The Art of Pixar Short Films

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I
THE RT OF

s 0 T f s
By Amid Amidi .. Foreword by John Lassete:__ 1 _
I
Research Associate Adam Abraham

CHRONICLE BOOKS
SAN rRANc 1sco
p • I ·X·A · R
Copyr;ght 2009 DtsneyfP1xa.r.
n••"e<l.
All rights No pan of this •
book m=-y be reproducod Jn any form
Concept A rt: rne Adventures of
without writt•n penniasion from
Andre & Wo.'ly B. John Lasseter
tht publi8.heor.
Posre., 12~" x 11 %", l984
Librnry of Congr(·~l Cataloging·in~Pub1ieation Data
2 Sol Concept A rl: One Mon Bond,
An1idl, Amid.
Ronnie Del Carmen, Mixed Medio.
Tho art of Pixar short films/ by Amid Amidi:
2003
fo1·cword by John Laaseter.
ISBN 9'18·0·8118·6606·4 (he) 4 Storyboard ldelo "I): Red's Dream.
ISBN 978-1·4521-6521-9 (epub, mobi) John Lasse ter. Pe n & Marker,
Designed by Public a~· x 11", 1987

Chroniel• Books LLC Concept Art: Fot the Bitds.


680 Sec:ond Strv-et Rolph Eggleston. Postel
Sao Franclaco. California 94107 II xtr.2000
www.chroni<'l•booka.com

CRIPTION: NOTES: ~EQUENCE/SHOT:

- - DI' 3f:>
t-bLD % OT-2 -
DATE: S-.J:..- FO 2-L\-
ISheet:

FRAME COUNT: PAGE#:


'
qb~
I
Foreword 7
Introduction 8
Early Shorts 44
The Adventures of Andre & Wally B. 46
Luxo Jr. 54
Red's Dream 58
Tin Toy 64
Knick Knack 70
The Next Generation of Shorts 76
Geri's Game 78
For the Birds 90
Boundin' 100
One Man Band 112
Lifted 124
Feature Film-Based Shorts 136
Mike's New Car 138
Jack·Jack Attack 146
Mater and the Ghostlight 152
Acknowledgments 158


.• . .

....
..
One of my most vivid memories of growing up was running short films are absolutely their own art. A gem of a short film has
home after school to make sure I didn't miss a moment of the a sense of pure joy in animation that is different from anything
cartoons that aired at 4:30 every afternoon. I loved the Disney you see in a feature film.
films, of course, and never missed a chance to see one, but since
Here at Pixar, \V"e are proud to have our deepest roots in this
we didn't have home video back then, they were a rare treat.
fantastic art form, and to be able to continue ou r work in it today.
Looking back, those daily doses of animation- particularly the
We prepare for our short films as seriously as we prepare for our
Warner Bros. shorts-were essential to developing my lifelong
6 Concept Ar1: Boundin', Sud Luckey. features, with beautiful preproduction art and storyboards done
Pencil, 8V2" x l l'", 2002
love of the medium. So it's no surprise that short films have
by some of Pixar's most talented artists. I'm very proud of their
always had a special place in my heart.
7 Early Co1Art$ Concept Sketches: work and I couldn't be happier to be able to give them their
For fhe Birds, Ralph Egg!eston, Marker, In the old days, anin1ated short films were an established part of moment in the spotlight with this book.
ll" x l 7", 1986
the moviegoing experience. Every movie studio had a cartoon
I
studio that made animated shorts, and every feature film had a
short cartoon in front of it. As a filmgoer, I've always been sad
that this tradition disappea red.

Many people think that because something is shorter it is some- John Lasseter
how a "red uced" version of the longer art fo rm: a s tepping ·stone.
This is absolutely not true. Short films and featu res both have
the same goal: to entertain the audience with memorable char-
acters, stories, and images. Because of their smaller scale, short
films don't require as many resources- this is why people often
get their start 111.a king shorts-but fro1n a creative point of view,
,
/
,

It was two o'clock in the morning. John Lasseter worked alone these cartoons-delightful, bite-size chunks of entertainment-
in the studio. To keep his attention sharp, he downed cup alter were the highlights o f the program. The cartoon stars who
cup of coffee and blared rock music over the stereo system. Toy reigned in the early to mid-twentieth century are among the
Story, Finding Nemo, and Pixar Animation Studios itself were best-known names in cinema: Mickey Mouse, Mighty Mouse,
still in the future-dreams yet to be realized. That night, John Donald Duck, Daffy Duck, Betty Boop, Popeye, Tom and Jerry,
Lasseter's task was to animate a computer-generated (CG) Bugs Bunny, Woody Woodpecker. Mr. Magoo, Wile E. Coyote,
character that approached the life, spontaneity, and personality and Goofy.
of a classical cartoon star. The film on which he worked was The
Adventures of Andre& Wally B. It was the one that made all the The decline of shorts began in the early 1950s. In 1948, a
Supreme Court decision undermined the economic model on
rest possible.
which the studio system was built. Among other issues, the
But Lasseter had a p roblem: The technology he was using did Court banned the studio practice of "block booking," in which
not allow him to play back his skeletal "wire-frame" animation theater owners were forced to purchase enti re packages of
test at full speed. To an animator, as to a comedian, timing is studio films along with accompanying shorts. From the point of
everything. One must study a character's moves, reactions, and view of the studios, this decision was handed down at the worst
expressions in real time. The computer wizards v.'ho, conven· possible moment. A new nemesis \•1as on the rise: television.
iently, were Lasseter's coworkers at the stud io had devised Although invented in the 1920s, television did not take hold with
a clunky but serviceable solution. An ancient Mitchell ftlm the public until the boom years that followed World War II. By
camera, the type used by Hollywood studios in the 1930s and the 1950s, television presented a free alternative to the movie-
1940s, was set up on a tripod in front of a computer monitor. going habits of yesteryear. The new medium also offered hours
A homemade computer controller that worked with the com- of theatrical animated shorts re purposed for broadcast. Sudden-
puter software would bring up individual images from Lasseter's ly, Bugs Bunny and Popeye were c reatures of the small screen.
animation test-frame by laborious frame-and photograph it
Paul Terry, whose Terrytoons shorts accompanied 201h Century
onto film. When finished, Lasseter unloaded the filn1 magazine
Fox features, lamented the demise of the theatrical short:
in the pitch-black room and walked it across the Lucasfilm Ltd.
"The cartoon never demanded a price, and it got too expensive
campus to develop his animation test. At that moment in 1984,
to make them. Production costs continued to rise, and you could
as he tried to create an animated cartoon using a computer,
never get any more money from the exhibitor for your product!'
John Lasseter stood on a brid ge between the future and the past.
By the 1970s, only Universal and United Artists continued
And the past was glorious indeed. Through most of the to release theatrical cartoons. The final series starred the Pink
twentieth centu1y, every movie studio in Hollywood-MGM, Panther; these cartoons were distributed by United Artists
Para1nount, RKO, Warner Bros .• 20'h Century Fox, Colutnbia, until 1979.
Universal, and United Artists-distributed short films to precede
An era had ended. The studio theatrical cartoon, beloved by
their feature-film attractions. The typical &Im-going experience
millions, was no more. In the 1980s, this tradition was honored
included a newsreel, a two-reel comedy short o r travelogue, and
by the opening ftve minutes of Who Framed Roger Rabbit (1988).
a six- o r seven-minute an imated film. To many moviegoers,
which begins as if it were a classic studio short, with a loony
logo and merry music. The success of this feature prompted the winning sound designer Gary Rydstrom tested his mettle as the
Walt Disney Company and Steven Spielberg's production com· director of the anilnated short Lifted before moving on to direct
pany Amblin Entertainment to p roduce the occasional Roger the forthcoming feature Newt.
Rabbit short in the 1990s. Disney also rean imated its sem inal
Talent development is not restricted to directors. The shorts
cartoon star, Mickey Mouse, in the short fihn Runaway Brain
allow artists and technicians from all areas of the company to
(1995). But such experiments were the exception to the rule. That
move up the ladde r and assume greater responsibilities. "Unlike
is, until Pixar. In 1998, the company released the animated short
a feature, [for which] people tend to be specialized, on shorts
Geri's Game in front of its second feature, A Bug's Life, reviving
you have more of an opportunity to do a lot yourself because it's
the Hollywood practice of coupling a short lilm with the feature.
a small group," said Catmull. In this •.vay, he described short·
This was not happenstance or a case of mere nostalgia. Animated filmmaking as a "chance to grow creatively."
shorts were intertwined with the company's histo1y and develop·
John Lasseter, Pixar's chief creative ofli.cer, suggested yet
ment. Jn fact, long before Pixar was a feature· film studio, it was
another reason why Pixar has continued its short-film program:
a struggling hardware company that produced a series of short
"I have this philosophy that quality is the best business plan,
films, going all the way back to that first Andre and Wally B.
period, and I always like to overdeliver, no matter what we're
short that Lasseter c reated while the Pixar team was still part of
making-a featu re, a DVD, a toy. We don't advertise the short on
Lucasfilm. The cartoons that Pixar created in the 1980s were not
the movie poster or in the trailers; [but] when anybody comes to
intended for mainstream theatrical exhibition; they were experi·
see a Pixar animated film, they get a Pixar short as well. It's kind
ments used to help develop their technology- meant to be pre·
of an old-fashioned moviegoing experience, whereby you get
sented at computer-graphics conferences and at film festivals.
a lot more for your 1noney."
Jn these early shorts, Pixar established its reputation, developed
its technological prowess, and learned how to apply traditional The lilms featured in this book may be brief in length, but they
an imation principles to computer graphics. The technological were by no means easy to make. An animated sho.1t requires the
and artistic advances of the early shorts reached their culmina· same talents, skills, and technologies that are poured into a fea·
tion in the first CG feature film, Toy Story (1995). ture film of ninety or one hundred minutes. The only difference
is one of scale. If a feature li.lm is a novel, then a one-reel short,
Even after "making it" in Hollywood, Pixar continued to produce
such as the ones discussed in this book, is a short story. Since a
and distrib ute theatrical shorts periodically. Short films do not
short lilm has much less time in which to make an impact, every
gene rate additional income for a studio since the ticket-buyer
moment must count.
is subject to the same price with o r without a short, negating
a profit motive. But Pixar cofounder and president Ed Catmull Although each short lilm produced by P ixar posed its own
explained the studio's rationale for continuing to p roduce these pa1ticular challenges, they all share one common tra it: a joy
unprofitable little masterpieces: "Our motivations for shorts in the endless possibilities of cinema itself. A short cartoon is
have evolved over time, so I don't want to p retend like there's not, strictly speaking, a commercial p roduct; thus, it is liberated
one reason we do shorts. Some of the sho rts a re driven largely in a way that a feature film never is. The Pixa r shorts are sites
by a desire to develop technology, like (with] Geri's Game, which of experin1entation and playfulness; they are somber or silly,
was a project designed to create a convincing human character moody or mirthful. They take us, briefly, to worlds that are imag·
with skin and clothing." ined by artists a nd rendered inside a computer. Their journeys
may differ, but the destination is joy.
Another reason for the shorts program is talent development.
Pixar is unique among movie studios in that it does not pur·
chase ideas or properties from freelance artists o utside the
studio. Rathe r, Pixar invests in people and encou rages the1n
to develop ideas in-house. Similarly, most artists are promoted
from within, so the shorts are a n important training ground for
potential directors o f features. For instance, Academy Award-

l~TRO l> IJ C il O !l 9
BEGINNINGS In 1973, while still in graduate school. Catmull visited Walt
Disney Productions in Burbank, California. He tried to interest
To understand the development of the Pixar short films, one the company's executives in the potential o f computer graphics.
inust first understand the history of the company. The earliest Wh ile impressed by his abilities, the executives simply couldn't
animated short discussed in this book, The Adventures of Andre imagine that the primitive computer graphics of the tin1e would
& Wally B., was made by the group that would eventually become blossom into an art form. As Catmull recalled, uThe technology
Pixar, but when they were the Lucasfilm Computer Division. was not developed enough that you actually could use it in a
meaningful way. What we saw was the promise; what they saw
Following the phenomenal success of Star Wars in 197'7. George
was the reality of what it was at the time. They were not used
Lucas recognized that the archaic optical-compositing technolo-
to investing in the future in that kind of way." Instead, Disney
gies available would become increasingly inco1npatible with his
offered Catmull a job as an engineer on the Space Mountain
ambitious vision for the rest of the series. In 1979, he took the
attraction, which the company was developing for the Magic
unprecedented step of setting up a research-driven computer
Kingdom in Walt Disney World. Catmull declined.
division at a movie studio. The intention was to modernize all
aspects of film production. Cinema was an aging medium. The After graduation, he found a n1ore receptive audience in the
core technologies were developed in the 1890s, with advances- New York Institute of Technology (NYIT), where Catmull estab-
such as sound and color- made in the first decades of the twenti- lished a computer-graph ics research lab. Then he met George
eth century. Lucas had a couple of key technologies in mind: Lucas. Catmull's approach appealed to Lucas because, unlike
a digital video-editing system, a digital audio system, and a many computer scientists, Ed was not interested in technology
digital optical film printer. Lucas also wanted to develop com· for technology's sake; rather, he saw it as a 1neans to a filmmak·
puter graphics that could eventually be used for visual effects ing end. Lucas recognized that Catmull was the man for the job
in his features. and hired him to run the entire computer division, composed
of four separate units. Catmull, in turn, hired four individuals
Thus, while he was busy producing The Empire Strikes Back,
to head each department: David Di Francesco for digital film
Lucas was also on the lookout for someone to run his computer
scanning and printing, Ralph Guggenheim for digital video edit-
division. This search led to Ed Catmull, who held a Ph.D. from
ing, Andy Moorer for digital audio editing, and Alvy Ray Smith
the University of Utah. While still in school, Catmull had helped
for compt1ter·g raphics research. Smith was an academic with
to pioneer many o f the building blocks that would form the faun·
artistic leanings. After earning a Ph.D. from Stanford University,
dation of computer an imation, among them the z-buffer, texture
he worked at Xerox PARC-the famed research division of the
n1apping, and subdivision surfaces. Cat1null had a practical reason
co1npany-and with Catn1ull at NYJT, where Smith developed
for developing these technologies: He wanted to make lilms
early computer paint systems.
using a computer. One of Catmull's class projects was a computer·
animated model of his own hand. This piece of animation, The computer g raphics group of the Lucasnlm Computer Divi·
produced in 1972, was incorporated into the 1976 feature film sion was largely devoted to solving practical issues associated
Futureworld (the sequel to MGM's Westworld), becoming one of with digital imagery. These un resolved problems included
the earliest examples of computer animation in a feature film. c reating rendering software that could handle the millions of

10 THt All.7 or l'IX/,a SHORT fllKS


polygons necessary for film resolution; getting rid of the sharp- It worked. Carpenter was hired in January of the following year.
edged artifacts in CG images, known as "jaggies"; and creating Tom Porter, who began at the company that same month, said
naturalistic "motion blur" that would emulate the blurred image that, for a computer nerd such as himself, the opportunity to
that occu rs when an object passes quickly before a motion- work in Lucasfilm's computer g raph ics group was "pure sex
picture lens. appeal."

