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!

Tuesday, September 30, 2008

Striking the Mother Load


As a worker bee in the hive of television animation you were "paid by the pound". You got a minimum salary but were expected to turn in so much "footage" or scenes or drawings to justify it. This resulted in the general opinion that television was cheap "rush" work. If you longed for respect, you had to move into theatrical features. This basically meant you had to work at Disney because they had the "lock" on animated features. Disney was considered the "Cloisters" because they didn't seem to fraternize with anyone from television and didn't know what was going on in animation beyond the walls of their studio. Amazingly, they never got laid off! Everyone wanted to work on a feature project but Disney was a "closed shop". You had to be born inside the walls, it seemed, to get a shot at working there. (This was more true than not. Disney workers beget Disney workers!) This all changed in the 70s when the underground comic book movement beget X-rated animated features!

There was a new look to animated features and it was an adult look. It was irreverent, sexy and foul mouthed. It mocked established institutions like government, religion and politics. And it did it all with the raw, unbridled look of underground comics. This movement was headed by a young man from New York, we called him "Vinnie", who brought the world of underground comic book artists to the screen. At the beginning of his rise I ended up working at his studio. During a drunken luncheon one day Nandu, an animator friend of mine, and I decided to enlist with this new studio and embrace its vision to take on the Disney giant. We were hired after an interview, Nandu as an animator and I as his assistant. I was finally working on a feature production. I had hit the mother load!

There's a lot of good things about working on a feature. First off, it's a union staff position so its pays well every week and comes with full benefits. It's a long-form project so it could last two years in production! Best of all, you have all the necessary time you need to do your best work. Of course, this was NOT a Disney feature but an independent production which meant Vinnie could make up his own rules about how the picture was to be made. He took some "shortcuts". He didn't photograph the rough pencil animation before it was painted but waited to see how it looked on the scene in color. Instead, he would "flip" the animation in his hands to see how it played. Tim, another animator on staff, picked up on that and only gave Vinnie completed, cleaned-up roughs to look at. He had a special relationship. His wife was also on staff as his exclusive assistant and his daughter was her exclusive inbetweener. Tim was a favorite because Vinnie could see his work fully as he flipped it. I had worked with Tim before and always thought his work was mediocre but the boss loved it.

The rest of the animators had to use assistants and inbetweeners from the "pool", like me. Vinnie expected a reasonable amount of work from his animators and Nandu had difficulty meeting that demand without utilizing some "tricks" he learned in the television business. Nandu was a master of the "invisible hold". He would keep a character in one position for no more than a third of a second or 8 frames of film. Even if the character stopped moving his body, something else on the character, his arm, his hair or tie, would continue animating. This was known as "overlap" in the industry. And before the character started moving again, he would begin the animation with a simple action like a hand move, an eye blink or a head bob preceding the actual movement of the character. This was called "anticipation". Overlap and anticipation were the marks of an excellent animator. In order to save money in TV animation, Nandu would use separate drawings of hands, heads and eyes animating atop a character body at rest. Employing this technique, he was able to make the footage demanded by Vinnie. The trouble was, it didn't flip well. A character would move a short while then separate into many body parts making seeing the action out of context on paper impossible. This gave Vinnie the impression that Nandu was a "hack animator". They quarreled and Nandu left. But I stayed on. Other animators liked me and was given prestigious, if difficult, assignments.

I stayed at that job long enough to see justice play out. Eventually, all completed animation was painted and photographed onto 35mm film and Vinnie got to see it in action. Tim's work, which seemed so wonderful on paper, was revealed to be mediocre and he was sacked. However, when Vinnie saw Nandu's work on the screen, he was delighted. He loved it and wanted the animator who did it praised and given more work! He seemed confused when he was informed that he fired that artist earlier. Vinnie never even knew who did what on his show. And he certainly wasn't able to tell good from bad by merely "flipping" it through his hands.

Friday, September 26, 2008

Uniformity


One of the distinctions of the Golden Age of Animation was uniformity of style. Some people refer to this, mistakenly, as a "house look". A "house look" is a "sameness" to each picture produced by a studio. Disney had that "look" as did Warner Brothers, MGM and UPA. In television Hanna-Barbera fell into that definition. A "house look" could be a good thing if it was considered "classy" as the "Disney look" was. It could be also be considered "dated" like MGM or "limited" like Hanna-Barbera. UPA was called the "modern" or "new look" in its day. This irritated Disney who produced a series of films, Johnny Appleseed, Wind Wagon Smith, Paul Bunyan and the Academy Award winning Toot, Whistle, Plunk and Boom, just to prove they could be "modern" if they wanted. After winning the Oscar and the point proven, Disney went back to their "house look".

Uniformity is something different and fundamental. It's a basic rule of animation that the finished picture should look like it was drawn by one hand. It is, of course, highly improbable that an animated film of any length could be completely drawn by a single individual. Film-making, in general and animation particularly, is a collaborative effort. Hundreds of artists, executives and technicians go into making a theatrical release movie, just check the credits after a PIXAR film for this revelation. Still, no matter how many people are involved in the production of a picture, there should be a uniformity on three levels; purpose, story and design. For the purpose of this discussion, I'm going to focus on design.

I'm a big believer of an Art Director run picture. This is an individual that will set the overall "look" of a picture whether it is character, costume, background locations, interior design or color. This doesn't mean that he draws, designs or paints all these elements himself but he chooses the style and the artists that will be responsible to deliver the look of the show. He is also the key person responsible for all these elements. It's his fault if things go amiss in these areas. The Art Director must be an artist. This person must be able to pick up a pencil or a brush and draw the correction he wants another artist to make. Often, this person is the creator of the cartoon or series being produced. If you are investing in a "film property", you are also investing in a "film maker". The final look of your product must look like this person drew it all. If several artists with different styles are creating elements for the show without an overall creative direction, the result will look like a patchwork quilt. The Arabs have a saying, "A camel is a horse made by committee". There needs to be a single vision on an animated project that controls the style or no one is going to want to saddle up and take a ride on the finished product.


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.