new artist film makers based on his years of experience. He answered, "Be prepared for disappointment." 'Nuff said.

Tuesday, July 15, 2008

Pretty Pictures


When you're wandering around the wasteland of Development Hell, you'll see a lot of mirages. A mirage is a image, usually beautiful, that isn't real. Some say it's a reflection of reality, some say it's mere imagination and some say it's pure madness. I say it's an illusion but, like a dream, it can be captured. In animation development, the mirages appear after you've completed your first script. After reading and rereading that document, the new investor may get a vision of the final film. Heck, he'll usually have many visions! In his mind's eye, the film is already done and he's receiving his Oscar or Emmy in front of cameras. To us ol' veterans, the film's just begun. The next thing on the list of "things that must be done" isn't sending out invitations to the Awards party but to capture the "mirage" on paper. In other words, we have to establish what the "look" of the picture will be. What "style" of art work will represent the story we want to tell.

This process is becoming less and less common these days, even in television production. Often times, some type of art work will immediately follow the "idea" before the pilot script is written. Unless the mirage is as clear as the presidential images on Mount Rushmore, these initial drawings are preliminary and soon left behind. Some times these "pretty pictures" are necessary to entice additional money or to inspire a writer. Usually, they are merely unchanneled energy and consume vast amounts of money with no return on the investment. They wind up as expensive toys or gifts disguised as "exploratory" art work on the budget. When you purchase a large "coffee table" book of animation illustrations from successful Disney or Pixar features, you will notice a lot of this type of art work. The uninitiated investor must realize that the combined cost of this non-production art work may exceed the budget of of thirteen half hours shows produced for network television!

As a trustworthy guide, I must recommend against that expenditure. Save that money for choosing the art director or key designer for the overall series. Pick a style that best suits the vision of film maker: new wave, retro, classic, comic book, engraving, illustrative, water color, opaque paint, cut out, sketch line, bold outline, etc. Look at several styles that specifically refer to the audience and market you intend to attract. Once you've reached a decision on the "look" of the series, go ahead and don't look back! The temptation is to redesign and redesign until the money runs out and then runs over. Choose a qualified guide, make a decision from excellent choices and then, live with it. Pretty pictures will cost you a pretty penny. Put that art work on the screen not in your den. Make your vision a reality NOT a mirage.

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.