Catmull's philosophy was to keep his research and d evelopment As the division solved technical challenges, it desired an outlet
11 fleftl Ed Catmull and Alvy Ray Smith d ivision open and accessible. He felt that actively pa rticipat- to showcase its work in actual film production. However, such
disc ussing Andre & Wafly 8. Storyboord$,
Photograph c . 1984 ing in the computer-graphics com1nuniry would help Lucasfi.lm opportunities were limited; the computer g raphics g roup was
reach its goals faster. The primary hub of that community was built to create tools, not to make movies. Special effects ""ere the
frigh t) Ed Catmull. Alvy Ray Smith
known as SIGGRAPH, an acronym for Special Interest Group province of another Lucasfilm division, the highly accomplished
lin a "no jcggies" f shirlt, and Loren
4

Cotpentot In the lucosf ilm gtophlcs lob, on Graphics, which was run by the Association for Computing Industrial Light & Magic (ILM).

L Photograph c . 1984

---- Machinery. The group's yearly conference was the focal gathering
point of the computer-graphics community, and the Lucasfilm
Computer Division's graphics group presented dozens of tech-
Some opportunities d id arise in the early 1980s. The computer
g raphics g roup created the "Genesis Effect" sequence for Scar
Trek II: The Wrath of Khan (1982). It is a ground breaking piece
nical papers at SIGGRAPH conferences in the early ig8os.
of work: sixty-seven seconds of screen time notable for its "fly-
"My belief was that if you participate in that bigger community,
by" camera move. For Return of the Jedi (1983), the division
you establish relationships; also, the best people coming out of
contributed a single special effect, the Death Star projection. But
the schools will want to co1ne work for you," explained Catmull.
Ed Catmull and Alvy Ray Smith wanted to do more- to prove to
"I think when you get secretive, you actually hold yourself back."
Lucas and to the world that they, too, were filmmakers.
The co1nbination of Catmull's reputation and the allure of join-
ing the force that is George Lucas made the computer graphics
group the place to work for anyone interested in applying com-
puter technology to filmmaking. Loren Carpenter went so far
as to create a two-minute short film, "Vol Libre," for SIGGRAPH
1980 wi th the express purpose of impressing Smith and Catmull.

l ~TAOOUCTIO~ Jj
,

THE ADVENTURES OF ANDRE & WALLY B. To accomplish the first two goals, Catmull and Smith turned to
someone outside o f Lucasftlm. Earlier that year, they had met a
Two days after returning from SIGGRAPH 1983 in Detroit, Alvy twenty-six·year·old Disney animator named John Lasseter. The
Ray Smith and Ed Catmull decided what the Lucasfilm computer young upsta 1t had made a deep imp ression on both of them.
graphics group would do next: create a piece of 3-D character According to Smith, Lasseter "was the first animator we had ever
animation to show at SIGGRAPH 1984. met who wasn't scared of us."

Smith, who was in charge of the division, sketched nine thumb- As a student at Cal Arts, Lasseter directed two lilms that won
nail drawings, which depicted a simple situation: An andro id consecutive Student Acaden1y Awards. When he graduated in
wakes up in the middle of a forest, yawns, stretches, and stands 1979, he was hired by Walt Disney Productions to work on its
up to admire the beautiful scene1y. According to Smith, the story traditionally animated features, such as The Fox and the Hound.
symbolized the idea of computer animation itself, waking up to Although Disney was using the same p roduction methods that
the possibilities of the world around it. Even so, this bare-bones had been in place for decades, Lasseter, along with the young
narrative was less important than the technolog ies it was meant animator Glen Keane, helped launch one of the company's earli-
to showcase. est fo rays into computer graphics: a thirty-second animation
test based on Maurice Sendak's children's book V.lhere the Wild
The computer graphics group had several ambitions for this
Things Are. Th is experimental piece combined computer-
lilm. First, they wanted to show articulated character animation,
generated backgrounds with hand -drawn character animation.
as opposed to the rigid and mechanical animatio n that domi-
nated computer g raphics at the time. Second, they wanted to have While working on the Where the Wild Things Are test, Lasseter
a definite character, instead of a kaleid oscope of various effects. led the development tea1n of a proposed Disney animated fea-
Third, they wanted to p rove to their peers at Lucasftlm that ture tided The Brave Little Toaster. Lasseter's aim was to apply
they understood cinematic techniques and could be entrusted his new technique to the feature: place traditionally animated
with production duties on a feature fthn. Fourth. they wanted to characters against CG backgrounds. After securing the support
showcase the new technologies they had developed, such as the o f Disney executive Tom Wilhite, Lasseter looked for a stud io
addition of motion blur to comp uter-generated imagery. that could p roduce the digital backgrounds. This sea rch led him
to Lucaslilm, based in Northern California, and a meeting with

12 T H t All.7 or l'IX/,a SHORT fllKS


0
Catmull and Sm ith. The Brave Little Toaster did not survive combinations of spheres and cones sitting on top of one another.
Disney studio politics (although it was produced as an indepen- "I was having a hard time with rig id geometric shapes," he
dent feature in 1987 by Wilhite's production company Hyperion recalled. Determined to create an appealing animated character,
Pictures). Still, an important connection had been made. Catmull Lasseter looked for inspiration in the earliest designs of Mickey
and Smith found an artist who was sy1npathetic to their techno- Mouse by famed animator Ub lwerks. Lasseter realized that
logical ambitions. the first incarnation of the world's best-known cartoon star was
no more than a series of spheres and cylinde rs. The animation
In the fall o f i983, Smith and Catmull traveled to Burbank for
inAuence took hold, and the Lucasfilin character moved from its
one of their regular visits with Disney brass and technologists.
android origins to a more traditional cartoon design.
There the two men rekindled their relationship with Lasseter.
Shortly after their visit, fate intervened. Lassete r was a casualty Lasseter hesitated to show his new designs to Smith because
of a round of political infighting an1ong studio executives; he they veered so wildly from the original assignment. The draw-
was fired fro1n Disney without warning. In November 1983, ings did surprise the Lucasfilm crew, who had expected an
Lasseter ran into Ed Catmull at a computer-graphics conference. androidlike figure. Nevertheless, Smith supported the new look;
Learning that Lasseter was no longer employed by Disney, he felt that it was an opportunity to show that computer imagery
Catmull placed a call to Alvy Ray Smith. Smith exclaimed over could depict the visual styling of an artist and not j ust bare
the phone, "Ed, get off the phone right now and hire him!" the imprint of a con1puter. "By the end of the project," recalled
Within moments, Lasseter had a job with Lucasfilm Ltd. Smith, "everyone had forgotten they ever questioned John's
designs."
Soon the newly minted e1nployee ventured north to meet his
coworkers and get briefed on the new project. Smith's origi- After a second trip north to dfacuss the project, Catmull and
l2 An d r~ Concept Art: The Adventures of nal boards were merely stick figures accompanied by written Smith decided to hire John Lasseter on a full-time basis for
Andie&. Wally 8,, John l osseter, Pencil.
8 1/;>' x 11", 1984
0
descriptions of each scene. To John Lasseter's art school- trained the duration of the p roject. There was one p roblem. Because of
eyes, there was plenty of room to Aesh out the character. Smith, policies within Lucasfil m, the computer graphics group was not
13 Conc ept Art: The Adventures of Andre 8. who was the director of the short, encouraged the newcomer to permitted to hire any ''animators"-those were the province of
Wolfy 8., John Los.~ef er. Pencil, 8Y2" x 11",
1984 take the reins and said that the character "could look entirely dif- other departments within George Lucas's en1pire. To sidestep
ferent so long as he remained an android." this technicality, Catmull and Smith gave Lasseter the dubious
title of Interface Designer.
Smith also advised Lasseter to design the character using only
geometric shapes-ellipsoids, cylinders, spheres-such were the In 1984, John Lasseter began working full-time at Lucaslilm. His
limitations o f computer graphics at the time. As a visual guide, first days were intimidating. "Everybody around me had Ph.D.s,"
Smith gave Lasseter an airbrush illustration by Charles White he said. "They were supersmart and were inventing this stuff.
lI I called "Running Chrome Man." The chrome man appeared in And I thought, 'Right. I don't even know how to type! I'm neve r
the book Air Powered: The Art of the Airbrush. The glossy tech- going to do what they do: And then I thought, frankly, 'They're
nique seemed compatible with the look of computer animation. never going to be able to do what I do: which is bring a char-
acter to life and give it emotion and personality through pure
With his task in hand, Lasseter returned home to Los Angeles
movement."
and began to design the character. He struggled with different
J t-/TJtOOUCTIO~ J3
Lasseter decided that rather than try to approach their level The character's eyes and mouth also required a new technical
of technical skill, he would sit right next to the computer solution. David Salesin, assisted by Loren Carpenter a nd Ed Cat·
scientists and work together toward a common goal. This mull, developed a new form called the "bound;' which consisted
collaborative spirit between art and technology would become o f a spline-bounded area that followed the curvature o f a sphere.
one of the founding philosophies of Pixar. "A lot of the stuff that
As Lasseter storyboarded the piece, the filmmaker inside him
had been done in computer graphics prior to our collaboration
felt that Andre's actions needed some motivation, some conflict.
was technology people trying to do everything thernselves; the
"It was a little boring with just this character waking up in the
great thing about working together was that we could share our
woods," recalled Lasseter. Inspired by Catmull's teardrop shape,
knowledge and experience while b reaking down the responsi·
Lasseter created a second character, a fat bee, who had four tear-
bilities," recalled Bill Reeves, one of the first e mployees hired by
drops as "water-balloon feet" and a stainless-steel stinger. When
the computer graphics group in 1980.
it came time to name the film's second character. the fil mmakers
With Lasseter now on the team, the computer graphics group naturally turned to Andre's dinner compan ion in My Dinner with
began to create a computer model o f the robot character dubbed Andre, Wallace Shawn. Thus, the bee was named "Wally B."
"Andre:' which derived from "android." The name was also a
The ambitions o f the Lucaslilm crew went beyond the desire to
cheeky nod to Louis Malle's art· house film My Dinner with Andre
create an expressive cartoon cha racter. Eve ry aspect of the proj-
(1981). As the design coalesced, Lasseter felt that Andre's torso,
ect pushed computer graphics to its technological limits, such
which had been modeled using a sphere capped by a cone, was
as the film's use of particle systems that had been developed by
too rigid and lacked the plasticity necessary for expressive char·
Bill Reeves. In computer graphics, particle systems are generally
acter movement.
used to model "fuzzy objects"-those that do not have smooth,
Fortuitously, Ed Catmull had been tinkering with another shape defined surfaces, such as lire, sn1oke, and water. Reeves had
that he felt could be applied to the character. "I was develop- used his particles to create the fires for the "Genesis Effect" in
ing some new mathematical surfaces; and to test out my ideas, Star Trek II: The Wrath of Khan. Now his task was to implement
I built this teardrop shape:' said Catmull. "I actually built the particles to generate the trees and grass that formed the forest
teard rop shape before the film was being worked on." in which Andre awakens.

The "teardrop" shape that Catmull invented was p recisely the To help guide Reeves, Lasseter b rought in a stack of Arizona
type of Aexible, organic shape that Lasseter had in mind because Highways magazines that he had borrowed from the Disney
"it had a hemisphere at the top and a hem isphere at the bottom reference lib rary. Smith contributed his own collection of New
and a [fluid] section in between:' Lasseter explained, "I could Mexico Magazines. The irnpact of this research was soon felt.
stretch out the distance between the two hemispheres and change Computer scientist Eben Ostby, who joined Lucasfilm in 1983,
the diameter of each hemisphere; and when I rotated the top was impressed by Reeves's trees: "This level of detail and com-
hemisphere around the bottom hemisphere, the center sec- plexity was something that I'd never seen before. One of the fust
tion would bend p roperly. Through that I was able to get a real test images was just a spinn ing tree, and it was u nbelievable to
jellybean-like quality to Andre's body." see something as detailed and cool-looking as that."

14 THt All.7 or l'IX/,a SHORT fllKS


Lasseter stressed the importance of creating color schemes that The coinputer graphics group-in particular Rob Cook, Loren
were artistic, expressive, and nonrealistic. "The way [the techni- Carpenter, and Tom Porter-spent more than a year addressing
cal crew] would approach the issue of leaf color was to take a the problem. Eventually, they discovered a solution based on
leaf, put it under a color microscope, and grab the real color random-point sampl ing, which could re-create motion blur in the
of the leaf:• Lasseter explained to Lucasfilm historian Michael computer. The character animation in The Adventures ofAndre
Rubin. "I told them [that] leaves could be any color, depending & Wally B. was one of the first pieces of co1nputer animation to
on the light. They'd look one way in bright sun, differently on seamlessly incorporate motion blur into a CG environment.
a hazy day. A tree might even look purple!' To demonstrate his
Meanwhile, Lasseter involved hilnself in all aspects of the
point, Lasseter would take rough scene renders of the forest by
character-animation process. He worked in close collaboration
Tl'Ae.t Bill Reeves and, using an early d igital paint program, paint over
with Tom Duff, who, along "'ith Bill Reeves, developed the pro-
them. Reeves recalled the "eye-opening experience" of watching
14 Storyboard (detai1t: The Adventures of gram Motion Doctor that allowed the characters to be animated.
Andre & wo11y a .. John Losseter. Pencit
Lasseter transform one o f his renders by accentuating the colors
Lasseter's official title as Interface Designer suddenly became
BYi' x av,.., 198~ of the shadows and adding a blue·ish tint to the entire image
relevant when he made suggestions to Duff about how to revise
so that the forest popped off the screen. After a crew visit to a
15 tree Test Rend~r Studies: The AdVentures of the system to make it more accessible to anyone trained in
Andre & wolty a. Bill Reeves. Oigitot 1984 downtown San Francisco art gallery to view a Maxfield Parrish
hand-drawn animation. One change, according to Alvy Ray
exhibit, Lasseter's point became manifestly clear as they all
Smith, was that "computer scientists always number from zero,
experienced how a traditional painter interprets light and color.
but animators always number from one. So Tom changed his
There was, of course, a greater purpose in this drive for natural- zero-origin displays to one-origin displays."
ism, flexibility, and nuance. John Lasseter was trying to take
As Lasseter animated the characters, he began to ask for more
computer graphics and turn it into cinema. Even the simplest
controls on the models. Each new control enhanced the type of
aspects of traditional filmmaking had to be created from scratch
personality animation that had heretofore been absent in com-
inside the computer, such as motion blur, which CG films could
puter animation. By the time the film was completed, the Andre
not mimic. "Without motion blur," said Catmull, "we could never
model had 547 animation controls and the Wally model had 252.
be in the n1ovies. It was as simple as that. Our success depended
on linding a solution." SIGGRAPH 1984 drew nearer, and the crew scrambled to finish
the film. The computer graphics group had only two VAX

J t-/TJtOOUCTIO~ JS
computers on which to rend er images, but there were three Despite valiant efforts, the film was not completed by its SIG-
ma re in other Lucasfilm divisions: the Games Group, ILM, GRAPH debut on July 25, 1984. All the backgrounds were
and the finance department. Bill Reeves ca·opted all three after rendered, but towards the end of the screening, the a nimation
hours to harness the computing power he needed to re nder the switched from fully rendered characters to wire-frame "pencil
forest scenes (which feature a grand total of 46,254 trees). When tests." The audience was so enthralled by the vivid personality
all five of Lucas's computers proved to be insufficient, Reeves animation that many did not even notice the switch. The fully
enlisted the help of a friend who worked on MIT's digital initia· rendered film p remiered a month later at the International Ani·
tive, Project Athena. The university d onated computational time mation Festival in Toronto.
on its ten VAX 11/75os.
To audiences accustomed to the heights to which computer
Meanwhile, Rob Cook and Loren Carpenter, whose rendering animation would later ascend, The Adventures of Andre & \<!ally B.
system REYES now included motion blur, needed to render the may seem primitive. Running t\vO minutes, the story is s imple,
fi lm's characters. With all of Lucasfilm's computational power almost a sketch. Andre wakes up, comes face·to-face with Wally
monopolized by Reeves, they contacted Cray Research, Inc., the bee; there is a chase, then an off-screen climax. Still, it is a
which manufactured the fastest supercomputer at the time, the g roundbreaking piece of work. The Lucasfihn group took the
Cray XMP. The company agreed to let Lucasfilm implement field of computer graphics a nd dragged it forcibly into the reahn
REYES on its in-house machines in Mendota Heights, Minne· o f cinema. Moreover, in the early i9Bos, one could not walk into
sota. Thus, The Adventures of Andre & Wal(y B. was rendered a shop and buy a software program to make such a movie; the
16 Concept Art (detail) : The Adventures of simultaneously in California, Minnesota, a nd Massachusetts. computer group had to invent each tool as it went along.
Andre & wo /Jy B.. John Lasseter. Pastel,
13" x IO''. 1984 Cook and Carpenter traveled to Mend ota Heights. They we re This sho1t film can claim one more achi evement. It carried John
joined by Eben Ostby, who helped then1 adapt the REYES soft· Lasseter the few hundred miles from Walt Disney Productions,
17 (teft) Luxo Motion Study: lvxo Jr..
Digital, 1984 ware to Cray's machines. The fthn's characters were rendered with its pencils and light boards and drawings of Mickey, to
and composited against Reeves's backgrounds at the Cray Lucas!ilm, \•1ith its computers and programmers and pixels.
(rightt Luxo Frame Modol: Luxo Jr..
Digilal. 1984
facility. In a paper that Alvy Ray Smith wrote after the film's Thus, the film set the template for the soon·to·be-born Pixar: the
completion, he described Cook and Carpenter's fierce dedication marriage of art and technology, cartooning and computing,
to the project: "During the final week of co1nputations before the visionary and the scientist. Andre and Wally B.'s adventures
SIGGRAPH '84, Rob [Cook] got four hours of sleep in a week, were the first, but more would follow.
a nd Loren (Carpenter] got six! They literally hand scheduled the
four processors of the Cray XMP-4 and the two processors o f the
Cray XMP-2 to keep all six CPUs operating at close to one·
hundred-percent capacity.''

At one point, the team from Lucasftlm had even taken over the
terminal of Cray's founder, Seymour Cray, in the rush to rend er
the film in time for SIGGRAPH.

16 THt All7 or l'IXAit SHOitT rlLW:S


LUXO JR. composed of only four people: John Lasseter, Bill Reeves, Eben
Ostby, and Sam Leffler. And the group had even fewer computers
As Steamboat Willie was to Walt Disney and his studio, Luxo than crew members. At night they would borrow computers
Jr. was to John Lasseter and Pixar: the co1npany's breakthrough from other departments at Pixar and purloin p recious moments
animated short. Each fllm announced to the world its creator's of computing time. Under these circumstances the unit did not
distinct vision. luxo Jr. is also Lasseter's professional directorial have enough computing power to execute moving can1eras or
debut. detailed backgrounds. These limitations worked in favor of the
fllmmakers, though, because the audience's attention would be
luxo Jr. began production while the animation group was still
directed at one thing and one thing only: the characters. Against
a part of the Lucasfllm Computer Division. In February 1986,
the neutral background, the characters seem more real-as if
fonner chainnan and cofounder of Apple Computer Inc., Steve
they are there, passing the time, being and behaving.
Jobs, bought the computer graphics group of Lucasfllm, and the
group was reborn as Pixar. luxo Jr. debuted in August 1986 at In a mere two minutes of action, the film captures the highs
SIGGRAPH as the first o fflcial Pixar short. and lows of a typical father-son relationsh ip. We see the patient
exasperation of a father lamp, portrayed through subtle dips and
luxo Jr. is simplicity itself. A father lamp and a son lamp play
shakes of the lamp's head, and a child's curiosity and playfulness
with a ball; the youngster makes mistakes; and the parent shows
brought to life with Aopping lamp cords and springy extensions
forbearance. What is most striking about the film is its look.
of his little lamp arms. Despite this simplicity, luxo Jr. took
Computer artists at the time were fascinated by the possibil ities
some ti1ne before it developed into even this bare sketch of a
of the medium. Their animated shorts display an embarrassment
story. The project began when Lasseter asked if he could learn
of riches- rotating ca1neras, crystal balls, chrome logos, reflec-
how to model a character in the computer, which, in those days,
tive and refractive surfaces-as if to say, "Look what we can do!"
was a laborious task that required typing lines of code into a
luxo Jr., in contrast, stood out in th is hyperkine tic field in pa1t
text-edit ing program. He chose to model the Luxo lamp on his
because of its conspicuously spare look: a locked-down camera,
desk, primarily because it was there. Later, he created an imation
a simple plane of wood, and a pitch-black backdrop.
studies using the lamp and presented these during a lecture at
The austere design of the film was as much a necessity as an an animation festival in Belgium.
artistic choice. At the time, the anilnation group at Pixar was

l ~TJtOOUC'T I O~ J7
a human baby is different from an adult. The lightbulb is the
same size on [Luxe] J r., while the shade is smaller. The springs
and support rods a re the same d iameter as Dad's; yet they are
much shorter."

In a case that is unusual among the Pixar short fil ms, Lasseter
d id not have a clear end ing in mind when he started animal·
ing. (Typically, a sto1yboard details the entire narrative before
production beg ins.) When Lasseter began the animation, all he
knew was that the film would have a father lamp, a son lamp,
and a ball. This almost stream·o f·consciousness method lends
the film some of its lightness and vitality.

The deceptive simplicity o f luxo Jr. masks !'wo important


At the festival, one of the artists impressed with the animation technical advances. The first involves the nature o f the
was Belg ian an imation legend Raoul Servais, who had directed characters Lasseter chose to anin1ate. Unlike typical cartoon
one of Lassete1's favorite animated shorts, Harpya. When Serva is characters, lamps are their own light sources. Both Luxo Sr.
asked Lasseter about the project's story, Lasseter responded and Luxe Jr. have electric lightbulbs inside their swivel heads,
that it really didn't have much of a story; it was just a character casting lig ht and shadow in any direction. To achieve a realis-
study. Servais countered that any piece of animation, no mat· tic effect, Bill Reeves, David Salesin, and Rob Cook developed
ter how short, can and should have a story with a beginning, a a self-shadowing algorithm, wh ich computes clean edges
middle, and an end. resulting in anti-aliased shadows. "Bill came up with the idea
of this kind of depth map that was an image rendered from the
Lasseter took the advice to heart. When he returned to Pixar in point of view of the light source:• explained Lasseter. "Instead
San Rafael, he began to think of ways to create a story with the of storing information on the color of the objects in its view, it
lamp. lnspiration arrived in the forn1 of one Spencer Porter, the stored informatio n on the d istance to other objects. If one object
young son of Pixar technical director Tom Porter. Lasseter was appeared in the de pth map before another, you knew that the
amused by the comical proportions of the infant relative to the former should cast a shadow on the latter. If nothing in the depth
adult- the child's oversized head and stubby limbs. In a flash, map appeared before an object, it was not in shadow a nd would
Lasseter decided to model a baby lamp. be fully illuminated." The result seems effortless, and it gives
In a SIGGRAPH paper that Lasseter wrote after the film's credibility to the characters on screen. To Lasseter, it was a
completion, he noted the importa nce o f clea rly delineating the "perfect matching of technology a nd subject matter."
designs of the father and child la1nps: "The feeling of a baby The second technical breakthrough was Eben Ostby's advances
lamp and a grown· up lamp was very important. The effect was in procedural animation. This gave Lasseter control over the
achieved using exaggeration in p roportion, in the same \•1ay timing and movement of the rolling beach ball and obviated
a puppy is p roportioned very d iffe rently than an adult dog, or the need to tediously animate the ball frame by frame. Lasseter

18 THt All7 or PIXAit SHORT tlLl<S


,
vividly recalled his earlier suffering when he tried to make the created four additional shorts starring the Luxo lamps for the
patterned ball roll properly on the g round using only keyframe children's television program Sesame Street. The spots teach
animation: "! (was] sitting there in front of these ve1y expensive basic concepts, such as the differences between light and heavy,
computers, with a hand calculator using my simple art-school up and down. In recognition of his status as the company's
math, trying to figure out, 'If a ball is this size and it's moving breakthrough cartoon sta r, Luxo Jr. serves as the studio's
this fast, how far would it move?' What's wrong with this pic- unofficial mascot: He hops around the Pixar logo that precedes
ture?" Pixar would continue to refine its procedu ral animation every theatrical release.
system on future shorts, including the wheels turning on the
The success of Luxo Jr. caused one unanticipated problem: Pixar
unicycle in Red's Dream and the animation of the snow in the
had used the name of a trademarked product without permis-
snow globe in Knick Knack.
sion. This misstep was hastily corrected by Ralph Guggenheim,
ln addition to its technical achievements, luxo Jr. marks the lirst a veteran of NY!T and Lucasfilm, for which he headed the
collaboration with sound designer Gary Rydstrom, who would development of Lucas's EditDroid editing systen1. Guggenheim,
become an integral part of Pixar's creative team in both short who joined Pixar's animation group around the time Luxo Jr.
films and features. Rydstrom was a budding sound designer premiered at SIGGRAPH, immediately contacted Jae Jacobsen
working in Lucaslilnl's sound group, Sprocket Systems. In his Industries to clear the use of the name. Computer animation
work with Pixar, he decided that the sound effects should not was so new that the Luxo representatives could not even
be too "cartoony." Rydstrom wanted the sounds to be funny and understand what Pixar had done. "They thought we had taken
exaggerated but rooted in some semblance of reality. "I thought two of their lamps and anin1ated them by hand in stop motion,"
my job was to give [the lamps] vocalizations that did in sound said Guggenheim. The notion of computer animation was still
what John was t1ying to do with the animation, which is stay unfathomable for most of the public. Ultimately, Pixar and Luxo
18 Reference Photo : Luxo Jr., Photograph
c. 1986 true to them being lamps but give them life," recounted Ryd- reached an agreement in which Luxo could screen the lilm at
strom. He produced the desired effect by combining the sounds its own trade shows and Pixar could distribute the film without
19 Concept Art: Luxo Jr.. John Lasseter.
Mallccr. 1986
of lightbulbs turning in sockets and metal scraping against restraint.
metal.
With a running time of about two minutes, Luxo Jr. exceeded
Luxo Jr. debuted at SIGGRAPH 1986 with two other short everyone's expectations. In addition to its many accolades, the
animation tests that Pixar created. Lasseter's little film about the film became an effective recruiting tool for the burgeoning
two lamps startled the six thousand computer programmers and animation studio. Many artists who later joined Pixar, including
assorted technical geeks who were in attendance at the Dallas Pete Docter. Jan Pinkava, and Bob Pauley, cited the film as one
Convention Center Arena. Thunderous, prolonged applause that opened their eyes to the possibilities of computer animation
followed the debut. as an art form. Pauley, a production designer on Cars and Mon-
sters, Inc., said, "When I saw Luxo Jr. . .. you could tell [that the
The film went on to win dozens of awards at film festivals, and
filmmakers] cared about character; they cared about character
it earned another important distinction: an Oscar nomination animation. It's beautiful-there's a story, there's heart; and I
for Best Animated Short- the first fully computer-animated film
thought, 'I just want to work there." '
to garner that honor. Luxo's life did not end there. In 1991, Pixar

J t-/TJtOOUCTIO~ J9
Lasseter insists that one of the keys to believability in any
animated film is the use o f organic shapes. The clown, who
was cheekily dubbed "Lumpy" by the crew, was a significant
advance in that direction. Creating the clown was a particular
challenge for the fledgling Pixar crew. Lasseter remembered
RED'S DREAM a brainstorming session with Bill Reeves and Eben Ostby.
Playing the gadfly, Lasseter paced the room and thought aloud,
It was a moment that John Lasseter would not soon forget.
"I know the teardrop and what it's made up of. What if l sculpted
He had org anized a daylong course on character animation
something with a much more organic shape, so it d oesn't look so
for the SIGGRAPH 1987 conference in Anaheim, California,
geometrically perfect, and we d igitized it using the exact same
and had invited his former Disney mentors, Frank Thomas
number of points that the teardrop has?
and Ollie Johnston, to participate. Earlier in the afternoon,
Thomas and Johnston had spoken to the attendees about Intrigued, his collaborators fell in with his thinking. Someone
20 Rainy C ity Street ot Night Storyboard their experiences during the "golden age" of animation. suggested that he first sculpt the clown's head in clay. "Then
(detoill: Red's Dfeom, John Losselef, The veteran animators had stressed that computer animation Eben would take the data and put the same kind of controls over
Marker &. Pe nc il, 8Y2" x 11", 1987
would reach a similar level of accomplishment only when it, like the teardrop," recalled Lasseter.
Concept Art: Red's Dream, Jotin its artists were able to elicit emotion and pathos from their
Losse iec Morker, 1987 The piece of hard ware that made this possible was a 3-D d ig i·
computer-generated characte rs.
tizer produced by Polhemus Navigation Sciences. The Pixar
21 (te rt) John l ossete1 with Unicycle
Re ference: Red's Oreom, Photogroptl, Nov; it v.ras Lasseter's turn to speak. As part o f his presentation, crew had previously employed the digitizer on the "stained
1987 he screened the newly finished film Red's Dream.. When the p re- glass" knight in Young Sherlock Holmes (1985), which is one of
(ri9htl Fiim Still: Red's Drea m, 1987 sentation ended, Thomas and J ohnston barreled forward, eager the earliest examples of a CG character in a feature f1lm. Now
to shake the young man's hand. ,;You got it! You got the pathos!" Lasseter could sculpt a clown's head, draw grids on top of it, and
they exclaimed. "They were so excited;' Lasseter later recalled. slowly drag the digitizer's wand like a pencil over the object's
surface to record a point-set.
As he had in Luxo Jr., Lasseter managed to express emotion
through an inanilnate object-in this case, a unicycle. However, In addition to provoking such moments of inspiration, Lasseter
the technolog ical star of the newer film was not the inanimate fused the talents of those around him. At SIGGRAPH 1986,
object; it was the down who rides atop the unicycle. This was Pixar had presented three separate pieces of animation: Lu.xo J r.
the studio's first attempt at an organic facial shape. Looking and two technologically driven animation tests (Beach Chair,
back at the film some years later, however, Bill Reeves joked, by Eben Ostby, and Flags and Waves, by Bill Reeves and Alain
"I'm not sure if you'd call it that anymore.'' Fournier). Lasseter recognized that they could accomplish more
by combining their talents into a single project. Like inany
20 THt All.7 or l'IX/,a SHORT fllKS
animation pioneers before him, he used what he had at hand. give the film a happy, Hollywood ending. To the contrary, the
Bill Reeves was further exploring particle systems and rain. To film concludes on this melancholy note. Lasseter later quipped
make his project more fun, he built a city set and attempted to that the sad ending made the film a hit in Europe. In fact, in
create an atmospheric night scene, with falling ra in and street 1988, Red's Dream won the top European prize for computer
lamps reflecting in the puddles below. At the same time, Ostby, animation, the Prix Ars Electronica.
who was an avid biker, was at work on a complex model of a
In addition to the eleg iac ending, Red's Dream is distinguished-
bicycle, with accurate spokes and hubs. With a painterly city
and unique in the Pixar canon-because the unicycle's d ream
scene on the one hand and a realistic bicycle on the other,
sequence is the only major work created by the animation
Lasseter conceived a moody tale of a unicycle who d reams
group that was rendered with the company's flagship hardware
of becoming the star attraction at the circus.
product, the Pixar Image Computer. Ed Catmull wanted the film
Lasseter coJnbined these elenlents with his own desire to create to be a showcase for the powerful capabilities of this piece of
an organic character. In the dream sequence, however, the clown hardware. Pixar employees wrote a special version of the REYES
is upstaged by the talented unicycle. It is he who finishes the rendering software called ChapREYES that could specifically
performance and receives the adulation of the crov1d. When render scenes on the Image Computer. Whether the company
the dream is over, the unicycle finds himself in the corner of the would ultimately be known for its hardware or for the fanciful
shop, alone and unwanted. Lasseter resisted the suggestions to dreams of its animated creations was still to be discovered.

l~TitOOUCT IO~ 21
TIN TOY mat ion, ligh1ing) into quick-loading module s. The progra m also
had to be infinitely custom izable and extensi ble so 1ha1 it could
During the produc tion of Red's Dreom in the spring of 1987, the grow over time to meet 1he increas ingly sophistica1ed deman ds
animat ion group realized that Pixar had outgrow n its animat ion o r the studio's charact er animat ion.
software, Motion Doctor. Now the tool was showing its age.
In the estimat ion o f Bill Reeves, the produc tion of Tin Toy was
The organic clown had brough t the system to a near standstill.
the most difficult thus far. Multiple new pieces of technology
"Intera cting with the animat ion was so slow, it was just killing
me." Lassete r recalled. He compa red it to writing on a word were incorpo rated into the produc tion pipelin e. In additio n to
Menv, there was the debut of Render Man, the studio's ground·
processor in which each letter typed on the keyboa rd would
breakin g piece o f shadin g and rendering software. lt was within
take flve minute s lo appear on the screen. Where as his anima·
this challen ging produc tion environ ment that J ohn Lassete r
tion mentor s, Thoma s and Johnsto n, could convey their ideas
decide d to up the ante once again. The Pixar crew would
instant aneously with the dexteri ty o f a pencil on paper, Lassete r
was inhibite d by technol ogy. Someth ing had to be done. attemp t one of the greates t challen ges in animation: to create
a human charact er. Even the early Disney an imators, masters
As early as 1986, the Pixar animat ion team had recognized the of Mickey Mouse and Donald Duck, struggl ed when they had
need to develo p a more robust and powerful piece of animat ion to draw a convincing boy or girl. Now, all 1hese years later, could
softwar e. One weeken d in the fall of 1986, they drove in a cara· pixels create a believa ble human ?
van up the California coast 10 Stillwat er Cove. There the Pixar
Compu ter animat ion, still in its infancy, would now tackle
team held a retreat for a few days in which they b rains1ormed
the notion of creatin g a baby. The idea was sugges ted by Bill
ideas in a free-for-all fashion. Among those presen t were Bill
Reeves, Eben Ostby, Rob Cook, Loren Carpen ter, Sam LefRer, Reeves, who had his first child, Julia, in 1986. Lassete r liked the
David Salesin, and Joh n Lassete r. The white paper they col· idea o f a baby but did not have a story to go with it. Then. as fate
would have it, he watche d a home video o f h is nephew, Timmy.
lectively wrote in Siillwat er Cove became the founda tion fo r the
In this video, Timmy sits upon a blanke t and plays with his toys,
new piece of modeli ng and animat ion softwar e that they would
as childre n will do. This simple docum ent was fascina ting to
introdu ce with Tin Toy: Menv (short for modeli ng environ ment).
Lasseter, who studied it with a keen animator's eye. He noticed
"Stillwa ter was a semina l meetin g for Pixar's modeli ng and ani·
that eve1y toy the baby touched went directly into his mouth.
mation technology," recalled Reeves. <;Witho ut those ideas and
Lassete r though t to himself. "Wow, can'1 imagin e being that
1he softwar e tha1 grew from them, Pixar's feaiure films would
no1 have been possible." ioy. That baby would be a monster!" Such was the spark 1hat
Lassete r needed . He would create a film that looks al the baby-
Wherea s 1he Mot ion Doctor animat ion software had been and the world- from the poinl o [ view of a toy.
design ed prior lo J ohn Lassete r's arrival at Lucasfllm, Menv was
It was far easier to generate this story than to create a baby
design ed from the ground up to accomm odate the workflow of
inside the comput er. Despit e the crew's earlier experie nce with
a troditio nally trained animator like Lasseter. The fundam ental
the organic clown foce in Red's Dream, a baby p resente d o new
idea behind Menv was to create a n animat ion program that
set of challen ges. Most animat ion succeed s becaus e no one really
separat ed the various steps of the CG pipelin e (modeling, a ni·
knows how a Woody Woodp ecker might walk or how a Wile E.

22 TH( All or PtXAt SHOtr r1LMS


Coyote might fall from a cliff. But a human baby is something ion. Lasseter likened this process to "sculpting the facial expres-
with which every audience member is familiar. One false shake sions." The range of controls that Reeves implemented in the
of the rattle and the audience will know the character to be system permitted flexible and asymmetrical facial expressions,
inauthentic- the illusion shattered. one of the keys to c reating a convincing human character.
Perfect, geometric shapes may be sym1netrical, but actual hu-
The first challenge for Lasseter and Reeves, who took the
mans are asym1netrical, lopsided, flawed.
technical lead on the baby, was to understand how a face and
its muscles work They drew upon the SJ GG RA PH paper by Once Lasseter and Reeves had discovered how to apply a
Keith Waters entitled "A Muscle Model for Animating Three- convincing muscle structure to the test baby's face, Lasseter
Dimensional Facial Expression" and considered the research of proceeded to sculpt a much larger head out of clay. They then
Paul Ekman and Wallace V. Friesen, who, in the late 1970s, had repeated the grid creation and digitization process. "When you
developed the Facial Action Coding System (FACS). This system look at it today, you sort of go, 'Ooh! That's a weird -looking
identified each muscle in the face and examined how contrac- baby:" sa id Reeves. The lumpiness of the baby was a by-product

F
22 Test Render of Tinny: Tin Toy. Sill Reeves.
tions of individual and grouped muscles registered expressions
and emotions.
of what happened when Reeves and Lasseter digitized the clay
model, as well as the kind of spines they were using. "The clay
Digilol. 1988 was soft._ . . As we would push the point of the Polhemus wand
To apply these findings to the task at hand, Lasseter and Reeves
into the clay, sometimes it would go deeper than other times:'
23 (left) Sculptu1e of Baby's Foce: Tin Toy, bought a baby doll at Toys"R"Us, drew a grid over its face, and
John Lasseter. Cost Urethane Resin. recalled Lasseter. ''When you connected it all together with a
digitized it using the Polhemus. After they had modeled the
11 Y," x I 4Y:", 1988 single surface, it looks like he has cellulite. So he looks a little
baby in a neutral facial position, Reeves wrote software that
weird, but it works for the story because he's supposed to be a
(eight) Bill Reeves Mapping Baby's He a d : allowed the muscle structure to be placed over the grid. As each
Tin Toy. Phologroph, 1988 baby monster.''
muscle on the grid contracted, the points on the face would
move under a set of weights so that each point would move a The visualization of tin toy Tinny proved a breezier affair.
slightly d ifferent amount. To achieve complex facial expressions Lasseter had begun collecting toys when he worked at Walt
like a smile o r frown, Reeves created macro-muscles, which Disney Productions, and he had amassed a fairly sizable collec-
assigned ind ividual scaling parameters and weights to groups tion, including windups and tin toys. He had also been inspired
of muscles, thus allowing them to behave in a coordinated lash- during a t rip to Japan in 1987, when he had visited Kitahara's
Tin Toy Museun1 in Yokohama.
l ~T;tOOU<'TIO~ 23
Lasseter designed Tinny as a one-man band. This presented KNICK KNACK
a wealth o f aural opportunities to the film's sound designer,
Gary Rydstrom. Rydstrom gave Lasseter specific musical beats In the early years of the studio, Lasseter would often animate
to animate to, but adding the sound afteP11ard was a particular until dawn, followed by a quick catnap under his desk. and then
challenge. Using the Synclavier, an early RAM-based san1pler begin work again the next morning. Bill Reeves recalled that
and synthesizer, Rydstrom created a rich, layered soundtrack during the production of Tin Toy, he would stay at the studio
that had to reflect the emotions and moods of Tinny. In one with Lasseter until 2 or 3 a.m. but would then head home to be
inspired moment, Tinny decides to Bee the baby Godzilla. When with his wife and young daughter. Despite their best efforts, the
the tin toy tries to sneak off, however, the thumping drum and complexity and technical ambition prevented the Pixar a nima-
crashing cymbals of his wardrobe threaten to give him away. For tion crew from completing Tin Toy in time for its scheduled
a musical toy, it is difficult to escape unheard. "The complication SIGGRAPH debut in August 1988. Instead they screened an
for sound in Tin Toy was to make it sync up with the animation," unfinished preview print of the film with a "To Be Continued"
Rydstrom recalled. "John didn't animate the cymbal and drums t itle card inse1ted at the moment when Tinny becomes trapped
with the idea o f what music he would play. It was just kind of a in the toy box.
pattern."
P roduction on the film continued through the summer and fall
More than Luxo Jr. and Red's Dream, Tin Toy seems less like an of 1988. When the filn1 was finished, Pixar submitted Tin Toy for
experiment and more like an actual fil m. Some shots are posi· Oscar consideration; it won the 1989 Academy Award for Best
tively cinematic, such as the point-of-view through the translu· Animated Short Film-the first fully computer-animated film
cent plastic of the toy box: We see a warped image of the baby as to ever do so. This was a milestone in animation and a proud
he stumbles ahead. The world of living toys and their perspec- moment not just for the small animation crew but for the entire
tive on our world- its terrors and delights- would be something company. Pixar rented a large-screen television, and employees
to which the Pixar crew would return. But that was still to come. gathered at the San Rafael headquarters to watch John Lasseter
and Bill Reeves stand before a crowd of Hollywood celeb rities
and accept the Academy Award- the same Oscar that had been
won in the past by Walt Disney, F'riz F'releng, Chuck Jones, and
William Hanna and Joseph Barbera, Computer animation
had arrived.
24 TH£ All7 Of l' IXAl SHOR T tll.W:S
Earlier, in June 1988, as Lasseter hastened to complete the SIG- his wife Nancy's extensive collection o f snow glob es, Lasseter
GRAPH preview version o f Tin Toy, he saw a film that embod- concocted a tale of a snow1nan trapped in a snow globe who
ied what had drawn him to a n imation in the lirst place: Who longs to join the warm·weather knickknacks on the oppos ite
Framed Roger Rabbit. "It just b lew me away," recalled Lasseter. side of the shelf. The cactus, the pyramid, and the p ink flamingo
"The opening in Roger Rabbit was phenomenal and a throw- seem to be having more fu n, as they bop lightly to Bobby
back to the ca11oons that I love: the Chuc k J ones and Tex Avery McFe rrin's infectious music. In particular, the lonely snowman
24 fleftl PJxor Production Crew dudng
cartoons." But this refreshing moment would also foster a rude casts his charcoal eye upon a b uxom, sunbath ing beauty-
Knick Knack (clockwise f1om lop 1ef1t: awakening for him: "I came back [to the s tudio), and I was look- a souvenir tchotchke from Miami.
Rolph Guggenheim. Eben Ostby, ing at wha t I was wo rking o n at the time, Tin Toy. And I kind of
Oeirdte Wotin, Oon Conwo y, Yoel M ilo. Every frame of the film and every note of the music is desig ned
Tony Apoda ca. Bill ~eeves, Flip Phillips, g ot depressed, thinking, ' Man, our characters are just stand ing
to evoke a retro-kitschy feel. Even the wallpaper that stands as
Craig Good. John La sseter. Photograph still. Where is that ca11oony animation that I've always known?'
c. 1989 a b ackdrop to the tacky souvenirs is informed by this retro vibe.
It seen1ed that I'd kind of reduced myself to n1inimal animation,
The idea for the wallpaper came from a b ook that was popular
fnght) Film Still (with Bel ly's onginol although that was appropriate for the characters in the film:·
design!: Knick Knock, 1989 a1nong Pixar employees at the time, Googie: Fifties Coffee Shop
Since he grew up enjoying the manic cartoons of Jones and
Architecture, which celebra tes a cool bra nd of 1950s n1odernisn1.
lbottom) Storyboard !de tail): Tin Toy, Avery, Lassete r feared that h is own lilms lacked that cartoony

l
John losselet, Pencil. So/." x 4". 1988 joie de vivre.

Thus, he decided that Pixar's next lilm, Knick Knack, would be a


Knick Knack was also an important developmental step in the
anin1ation group's internal structure. By the time the film was
made, the animation staff was expanding and Lasseter's role
gag-d riven, VJarner Bros.-style cartoon. This instinct coincided
shifted from that of an animator who a nimated every single shot
nicely with the g eneral feeling of the a nilnation group. \11/hile
of a film to that of a director who oversaw the wo rk o f an entire
Lasseter craved an aesthetic unfettering, the others looked for-
crew. In Knick Knack, Lasseter still animated all of the major
ward to a technological respite. As producer Ralph Guggenheim
characters, but the animation cycles of the secondary knick·
put it, they decided that one goal for the ne xt project would
knacks were created by the modelers who had designed them.
simply b e "not to kill ourselves."
Whereas Luxo Jr. was "written" by Lasseter almost as he ani-
Eben Ostby, who took the lead on techn ical direction for the first
mated the ftlm, here the authorship became more collective.
time on Knick Knack, remembered that "there was the sense that
"There were a couple of sessions where we were all crammed
this fihn was one that we were doing to consolidate our gains
into John's office:' recalled Flip Phillips, who was a member of
and see if we could do something more fu n." The intention was
the animation department. Every member o f the team contrib-
to apply "all those tools that we'd laboriously developed" to
uted to the story. For example, the snow g lobe falling into a
someth ing entertaining, breezy, a nd j ust p lain funny.
fishbowl was suggested by Phillips, and the subsequent gag, ill
Jn keeping with the 1no re modest techn ical amb itions o f the which the snowman Nick discovers a well·endowed mermaid
new film, Lasseter put aside the 3·D digitizer that he used to in the fishbowl, was the idea o f Deirdre Warin, the coordina·
model t he circus clown in Red's Dream and the baby in Tin Toy. tor of the animation department. Another crew member, Craig
Instead, he desig ned the type o f characters that the computer Good, suggested the "iris out" end ing that immediately fol-
does best: figures made of simple geometric shapes. Inspired by lowed Warin's gag, a nod to classic Hollywood cartoon endings.

J t-/TJtOOUCTIO~ 25
Lasseter was proud of the film's collaborative spirit. To com- POST-KNICK KNACK
memorate this group effort, he chose to forgo a sole directing
credit. In its place stands a "Film by" title card that lists all ten The Pixar Animation Group was someth ing o f a pa radox. It was
members of the animation department. part of a for-profit con1pany, but its shorts films never earned
a return on their investments. While the animation group was
As a challenge, Lasseter and his crew designed the lilm in stereo· busy making art, Pixar itself was selling hardware and software-
scopic 3-D; thus, 3-D glasses were required when the film pre-
its core businesses. In i989, the animation group was approxi-
miered at SIGGRAPH 1989. More recently, a 3-D version of the
mately ten people in a corporation o f more tha n one hund red
short was attached to the 2006 Disney Digital 3-D rerelease of
employees. Any reasonable business-school graduate or effi-
Tim Burton's The Nightmare Before Christmas. There is one part
ciency expert could correct this conundrum at a g lance. The
of the film however that is no longer as 3-D as in the original
animation group is unproductive and unprofitable: Get rid of it.
1989 release o f the short. In 2003, when Pixar rereleased Knick
Knack with Finding Nemo, the company attracted a torrent of Ed Catmull, however, kept his eye on the prize: to make a
criticism for a decision to reduce the breast sizes of the sun- computer-generated feature fllm. He knew that maintaining
bathing blonde and the mermaid whom the snowman fancies. the animation group was essential to achieving that goal.
The online furor that erupted was soon noted by the mainstream The technology was not matu re enough in the 1980s to tackle
news media and took Lasseter by surprise. "Eve1yone thought a feature. Nonetheless, instead of simply investing in hardware,
it was big bad Disney coming in and insisting we do this, and as competing companies did, Catmull supported the quixotic
really it was our own choice," said Lasseter. "It was just crossing Pixar Animation Group. With each short film, these artist and
the line for me personally as a father, so I made the decision to technicians made discoveries and honed their skills as film-
reduce her b reast size." makers. Each film brought them a step closer to the day when
the capabilities of the hardware and sufficient computational
In the fourteen years that separate the film's first release froin its
power would conspire together to let them make a feature film.
much wider later release, the target audience had changed sig-
nificantly. The original SIGGRAPH and lilm-festival audiences, Still, the animation group realized during the p roduction
comprising bearded hackers and bespectacled film students, o f Knick Knack that to continue making short films in this
probably enjoyed the disproportionate proportions of the two manner was simply unsustainable. If they were ever to reach
lovely lasses. However, by 2003, now under the imprin1atur of their goal ol creating a CG feature film, they needed to become
Walt Disney Pictures, Knick Knack was to be seen by millions of more commercially viable. After many internal discussions,
parents and their child ren. Lasseter admitted that the decision the Pixar Animation Group wrote a memo, which they presen-
drew wary comments even within the studio, but he maintains ted to Chuck Kolstad, the president of Pixar at the time. Produc-
that it was the right thing to d o. It is the latter version that was er Ralph Guggenheim, who drafted the final document, recalled
included in the Pixar Short Films DVD collection in 2007. a three-point plan that would generate revenue and allow them
to e xpand the animation group. The three stages were:
When the nledia called Pixar for comn1ent, the official response
was that the Miami blonde had reduced her breast size because 1. Begin producing televisio n comm ercials to bolster the ani·
1notion group finonciolly ond allow it to hire new totent.
she wanted to be taken more seriously as an actress-a line that
Lasseter credits to director Roger Gould.
26 THt All.7 or l'IX/,a SHORT fllKS
2. After expanding production copocilies through commer- The opportunity to direct a short, however, did not present
cial production. sell o holf-hovr television holidoy special.
itself until the mid-199os, when Ed Catmull and John Lasseter
to be financed by 0 third party rsuch OS 0 nef\.vork) .
decided to revitalize Pixar's short-him division.
3. Using the experience o f TV commercials and the long·form
holidoy special. creole a full-length feolure mm. The stlldio had halted short-hlmmaking during the hectic years
of production on Toy Story. Creating the world's first feature·
The plan was approved by Pixar's upper management. By 1990, length computer-an imated film, Pixar itself was on the line.
Pixar embarked on the first stage of its plan: making television Every available resource would be poured into the feature.
commercials. By the end of the year, the animation group gained Once Toy Story was released, in 1995, the film's financial and
a new prominence within the company when Pixar sold off critical success permitted the luxury of some reevaluation.
its hardware division a nd began to reposition itself as a film- Hereafter, Pixar would be a company dedicated to making
making company. Then the pace accelerated. The second step feature·length cartoons.
of the three-step plan was eliminated: the re would be no holiday
26 Betty Model Pocket Drawing: The second feature, A Bug's Life, \•las already in development.
Knick Knock,. John Losseter, Pencil. special. In 1991, Pixar signed a deal with Walt Disney Studios-
81/l'" x ll".1989 the company synonymous with animation throughout the It would have been easy to dispense with the short-film p rogram.
world-to produce a feature-length animated film, Toy Story. Every film studio in Hollywood had done so decades earlie r.
27 Concept Art: Geri's Gome.
Jan Pink.ova. Pencil. 81.4" x 11 ". 19'97
The rationale was simple: Short films don't make money;
The short films had fulfilled their technical and aesthetic pur- features do. But Catn1ull believed that short cartoons needed
poses: The Pixar crew was now ready for the challenge of mak- to remain a part of Pixar's future. "The short as a pure art form
ing a CG feature film. But Pixar "'as not about to abandon the is important to us," insisted Catmull. He felt that making short
short form upon which it had built its reputation. Luxo and Red cartoons kept Pixar connected to the wider world of anin1ation-
and Nick the lovesick snowman would be joined by another students, independent animators, a nd filmmakers around the
generation of short-film creations in just a few years' thne. world who carry on the short-film tradition of Felix the Cat and
John Hubley. "\ve love it when other studios [make short films]:'
GERI'S GAME Catmull said. "We like it when there are all these individual
artists who show up at Annecy [the international animation
During the production of its first feature, Toy Story, Pixar n1ain- festival] . ... We're part of a bigger community, and we want to
tained its TV commercial division. According to Ed Catmull, be responsible members of that community."
"We thought we had to keep on making commercials to stay
alive until we got to our second film!' Thus, the studio hired Jan In addition to th is noble sentiment, the short films of Pixar
Pinkava, in 1993. to supervise the commercial output. would continue to serve a pragmatic purpose as well. Without
the commercial risks a nd high costs of a feature film, the short
Pinkava had been a longtime admirer of the Pixar shorts and, is the perfect place to try new ideas, develop burgeoning talents,
in fact, had submitted his resume to the studio because o f his and finesse new technologies that could then be applied to
desire to create shorts of his own. Almost as soon as he arrived feature films. Just as \ova!t Disney's short cartoons in the i93os
at the studio, Pinkava suggested that the comn1ercial unit proved a fertile training ground for his eventual features, Pixar's
produce a short him during the downtin1e between projects. short films would serve as research and development-with the

J t-/TJtOO UC TIO~ 27
added bonus that the end result could also entertain an audi- In Tin Toy, Lasseter depicted a human baby. Now Pinkava
ence. In particular, in the years following Toy Story, Pixar was would skip several generations and portray an elderly man. He
focused on creati ng smooth skin surfaces and realistic doth sketched a few different storylines: in one, an older gentleman
simulations in their shorts, both o f which were necessary for the plays with an elevator in his apa1tment building; in another, an
creation of believable hun1an characters. old codger gets en1broiled in a battle with a greedy duck, who
envies his lunch. Another idea was more experimental: a little
In sho1t, short fil ms would endure. Pinka va was thrilled when
old man pitted against himself in a vigorous game of chess.
Cat1null offered him the opportunity to direct one. But there was
Pinkava was inspired by his grandfather, who used to play chess
a catch. Cat1null said that the short could be about anything,
against himself."[ thought, 'How could you do that [when) you
as long as it included a human character. Pinkava was at a loss:
know what you're going to do next?" The director mused upon
1 "I had drawers full of ideas for shorts that were things that the
1nedium could do well-but not a single one with a human char-
the story's metaphysical aspects as well. Intrigued by the idea of
28 Film Still$: Geri's Gome, 1997 the split personality, Pinkava took inspiration from the absurd-
acter in it."
29 Concept Art: Geri's Gorne, Jon Pink.ova. ism of Monty Python and the cinematic playfulness of Norman
Pencil 121/1" x IOY:.i'', 1997 Despite this hurdle, Pinkava's background made him uniquely McLaren.
suited to answer Cat1null's challenge. An animation enthusiast
With a suitable storyline in hand, Pinkava turned to the task o f
since childhood, Pinkava was awarded in 1979 the top prize in
designing the ma in character. In this case, the director, born in
the Young Film-Maker's Competition, which was presented by
Czechoslovakia, had to look no fu1ther than the work of Czech
the BBC children's show Screen Test. Pinkava was also interested
filn1making legend Jiri Trnka, whose puppet-animated films and
in computers and programm ing. He studied computer science
children's book illustrations are fondly remembered by genera-
and eventually earned a Ph.D. in Theoretical Robotics. Pinkava
tions of Czechs. An accomplished sculptor himself, Pinkava also
would nlerge his artistic and scientific knowledge in the making
studied the works of figurative sculptors, such as Rodin, Degas,
of Geri's Game.
Vigeland, and Daumier.
Of course, the first step was to come up with an idea. Pinkava
The initial design of the old man, Geri, proved to be easier than
decided early on that the film would feature only one human
the technical hurdle o f creating smooth, pliable skin surfaces.
character; thus, everyone's effo1ts would be focused on making
Prior to this film, the surfaces of characters had been modeled
that character as vivid and believable as possible.
using NU RBS technology. The patch-based CG models created
28 THt All7 or l'IXAit SHORT tll.W:S
with NURBS often tore apart at the seams during the animation "The cloth would look like concrete; it would look like Jell-0;
process; this made it difficult to maintain the smoothness of a it would look like strange stuff:' said Pinkava, remembering the
character's skin. On a complex model, like that of Woody in Toy technical difficulties. "You'd come in and look at dailies every
Story, extensive manual effort was required to hide the seams in morning, and you'd see that the jacket had exploded; or it just
his face. stayed on one side of the screen while the character walked to
the other side of the screen. . .. We finally beat it into submission
Pixar technical director Tony DeRose. who is praised by Ed
so that it looked like cloth."
Catmull as "one of the world's leading experts in surface math-
ematics:' embraced the challenge of developing a new surface- Once the cloth simulator started working properly, the crew real-
modeling technology called "subdivision surfaces." Catmull ized how poorly they had tailored Geri's suit. "We d idn't know
himself had pioneered the concept wh ile still a student at the anything about tailoring," adm itted Pinkava. When Geri lowered
University of Utah and had further developed it with Jim Clark his arms, the cloth of his jacket bunched up beneath his armpits.
(cofounder of Silicon Graphics, Inc.) in the late 1970s. Subdivision "So the simulator was working really well, but our tailoring was
surfaces had been used in animation as early as the mid-198os, terrible."
but De Rose took the concept to a new level, extending its abil ity
On one of Steve Jobs's visits to the studio, Pinkava described
to add creases to an object's surface.
their tailoring p roblem, and Jobs promptly responded that he
De Rose's subdivision-surface technology was then used by knew just the man who could help: Giorgio Armani. "But we
technical director Paul Aichele to build the digital model of figured it out without Armani," Pinkava said with laughter.
Geri's head, which included hundreds of facial controls; these
In 1998, Pixar's first short film in nearly a decade \•las released
allowed the animators to create subtle expressions. Subdivision
to g reat enthusiasm. Like Tin Toy, Geri's Game won an Oscar
surfaces were also used to model the skin of Geri's hands and his
for Best Animated Short. The latter film resembles Luxo Jr. in
clothing. The subdivision surfaces were so dearly a better way
that the audience's focus is entirely on the character. Geri is so
of modeling organic objects that Pixar took the unusual step o f
convincing a figure that we are apt to fo rget that he is composed
implementing the technology on A Bug's Life, even though the
of pixels. In his game o f chess, on a pleasant afternoon outdoors,
feature was already in the middle of produc tion.
he proceeds to outsmart himself again and agai n, with a feigned
The other technical challenge in Geri's Game was the need hea1t attack and other ploys. While clearly an old man, he pos·
to create a dynamic clothing simulator that accurately inatched sesses the playfulness of youth. Perhaps not surprisingly, the
the movements of the character. To ask an a rtist to manually film appeals to adults as well as children. Pinkava said that he
animate the folds and creases in a piece of cloth would be was frequently approached by parents who would tell him how
unfeasible even in a large·scale production. The sin1ulator much their three· or four-year·olds enjoyed the lilm.
needed to look and feel like cloth, or the illusion of realism
Another fan of Geri's Game was animation director Brad Bird,
•.vould be diminished by the character's weird, plate mail-like
who was wo rking on a traditionally animated feature, The Iron
costume. Technical director Michael Kass spent a year refining
Giant, fo r Warner Bros. "Geri's Game made me feel con lident
the simulator so that Geri's jacket looked and moved like
that my problenls with CG films could be addressed:' said Bird,
actual cloth.

Jt-/TJtOOUCT I O~ 29
For the Birds began its life in the early 1980s, as a design assign-
ment that Eggleston created for design instructor Bob Winquist's
class at Ca!Arts. Fellow classmate Ken Bruce suggested that
Eggleston turn his concept sketch into a film. "I actually boarded
out some of it at CalA1ts," re1ne111bered Eggleston, "and I couldn't
finish it because I dreaded the idea of having to draw all those
little birds." Since his idea also lacked an ending, he filed the
project away for another day. Nonetheless, Eggleston found
Winquist's class invaluable."[ learned more about film·making
and storytelling in his class than at any other class at CalArts,
1nainly because (Winguist] was a big believer in limitations.
How economical can you be? What's the fastest way to put an
idea across to an audience? He used these wonderful design
assignments, like asking us to describe a character's personality
"because here was a human that was stylized, yet had credibil- through just a handful of objects a rranged in a particular way.
ity. It looked like there were bones and flesh, and it felt tactile It was mind-bending."
and fleshy." Bird recognized elements of the animation masters
whose work he admired, such as the Disney animator Milt Kahl, Although Eggleston is better known as an art director on Pixar
"who d rew stylized and ca ricatured figures that had weight and nhns such as Finding Nemo and WALL·E, prior to his arrival
mass." When Bird arrived at Pixar a few years later, he would at the studio in 1993, he had worked p rimarily as a n anima-
embark on creating the studio's first featu re with an all-human tor. He said that he "fell into art directing by accident," and he
cast, The lncredibles. sees himself less an artist than a filmmaker- someone who is
"always trying to th ink of character and story and how it all fits
FOR THE BIRDS together."

As Pixar prepared to resume a slate of short films, the studio


Edgar Allan Poe, in describing his theory of what makes a good
held an open call for ideas in the late 1990s. Eggleston dusted
poem, identified a few essential traits: b revity, beauty, logic.
off his unfinished CalArts p roject. When he revisited his youth-
When Pixar's Ralph Eggleston considered the poetics of the
ful work, he replaced the original flamingo with a nondescript
animated short, he offered three vital elements: brevity, clarity,
but rather goofy bird. During the pitch, Eggleston used an old
sincerity. For the Birds, which Eggleston directed, proves a
car horn for the sound of the loony anin1al, which n1ade John
textbook case of all three. One of Pixar's shortest shorts, For the
Lasseter laugh. Such colorful sound effects remained through
Birds packs many laughs into its brief running time. It's perhaps
the p roduction. To create the sounds of the small birds,
no surp rise that Eggleston cites the swiftly paced Walt Disney
Eggleston used squeaky toys from the collection of Pixar
1941 classic Dumbo as his favorite animated featu re.
storyboard artist Jeff Pidgeon.

30 THt All.7 or l'IX/,a SHORT fllKS


-

- -·___.,,·I. - --- - .. _ --•


c

Eggleston's econon1y-his mastery of limitations-is evident together." The director credits Wise with working on camera and
throughout the film, particula rly in his decision to use a single layouts, overseeing the modeling of the characters, and dealing
design for the entire group of small birds. This uniformity with effects and lighting. According to Eggleston, "He worked
heightens the glaring contrast between the small birds and the his tail off on the fil m."
large outsider bird. At one point in the production, Eggleston
For the Birds earned Pixa r a third Oscar for Best Animated Short.
began to worry that the design of the s1nall birds might be too
To Eggleston, such accolad es were beside the point. He merely
simple. So he tried to investigate the underlying anatomy and
wanted to entertain audiences with his Fi.Im: "It's not tiying to
bone structure o f the little birds. When he presented a revised
solve the world's problem. It's just trying to make so1nebody
version to John Lasseter, "John just literally smacked me and
laugh."
sa id, 'Stop it! Go back to the storyboard drawings!"' chuckled
Eggleston. The director realized that the earlier design was
closer to his original intention to keep it cartoony. BOUNDIN '

~A~
The effortlessness of the 6nished film belies two years of toil He walked into the stud io's open-pitch session with his banjo,
that Eg gleston invested into it. The ending, in particular, was sat down, and plucked at the strings. Then Bud Luckey sang,
a challenge. "I had to reboard the ending p robably twenty or with his gentle cowboy drawl:
,.,.
J
"
WlDDLC thirty times because it just wasn't funny:' recalled Eggleston.
Other artists, including Jeff Pidgeon, n1ade suggestions. Story
Here ·s a story on how strange is tile wilh its changes.
6 ~ And ii happened not long ogo.
" E /(<]>!£I• artist Joe Ranft contributed an inspired climax in which a bunch
of rabid weasels leap out of the bushes and eat all the birds. In Ono high mountain plain, v1here the sagebrush arranges
another unused ending, the birds a re electrocuted to a crisp and
A playground, south of the snovv. .. .
A (>ll(.t, ,!I SllOt<.""r ' ' wind up as a bucket of fried chicken.
It was one of the easiest decisions that John Lasseter ever had
Eggleston labored on For the Birds in whatever free time he to make. He knew that Pixar had to produce this sho1t The man
had between feature assignments. In the process, he created
who played his banjo for Lasseter and his associates that day
literally hundreds of storyboard drawings, which supervising
30 Ea rly C olArts Concep t Sketches: was noted for his gentle, easy-going manner. When he spoke, it
Relph Eggleston. Marker. t 985 animator J im Murphy and his team followed carefully. As
was barely above a whisper; someone only a few feet away mig ht
director, Eggleston supervised every aspect of the p roduction,
31 fleft) Gogboord: for tho Birds. Jeff have difficulty hearing what he had to say. Here was not a young
Pidgeon. Pencil, 5 Y~" x 81.4'', 2000
from the animation to the inventive sound design, which he
hotshot looki ng for his big d irectorial break. Rather, Bud Luckey
record ed with Jory Prum. No detail was too insignificant for the
frigt,1) Storyboard (detail) : For lhe Btrds.
was Pixar's oldest employee; he was born in Billings, Montana,
d irector to notice. When the little birds are violently shot out
Relph Eggleston. Pencil, SY," x SY:.., 2000 in 1934· \"/hen he joined the studio in 1992, he was already an
of fran1e, their features were reanimated multiple times before
animation veteran who had directed dozens of shorts and com-
Eggleston felt that the desired effect was achieved.
mercials in more than thirty years in the field.
He also worked closely with his supervising technical direc·
Although he had not had much experience with computer
tor, Bill Wise. Eggleston re1nembered their collaboration with
animation, Luckey was fascinated by the possibilities of the
fondness: "We're both misfits, so we were able to work very well

J t-/TJtOO UC TIO~ 31
medium. "Even when I was a 2-D animator, my head was in 3-D;' Roger Gould, the codirector of 8oundin', stated unequivocally,
he recalled. "When I had a studio of my own doing commercials, "The film is Bud Luckey. This is really Bud's childhood. He always
I spent a lot of time trying to put in shading and shadows with said that [while growing up in Montana] the saddest thing he
Magic Markers. I remember spend ing all-night sessions using ever saw was a shorn sheep in the rain. So that was the pivotal
Magic Markers and then running out into the street to throw up creative image that drove the whole short. And he said as an ani-
because the fumes were horrible." mator, he always loved to make characters jump. So a sad sheep
in the rain plus jumping equals Boundin'."
His impact on the Pixar oeuvre was indelible, felt from the
studio's very first feature, Toy Story. Luckey changed that film- Early in the production, Luckey invited Gould, the creative
and perhaps Pixar's future success-when he made the inspired director of Pixar's shorts group, to codirect the film. "I was just
32 Owl Concept Art (detail) : 8oundin ', suggestion to change the character of Woody from a tuxedo- helping Bud Oltt a little bit;' recalled Gould, "and after a while,
Bud Luckey, Pencil. l 7' x 11". 2003
clad ventriloquist doll into a cowboy. he just said, 'Would you like to codirect this thing, because I
33 Film Still: Boundin'. 2003 don't actually know how we make stuff here?"' Gould accepted
Bud Luckey b rought to Pixar a lifetime of experience. He was a
without hesitation.
graphics specialist with the NATO Allied Occupation Forces in
Europe and North Africa; in art school he roomed with pop artist Luckey's modesty belies the fact that he knew exactly what he
Ed Ruscha; in the early 1960s, Luckey's mentor was animation wanted as a filmmaker. Steve Bloom, the editor of 8oundin', said
legend Art Babbitt; later, Luckey served as an advertising agency that Luckey's clear vision \•tas part o f the appeal: "[Bud] had
art director in San Francisco. He was perhaps best known for everything on the storyboards." Luckey knew exactly the colors
animating classic Sesame Street segments, such as "Ladybugs' he wanted. He knew how he wanted the characters to move. He'd
Picnic:' "Infinity (That's about the Size of It):' and "The Alli- even written the song and lyrics. Unlike the creative free-for-all
gator King." that might accompany the development of a new short, Boundin'
was very inuch the director's ftlm. According to Doug Sweet-
These experiences culminated in his ach ievement with 8oundin',
land, the film's supervising animator, "It was prepackaged Bud."
a short film remarkable for its unaffected charm, with nary a hint
Luckey credits the years he spent in the fever-pitched advertis-
of cynicism or self-reflexive irony. In a bucolic expanse of the
ing world for teach ing him how to make confident and dear
American plains, a sprightly lamb loses his self-esteem when he
decisions as a filmmaker. "ln advertising, you know it has to get
is shorn of his beautiful wool. The scrawny figure that remains
done and you don't have n1uch tilne to do it," he said.
is a fragment of his former self. Like the biblical figure Sa1nson,
he is lost without his hair. Then a jackalope, the great Western Although Luckey was now working for a company that had
mythical combination of a jack rabbit with the horns of an ante- pioneered CG character anin1ation, his approach was charm-
lope, introduces the little lamb to the notion of boundin'- literally ingly old school. For e xample, when it came t ime to choose
jumping high in the air with joy. It is a simple tale that allows its the color palette for the film's characters and backgrounds,
audience to encounter the wisdom that is gleaned through de- Luckey indicated his preferences by cutting Pantone color
cades of experience: Life may tear you down, but you can always chips and taping the1n next to his drawings. "We don't really
bounce back deal in Pantone chips too much anymore," laughed Tia Kratter,
the film's art-direction consultant. "He had all these little chips

32 T H t All.7 or l'IX/,a SHORT fllKS


--
&91>

_,
,

·-~...
Ct--

glued to eyeballs and things, so I could go in and speck textures generation gap was further p ronounced by Luckey's cultural
and colors:' For his backgrounds, Luckey took inspiration from frame o f reference, which dated to a period before some of his
traditional artists as well, including the American pa inter Grant animators were even born. For the jackalope, Luckey envisioned
Wood and the Disney conceptual artist Mary Blair. an Edgar Buchanan or Wallace Bee1y type; for the lamb the model
was someone more like Wally Cox. The crew thus experienced a
In addition to the technological contrast, there was a generation
priceless film education. Sweetland was excited to be introduced
gap between Bud Luckey and most of his crew. Luckey was a full
to "a whole a rea of lihndom that I'd never seen before."
two decades older than even John Lasseter, and some on the
Boundin' team remembered watching Luckey's Sesame Street To complement the rustic charm of Luckey's narrative and music,
segments when they were children. Doug Sweetland believed he d irected his animation crew toward a more direct school of
that the pieces were the earliest animation he had ever seen. So acting. Sweetland explained, "Typically in features, Pixar ani1na-
when the chance arrived to work with their creator, Sweetland tors strive to be as real and psychologically complex as possible."
"jumped at the opportunity... . He's a huge hero of mine." The In contrast, he suggested that the characters in Boundin~ like

l ~T;tOOUCTIO~ 33
Hollywood actors of the 1930s and 1940s, give performances Luckey went on vacation and returned with stacks of sagebrush
that were e xternalized-akin to Wallace Beery and Greta Garbo photos from New lvlexico, Arizona, Utah, and Montana. "There
rather than Robert Redford and Meryl Streep. are a lot of varieties." admitted Luckey, "but I wanted the one l
grew up with."
Another source of influence was one of Luckey's animation
heroes, Disney veteran Ward Kimball, a 1naster of funny, offbeat Besides distinctive sagebrush, another factor in the film's
animation. Luckey cited a scene in the cartoon Toor, flllhistle, Western charm is its music. Luckey composed the short's song
Plunk and Boom (1953) in which ch ild birds play in a school himself using a banjo, though in typically modest fashion he
band. According to Luckey, "There's one little bird that beats a downplayed his musical skills. "I'm not a good banjo player:'
drum, and all he does is walk in a dun1b circle. That's funny. I he said. "I know about three or four chords and can pick a tune
call it dumb-ass animation." To maintain such a con1edic spirit, in f ." In fact, Luckey had studied banjo in the 1950s with Dick
Sweetland strived to capture the do•.'ln-home charm of Luckey's Roberts of The Banjo Kings.
pencil-drawn character designs in the computer. Sweetland
He doesn't play the banjo on the soundtrack, but it's Luckey's
recalled that Luckey "kept on di recting us to make it sillie r and
voice that we hear. That was never Luckey's plan. The direc-
goofier."
tor feared that his voice was not professional enough for the
Some directors are tyrants, some are manipulators, some a re finished product. Several more-accomplished singers were
just boundin' with enthusiasm. "He was so pleased by whatever nearly engaged for the job, but they kept dying. Country singer
people did," said Bloom. "In animation da ilies, the re would be Hoyt Axton was originally desired, but he passed away in 1999.
animators who would show their first initial pass, which is the Luckey then considered using the unique vocal stylings of
blocking take. The character is moving a little bit, but the subtlety country-and-bluegrass musician John Hartford. Unfortunately,
isn't there yet. But Bud would say, 'That's great. I don't need to he too passed away, in 2001. Finally, John Lasseter declared,
see it again. Let's see another shot."' Kratter said that working on "Bud, you're going to do it!' Fortunately for all involved, Luckey
the fil1n was "a pleasure from beginning 10 end. It was low-key ended the curse and was lucky enough to record his song in
just like Bud, very easy and really fun." Nashville, Tennessee.

There was, however, one "crisis" n1oment during p roduction, Jn 2004, the pastoral poetry of Boundin' debuted in front of the
and it can be summed up in one word: sagebrush. When it was action-packed heroics of The Incredibles. In film after film, Pixar
time to color and texture the sagebrush in the background, was showing its range. From the metaphysical gamesmanship of
it seemed that no one could get it right. Luckey had in mind Geri's Game to the cockeyed wisdom of Boundin~ it seemed that
a specific variety of sagebrush that he remembered from his there was no style o r subject that a Pixar short film could not
childhood in Montana. The problem was solved only after master. But the company's filmmakers had yet to tell a

34 THt All.7 or l'IX/,a SHORT fllKS


Brad Bird on The Incredibles. And rews was a story supervisor;
Jimenez was director of photography a nd the artist in charge of
building digital storyboards.

Brad Bird, who was the short's co-executive p roducer, explained


the duo's working relationship: "Mark is about the force o f an
idea, and Andy is about bringing it onto the screen . .. . They
I
love and hate each other, they drive each other crazy, and yet
they both have huge respect for each other." JiJnenez described
the relationship in more colorful terms: "Mark is the crazy guy
with a sword ninning down the hill, and I'm the guy sharpening
his blade making sure the point is right!'

Both Jimenez and Andrews had miserable experiences at other


studios, where they had worked unde r dual directors who were
story about people like then1selves: artists, e ntertainers, those
unable to agree on a coherent vision for a lilm. So when Ed
who clamor for the public's attention a nd want nothing more
Catmull approached the pair about making a short for Pixar,
than to give pleasure to an audience. Now it was time to hear
they realized that they needed an idea they both believed in.
from them.
Andrews recalled the beginning of their creative collaboration:
"The first month was just figuring out what Andy and I like and
ONE MAN BAND identifying that g ray zone where our ideas and tastes mix."
In a cot1rtyard, in some faraway fantasy land, stands a one-man The two prospective directors presented three ideas at a studio
band, with kettle drun1, cymbals, and horns. The court is e1npty, pitch meeting. The first was about a pair of battling kings who
save for a little girl. She palms a gold coin, which g lints in the go to violent lengths to please their spoiled babies; the second
sun, and she prepares to deposit her piece into a fountain. With idea concerned a father who rediscovers a theme-park attrac-
3'1 Charoctet Lineup: Boundin ', Sud Luckey. a burst of energy, the musician serenades the young g irl; she is tion with his son; and the third told the story of two dueling
Pencil. 11" x 1T. 2003 tempted to surre nder her treasure to the strolling player. Then musicians. It was this third idea that John Lasseter instantly
35 C haracter Lineup: One MOt> 60r)d, another musician appears-scrawny, all elbows and angles, recognized as the perfect blend of Andrews's manic energy and
Ronnie del Co(mcn. Pencil & Photoshop, with a fool's cap on his head. He plays a succession of stringed J imenez's senti mental ity. One Man Band was born.
ll" x 17'",2003
instruments, to the little girl's delight. She is torn. A musical
battle ensues. Unlike the case o f Boundin~ in which an aitist b rought a fully
developed idea, One Man Band, like most shorts at Pixar, under-
Such is the story of One Man Band, Pixar's first short film to went a gestation process before the filmmakers fully understood
utilize two directors. Creators Mark Andrews and Andy Jimenez the characters and their motivations. In the earliest incarnation,
had worked together previously, on films such as The Iron Giant the dueling street musicians-Treble and Bass-try to win the
(1999) and Spider· Man (2003). They joined Pixa r to work with affection of a large crowd o f people. "We established the stakes,"

l ~T;tOOUC'TIO~ 35
explained Andrews, "but you still didn't know how to feel about a fantasy world lost to time-so del Ca rmen incorporated bits
what was happening because you didn't like either character." o f everything: Italian piazzas, Southwestern terra-cotta, and
Tibetan architecture. The lighting of the village square was
In these early storyboards, Andrews kept cutting away to a
inspired by the unconventional and moody painting style of
drawing of a little girl. He found it easier to elicit reaction from
contemporary Gennan artist Sowa.
one character rather than from a crowd- a film making lesson he
attributed to Hollywood director Frank Capra. It soon became "It's a credit to Ronnie's work that he created a t imeless, place-
obvious to the fihnmakers that they should remove the crowd less city, with a well-crafted collage of different styles," said
and focus on the interaction between the musicians and the girl. Jimenez. With some amuse1nent, he recounted that when the
film screened in festivals in France, Germany, and Italy, every
Still, the motivations remained foggy. In a story meeting, Ed
audience asked the directors whether One Man Band was based
Catmull asked, "What's the little girl doing in there?" Answer-
on a particular city in their country.
ing his own question, he suggested that maybe she had come
to throw a coin into the fountain. "It became clea r that they're Another assignment of del Carmen's was the design of the little
playing for this girl's money," said Andrews, "and it makes them girl. Del Carmen nicknamed her Tippy, for obvious reasons. H is
despicable and totally likeable just like that." instructions were modest: "All we sa id to him was that this g irl
has to be curious and break your heart," said Jimenez. Near the
With the story beats in place, Andrews and Jimenez created an
film's conclusion, however, the sweet little munchkin suddenly
animatic (a filmed reel that presents storyboard drawings along
turns tough. When her valuable coin is lost in a sewer, she
with the corresponding camera moves, music, and dialogue).
forcefully thrusts her hand toward the bumbling musicians and
The test screening for John Lasseter did not go well. The novice
demands compensation. Del Carmen developed this moment
directors felt that their animatic fell Rat because the music
with a character study composed of sequential drawings on a
was just a random collection of songs, as opposed to something
single page. When Jimenez and Andrews saw this piece, they
scored to the picture. To match the escalating actions of the
knew that they had their character. The two directors exclaimed
n1usicians on screen, the directors needed to work with a
as one, "That! Just make that!"
composer. They solicited Michael Giacchino, who was about to
score The Incredib/es. He was intrigued by the possibilities of Like the two competing musicians, J imenez and Andrews had
One Man Band: "Usually I don't get the lilm until it's completely their share of disputes, some of which would take the form of a
finished, and this was a chance to actually be a part of the story." shouting match. Nonetheless, they were single·minded in their
For the composer, this opportunity was "the coolest thing ever.'' pursuit of a common goal: making a great film. Del Carmen was
quick to credit the directors with their abilities to make deci·
Another individual drafted early was Ronnie de! Carmen, who
sions and not leave the crew waiting or wondering- the very
served as One Man Band's production designer. Like Andrews,
e xperience that Andrews and Jimenez so disliked when working
del Carmen was a story supervisor at Pixar, but his versatility
under a d uopoly of directors. Del Carmen admired Andrews and
as a designer and draftsman allowed him to change hats. One
Jimenez's decisive filmmaking style: "There's infinite possibili-
of his primary tasks was to design the film's rustic village. The
ties of what you can do [in a CG film]; and if you honor all of
filmmakers wanted to set their story in a nonspecific setting-
those things, you won't do any o f them. [Andrews and Jimenez

36 T H t All.7 or l'IX/, a SHORT fllKS


are] going on instinct. Even in uncertainty, they're going to LIFTED
choose [something). and then choose something else later, but
they're going to make choices!' In 2005, Gary Rydstrom, one of Hollywood's most respected
sound designers, decided that it was tilne for a change of pace.
Since his backgrottnd was in story, where the overall arc is most
The winner of an astonishing seven Academy Awards for his
important, And rews was somewhat bewildered by the myriad
sound work on Terminator 2: Judgment Day (1991), Jurassic
of options available to a director: "The other depa ttments, like
Park (1993), Titanic (1997), and Saving Private Ryan (1997),
shading, modeling, lighting, rendering, and animation, need to
Rydstrom was ready for a new challenge-directing. "I got to my
know the finite details because that's all they deal with ... down
midlife-crisis era and wanted to do something more, or some-
to the weave in the doth or the ,,.,ood grain on the violins or the
thing different," Rydstrom told the Portland Mercury in 2007. "I'll
reflection of the chrome and the brass on the horns. The nasal always love sound, but sound comes at the end of the process.. ..
labial fold on the characters was a pain in the ass. You're just
36 Tippy Chorocler Study (dcl oil): I was yearning to get involved at the beginn ing."
Ronnie del Carmen. Pencil & Digital, going, 'Are you kid ding me?' Or is the string going to vibrate or
11" x 17", 2003 not? How the hell do I know? It was insane." Since Rydstrom had designed the sound for many Pixa r shorts
37 Color Scripts: Lifted, Mark Holmes. and features since the studio's first effort, Luxo Jr., it was natural
Thankfully for Andrews, the rest of the Pixar crew turned the
Digital. 2005 that he would bring the company his conce pt for Lifted: a blend
infinite choices into a range of manageable options. "Our tech
of "driver's ed with alien abduction." The concept gained a cov-
supervisor, Bill Polson, saved ot1r asses more times than not,"
eted "green light." Rydstrom, who was not trained as an artist and
Andrews admitted. "It boiled down to just telling them what we
hadn't animated since his film school days, was suddenly
wanted, and they would go and hammer the hell on it and show
a director at Pixar.
us five d ifferent versions. Then it became easy, like a multiple-
choice test." Jeff Pidgeon's first storyboards for the film depicted two
small, duplicate consoles-one each for the student, Stu, and
Despite the hiccups in story development and the a rray of
the bloated instructor, Mr. B. (because you could never get an A).
options available 10 the first-time directors, Andrews and
When John Lasseter saw these early boards, he said to Rydstrom,
Jimenez played beautiful music together, and One Man Band
"What're you doing? Make it one big console, like the ones
was completed in record time for the studio's contemporaty you use all day!" Stu, the film's protagonist, was thrust into a
shorts-eight months.

l~T;tOOUCT IO~ 37
Aluminum

situation with which Rydstro m could easily identify. The little Just as Gary Rydstrom rose from sound desig ner to the direc-
green fellow would sit before a g igantic console with thousands tor's chair, Mark Holmes was promoted to production designer-
of unidentified toggles, which no human-or alien-could pos- responsible for the look of the entire film. Jn this way, Lifted was
sibly comprehend. "I was making a little short movie about what fulfilling one of the missions of the Pixar shorts program: to create
it's like to mix sound:' Rydstrom realized, "where you do this opportunities for studio veterans to move up the p roduction
tech nically difficult task with someone standing behind you and ladder. Holmes had worked at Pixar in a variety of capacities
judging you all the time." In this way, Rydstrom's short took an since 1995, so he was accustomed to what he called the "produc-
unusual autobiographical turn. t io n trenches," in which he was "working with a lot of known
factors." There was always some supervisor to create expecta-
Even though Rydstro1n was inexperienced as a film d irector, he
tio ns and set limitations. Suddenly, as p roduction designer, he
was undaunted by the prospect. Rydstron1 initially pitched his
learned that the re v1ere 4'no visual b oundaries,, except the ones
p roject to Lasseter with only a few simple sketches. Thereafter,
dictated by the story. Holmes was happy to be pushed from his
instead o f expressing himself through drawings, as a typical ani-
comfort zone a nd found the Lifted assignment to be 1nore satis-
mation directo r would, Rydstrom would discuss emotions, from
fying than anything he had done before. He felt a greater sense
cocky to panicked, that a character might e xperience. The Pixar
of ownership in the finished p roduct.
artists would then translate those feelings into sketches. As the
first non-animator to direct solo a Pixar film, Rydstrom su1n- Holmes quickly realized that Lifted was a story about contrast.
l>AGt marized his role on Lifted: "My job directing it was to respond to "It was about [the] juxtaposition of a serious moment of abduc-
38 Ship Console Model Sheet: Lifted. MOi k people's drawings and say, '! like that, I like that, I like that.. . :" tion v1ith a comedic moment of taking a driver's training test,"
Holmes. Digitol. 2007 he said. Such juxtapositions made themselves felt in the film's
Aid ing this journey was designer Dan Lee, who helped visual-
39 (top left) Stu Concept Art (deto;t): L;lled.
design: the "contrast between the interio r of the bedroom and
ize the characters early on. Rydstrom recalled that he "wa nted
Bud Luckey. Pencil. 8'.4" x 11" the exterio r of the house, between the bedroom when it's just
the student alien to feel like a teenager," while the supervising
(bottom 1ert) Mt. s. Concept Att: Don
moonlit versus when the [spaceshipJ bean1 is on." lnside the
alien was his "driver's ed instructor in high school, who was a
Lee. Postel. 2004 spaceship itself, there is the striking contrast between futuristic
very large man with a clipboard:' After Lee p roduced the initial

Pen, 11" x 17". 2007 -1


(top right) Concept Art: Lilled. o on lee. l character concepts, Rydstrom initiated design-jam sessions
technology a nd more mundane elements, such as ro lling office
chairs and a clipboard.
with artists such as Teddy Ne wto n, Ricky Nierva, and Bud
Luckey. Mr. B. was largely desig ned by Jeff Pidgeon as a trian· The visual inAuences o n Lifted obviously include films by
gular 1nountain of alien flesh, with a tiny skullcap on top. All George Lucas and Steven Spielberg from the 1970s and 1980s.
the designs were refined into their ultimate form by sculptor At a crew party, Rydstrom compelled his collaborators to watch
Greg Dykstra, who created maq uettes of the characters, and Spielberg's Close Encounters of the Third Kind (1977). But there
by Jason Deamer, who produced the final drawings from which is an irony to the desig n of Lifted. Rydstrom insisted that he
the dig ital models were built. did not i.vant a "cool spaceship"; ra ther, it was meant to be "a
38 TH £ AR7 O f l'I XAit SHOR T f l LKS
utilitarian spacesh ip that's going to get banged around a lot" by sub-layers of skin, of how the bubbles inside the material
student alien d rivers taking it out for the ve1y first t ime. Holmes responded to light!' Such a sentiment typified the level of care
and Rydstro1n envisioned a bland, industrial-strength aesthetic and attention that 1Nent into even a five-minute him such as
for the spaceship's interior. To achieve this look, they studied this one.
photos of dental offices and the Department of Motor Vehicles.
At the completion of Gary Rydstro m's first film fo r Pixar, he
The designs for the characters themselves took inspiration from admitted, with s01ne surprise, that the hardest part of the process
a quirky array of sources. "At our very first crew party we had two was creating the sound design, the very profession for which he
food items," Rydstrom recollected: Mallo mar cookies, which were won so many Oscars. "Everything else was such a joy, and work-
supposed to influence the shape of the spacecraft, and green ing with the artists was so g reat; but then it came to my part,
J ell-0, a model for the aliens. As he later put it, "I wanted a char- the sound, and it was really hard." Now as director a nd sound
acter that could stretch his face and g o from one wild expression designer in one, he could not turn to his director and ask, "Hey,
to the other, which is why we ended up with this gelatinous, do you like it?" So when needing counsel, Rydstrom would show
liquid Prell kind of thing." The director gave Holmes a bottle of something to John Lasseter. As Rydstrom recalled, "He always
g reen hair gel and asked that the aliens be made of a similarly said, 'Mo re subwoofer."'
translucent material, with b ubbles floating inside. Holmes,
Nonetheless, producing the sound for Lifted offered the first-
however, felt that the first look was too CG; it lacked the organic
time directo r some pleasure: "As a sound guy, I love when sound
sophistication that communicated the idea of living, b reathing
tells you part o f the story that you can't see." When the hapless
creatures. What was even more troublesome, the translucent
human character is th rust into a tree, the image remains frozen;
look made the characters' expressions d ifficult to read.
and the sound takes over. The audience hears the loud crunch-
Holmes searched for a more satisfactory surface treatment for ing of the sleeping human dragged through gnarled b ranches by
the tv:o aliens. He and character desig ner Jason Deamer created the spaceship's powerful tractor beam. Rydstrom was delighted:
a series of paintings and drawings that gave the cha racte rs a "If I had my way, I'd hold on the static shot of the tree fo r hours
more opaque center with translucency on the edges. Holmes felt and just hear crunching." Like other animation directors before
that problems still remained: "We realized the shader technology him, he found that implying violence could be inore effective
that we'd set up to this point was not q uite robust enough to give than actually showing it on screen. "Maybe it's more brutal that
us the new look" So the crew had to build a new program, which way," he suggested.
achieved nearly 90 pe rcent of what they desired but was exceed -
Finally, unlike the student drive r from a nother world, Gary
ingly slow. Accord ing to Holmes, "it was so rendering-intensive
Rydstrom passed his test. He graduated from making a short to
that it was actually impractical to use." Technical supervisor Bill
gaining the chance to direc t an animated feature for Pixar. Lifted
Polson rewrote the program yet again to make it faster and mo re
passed the test as well, with audiences and as evidence that short
efficient. Throughout the process, Holmes expected the most
films are the perfect training ground for the designers and direc-
from himself and his fellow technicians: "There was so much
tors of tomorrow.
nua nce that I wanted in terms of how it reflected light, how
much transparency it had, where the transparency was, having

l~T;tOOUC'T I O~ 39
FEATURE FILM-BASED SHORTS guy contending with various gadgets in his car. The humor was
broad and physical, rather like a "locked·down·camera shot, a
Beginning with the release o f Mike's New Car in 2002, a new Laurel·and· Hardy- type thing," recalled Docter.

•. · ~-i ...
.•'4....._ •
breed of Pixar animated shorts appeared: films starring characters
from the features. Unlike the shorts produced for theatrical
The short film's codirector, Roger Gould, felt that this simple
concept played to Docter's strengths: "Pete is at the core a great
& . distribution, these films were designed to supplement the DVD
observational animator of personality and character." There
releases of their respective feature films. The idea of creating
would be no elaborate sets, slick ca mera moves, or tour-de-force
such e laborate bonuses for the benefit of DVD buyers stemmed
effects. Gould continued, "It's really about getting to enjoy Mike
from the Pixar philosophy: "Don't just deliver, overdeliver."
and Sulley's personalities and their relationship . .. the simple
There is a pragmatic element at work as well. The feature-based joy of bringing animated characters to life."
shorts avoid one of the greatest challenges in any CG ii.Im: to
A short film a llows its di rector to experiment with ideas that
create a character from scratch. By the end of a feature produc·
tion, the models a re built and each animator is truly the master might seem too ris ky for a featu re. Tn the case of Mike's New
Car, Docter was able to play with the timing in a way that would
of the characters he or she worked on. The animator knows how
have been difficult in Monsters, Inc. He cited the scene in which
the character moves, how it thinks, how it m ight react in any
Sulley plays with the mechanical seat adjustment. When the
situation. So it ntakes perfect sense to employ those animators
storyboa rds went into animation, the director told the scene's
,, and their fully developed characters in a little cinematic coda.
an imator, John Kahrs, "Double the length. The longer it goes,
' ' ·. ~
Bill Cone, a production designer on Cars, compared the feature·
/ the funnier it is." Thus, the timing of the scene fluctuated in a
I based short to the dessert at the end of a meal.

.o
I way that would have been unusual in a feature. "You'll hand
The shorts also served as an ideal training ground for li.rst·time out a scene," Docter explained, "and it may grow by fratnes
' ,. directors. Dan Scanlon, who codirected Mater and the Ghostlight here and there but it's more or less what you time out in layout."
r with John Lasseter, felt that it was hard to mess up the film On Mike's New Car, the process was looser. "It \•tas almost like
I
~ because "everybody knows what they're doing so well that the 1
I ' improv comedy, Deeter said.
'

• boat kind of steers itself." There is less likelihood that a novice


While the feature's biggest technical challenge was creating the
v •
f ·~
captain could c rash the ship .
2 tools to animate fur so that Sulley could be a shaggy, friendly
v
~ monster, by the titne the short went into production, the tool was
MIKE'S NEW CAR
debugged and robust. Gould remembers, "Every time I asked
..... Pete Docter, who was assigned the task of directing the studio's the effects animator, Patrick James, whether Sulley"s fur could
l first feature-inspired short, Mike's Ne1v Car, was happy to jump do something it was always a quick, 'Sure! 'Can we turn on the
' on the project. Various ideas for a .Monsters, Inc.- related short air conditioner and b last his fur with a ir?' 'Sure.' 'Can his fur
were suggested, including an idea about Mike and Celia's wed· react as we whip h im back and forth on his seat flopping to the
ding, styled to feel like it was shot by a hand·held video camera. ground and stnashing h im against the windshield?' 'Sure.' It
Eventually, Docter remembered a series o f sketches that he had really allowed the animation to be pushed to the limit."
produced years earlier for a p roposed animated short about a

40 THt All.7 or l'IX/,a SHORT fllKS


When Mike's New Car was included in the l1'fonsters, Inc. DVD, behavior that could be imitated by real children. The assump-
the sho11 was well received by fans. Monsters, Inc. became the tion was that actual infants will not Roat through walls or shoot
fastest-selling DVD title up to that time, selling seven million laser beams out o f their eyes so those heightened gags remain
units in its first week on the market. in the film.

Unlike the robustness of the Sulley and Mike 1nodels at the end
JACK-JACK ATTACK
of production on Monsters, J11c., Kari and Jack-Jack were two
In contrast to Mike's New Car, the concept for Jack-Jack Attack minor characters who didn't do much "acting" in the feature. In
had originally been planned as part of The Jncredibles itself. fact, Kari is only seen brieRy in the feature, from the chest up, as
Writer/Director Brad Bird recalled, "I had originally imagined she talks on the phone to Mrs. Parr. To upgrade Kari into a fully
that storyline with the babysitter as a running gag I could cut performing character her proportions had to be designed, her
away to if the main action got too slow or the plot machinations lower body built (starting off of Violet's legs) and dressed with
became too complicated. But once we started getting the film up pants a nd sneakers custom built for the short. Jack-Jack, who
-- on reels, I discovered the story had enough momentum without
§~--
~ ---. it and that it was actually a distraction to cut away to the baby-
in the feature is wearing footed terry cloth pajamas while Kari
speaks to Mrs. Parr on the phone, changed into his diaper on the
- sitter scenes." very next cut in the short to avoid the complications of simulat-
ing the doth of the more complicated costume.
The storyline of the well-intentioned babysitter, Kari, minding
little Jack-Jack, Mr. and Mrs. Incredible's baby boy, and losing For an artist such as Lou Romano, the p roduction desig ner on
him to Syndrome remains in the final fi lm, but the gags between The Incredibles, working on Jack-Jack Attack was someth ing of
the setup and the payoff were cut. When it came time to produce a holiday. Many of the designs had been completed for the fea-
40 Itop) Title Oe5ign (detoil~ : Mike's New a bonus short for the DVD, it seemed natural to resurrect those ture. "We already had the living room, kitchen, and dining room
Cor, Gcet~vee Boedoe, Mixed Medic. sequences. They are quite funny and seem like outtakes, to
ox5W'. 2002
set. . . . There was only one new set, which was the bathroom:'
which DVD buyers have grown accustomed. In the completed Bryn lmagire, the shad ing art director on both The Incredibles
!bottom) Cor Model Pocket (detoil): short, Jack-Jack frightens Kari with his emerging superhuman and Jack-Jack Attack, recalled that the production of the short
Mike's New Cor. Gory Schultz, Pencil.
powers and wrecks the house in the process. The short is simple went by "really fast, and we were all really tired."
1rx II". 2002
and self-contained, like a classic, gag-driven Hollywood ca11oon.
41 lleftl Crib Model Sheet: Jock-Jock
Attack, Nelson Sohol, Pe1,ci1. 11" x 17". Teddy Newton, a story artist and character designer on The MATER AND THE GHOSTLIGHT
2004
In.credibles, was responsible for many of the film's outlandish Despite the fact that rnany elements are already in place, direct-
-
(righl) Storyboord (detoil) : Jock-Jock gags. Some of his original concepts were even wilder, including ing a feature-based short can still be unnerving. Dan Scanlon
Attack, Teddy Newton. Pencil & w.orker. Jack-J ack walking through a plate-glass window and lighting was a lirst· time director when he began work on },fater and
I 9'/."xs". 2004
raccoons in the backyard over hard-boiled eggs. Newton the Ghostlight, the short that was included on the Cars DVD.
1
' e xpla ined his logic: "There is something funny about something "There's so much choice. It's absolutely terrifying:' Scanlon said
ve1y fragile being placed in dangerous situations. That's what about the challenges that a director faces. "There's a lantern that
makes it scary: a baby being in constant danger." Ultimately, needed to be made for the film. [Choosing] what kind of lantern
the filmmakers decided that Jack-Jack could not engage in any and its color is enough for me. But then it got into what kind of

1?-/TltOOUCTI O?i 41
Ghostlight was originally to be directed by Ranft and Scanlon,
who had worked together on the feature's story team. Scanlon
had never directed before, and he recalled with fondness how
Ranft nudged him into the d irector's chair: "I think he knew that
this was kind of a fun experience for n1e to get to direct." Since
Ranft was busy at the titne with other responsibilities, Scanlon
p roceeded with the writing and then would gently remind his
gouges do you \'/ant on it? Do you Nant scrapes? Tiny scrapes?
1
codirector, "You know, Joe, I'm kind of writing a lot of this stuff."
Scratches? Dents? What kind of dents? How old is the lamp? Ranft would suddenly pretend to be incredibly distracted and
And you just think, '1don't know. Just take a lantern, throw it say, "Hey, if you don't mind doing it. .. :•So Scanlon started
down the stairs, and tell me what it looks like."' storyboarding. Then Ran ft would say, "You do the first half. and
I'll do the second half." Of course, by the time Scanlon finished
The story for Mater and the Ghostlight was inspired by a tale
his half, Ranft, like a proud parent, would suggest, "Well, you're
that Lasseter and his Cars codirector Joe Ranft heard during a
doing a really good job. Do you just want to do the rest?" In this
research trip on Route 66. As they absorbed the Americana of
l>A<l t
way, Ranft eased his younger colleague into a role of greater
the open road and the forgotten small towns of yesteryear, they
42 Title Design: Moler ond the Ghoslligllt. responsibility. Scanlon emphasized that Ranft was a major
stopped in the southeast corner o f Kansas. There they encoun·
Bud Luckey, 8%" x 11", 2006 contributor to the short, and recalled fondly the opportunity of
tered a group called the Ka nsas Historic Route 66 Association.
43 film Sllll: Moler ond the Ghostlight, 2006
moving from a student-mentor relationship with Ranft to direct-
One member, Dean Walker, was noted for his ability to turn his
ing a film alongside him.
feet backward. Sitting with the curious filmmakers in the Eisler
Bros. store, Walker mentioned a phenomenon known as the But tragedy struck. In summer 2005, Joe Ranft died in a car
"spook light," o r "ghost light!' Late at night, on one particular accident. Pixar Jost one of its most distinctive voices, and
stretch of Route 66, a glowing orb of light was known to appear, Lassete r lost one of his earliest collaborators. When Cars was
float around, and enter into passing cars. Thrill-seekers went released that summer, the fihn was dedicated to the memory
hunting for the mysterious light source, but no one had been of Joe Ranft.
able to identify o r unmask it. Ultimately, it remained a legend.
The loss also left an opening in one of the d irectors chairs on
Vlhile finishing work on Cars, Ra nft produced a few drawings of Mater and the Ghostlight. Quietly, Lasseter assun1ed his late
Mater, the rusty tow truck, getting frightened by a ghost light. friend's duties. He a nd Scanlon finished the film. It was an
Ranft and Lasseter agreed that it would make a great short film. uncanny moment of coming full circle. Twenty years after his
They drew inspiration from the Don Knotts comedy The Ghost first directing credit, Lasseter was making another short film.
and Mr. Chicken (1966). In this case, however, it would be lv:later, In those two decades, Pixar went from a startup computer
with the voice of Larry the Cable Guy, in the Don Knotts role. company built a round a group of nerds with a dream to a multi-
billion-dollar brand synonymous with family entertainment. In
The legend of the ghost light is briefly mentioned in Cars, but it
the years that separate Lu.xo Jr. and 1Water and the Ghostlight,
would be more fully developed in the short. Mater and the
Pixar had come a long way.

42 TH t All.7 or l'I X/,a SHOR T f l l KS


,

THE ADVf"-ITURES OF ANDRE & WALLY B.

Ll.JXO JR.

RED'S DREAM

TIN TOY

KNICK KNACK
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John Lasseter & Alvy Ray Smith

DIRECTOR Alvy Roy Smith

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46 Andre Concept Art. John Los.seter.


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49 Concept Art, John Lossater, Postel.


13" x 10'', 1984

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50 (top) Concept Art. John Lasseter. Pencil.
8Y2.. x 11", 1984

50 (bottom) Wolly 8. Te$1 Render. Eben


Ostby, Bill Reeves, Alvy Ray Smith. 1984

51 Concept Art, John t ossetef. Postel.


13"x 10", 198•

52 Tree Test Renders (building vp lhe forest).


Sill Reeves. Digital. 1984

53 film Still. 1984

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56 Wire Frome. John Losseter. Eben Ostby.


Oigilcl, 1986

57 Film Still. 1986

56 EAltl'i S HORTS
RELEASE DAT£ 1987

RUNNING T IM! 4 minutes I 0 seconds

\'/RITER John Lasseter

DlR£CTOR John Lasseter

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59 Storyboards (detoi1), John t o s.seler.


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61 Storyboards (detail). John La sseter,
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65 Storyboard fdeto1I). John lossete1,


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tlH TOY' 65
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fright) Te$t Render, John Lasseter. Bill


Reeves. Digital. 1987

67 f ilm Stills. 1988

68 Wlre Frame, Sill Reeves, Dig ita l, 1987

69 film Stlll. 1988

TIN TOY 67
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73 Storyboard fdeto I), John Losseter.


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75 film Still.s (mermaid design before and


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WllTER Jon Pinlcovo

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Pencl. 11·x 1r 2002

78 (leltJ Chorocle1 Skelch, 8ob Pelerson.


Pen, 8¥2" x 11·. 1997

78 (righl) SIO<Yboord (deto I). Jon Plnkovo.


Pencll. 8 Vo x SI'.!'', 1997 •
79 Conc&pt Art, Jon Pinkovo. Crayon.
81/r" x 11", 1997

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85 Concept Art, Jon Plnkovo, Pencil.


121/:r" x 10~". 1997

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{top right) Gettl'• Adom'• Apple, Jon


Pinkovo. Penci. 8Y> x 11 1997

(bottom ett) Gert's Neck. Jon Pinkovo.


Penct 8'!, x 1• 1997

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Pink:ovo. Penci. 8%'" x 11 1997

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88 (topt Storyboords. Jon Pink:ovo. Pencil,


8Y2" x SYt", 1997

(bot1om1 Storyboord• (deto1IJ. Jon


Pinkovo. Pencil. 8Y1" x 51/1". 1997

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95 (top) NOfm Chorocter Model Pocket.


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98 Film Still, 2000

99 Film Still, 2000

ro' THE lllRI>S 97


R£LEAS£ DATE 2004

RUNNING TIMC 4 minutes 40 seconds

wR1TtR Bud Luckey

01RccToR Bud Luckey


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I 00 Naked Lomb and Jockolope Concept


Ari (details). Bud Luckey, Pencil. 11· x l 7",
2002

IO I Title Design Concept Sketch, Bud Luckey,


Pencil. 2002

102 (top) Color Script, Dominique Louis,


Digital. 2002

(bottomj Prairie Dog Concept Art


(detail). Bud Luc key. Pencil. I t • x 17''. 2003

JQ2 T Ht Nt:<T C.EStltATI O}< Of SHORTS


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Con c•pt Art, 8vd Lvck ey. Pon eil, 1 i··


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106 TUC wrXT 0£N[11ATIOS or SHOaTS

108 THC llt)(f QEH(llATIOW or IHOllTt


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108 Jockak>pf' Concept Art. Bud Luckey.
Pcncl. 11· x Ir. 2002

109 Wooly lamb Concepl Art. Bud Luckey.


Pencl. 11· x 1r. 2002

DOUNOIN' 109
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113 Concepl Art. MOrlc Andrews. Morlee<.


Pencl with Olgilo• Po nl. av;
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4 Vllloge Oe•lgn. Ro""'e Del Carmen.


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115 (top, left) Set Concept Ari. Ronnie del


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Point. av; x 11". 2003

(bottom) Concept Art, Ronnie del


Cormen, Olgllol, 2003

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116 (!elf) Boss Chorocle< Shldy. Ronnie del
Carmen. Penct & Oig1tol. 8"' x 6~ 200'

(righl) Boss Attilude Studies (detoa).


Ronnie del C01men. Pencl & Pen.
30" x 2f1'. 2003

1 7 (left) Bou Concept Art, Mortc Andrews.


Morl<er. 8Y." x 11 • 2003

(nghtJ Boss Foe• Study. Ronnie del


Carmen. Penel & Oig1101 6''x S". 2003

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t20 Concept Art, Mork Andrews.
Digital. 2006

12 1 Foun toin/ Town Square Design, Ron n.ie del


a.
Carmen. Pastel Digital Paint. 2003

120 >Ht Nt>:r C£tltllA710N or SHORT'S


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122 Tippy Character Study. Ronn·e del
Carmen, Pencil & Digita l. 11 · x 17'', 2003

123 (top) Fiim Still. 2006

(bottom) Tippy Chotoctor Study (d e tollf.


Ronnie del Cormen. Pencil & OigifaL
IT' x 22", 2003
122 T HC NCXf OtlltllATtON or SHORT!
O tl t MA!J 9A!JO 123
RELEASE DATE 2007
RUNNING TI~! 5 minutes
WRI TER Gory Rydslrom

DIRECTOR Gory Rydslrom

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2004

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Digjfol Point. 2004

126 (lelll Mr. a Concept Ari, Je ll Pidgeon.


Marker. 13" x 11", 2004

(rightj Mr. 8 Concept Art, Joson Oeomer.


Pencil & Digital Pa·nt. 2004

I > SIOl)'boords (delo s of Stu's loclot


expre,.;ons). Jell Pidgeon. Morke<.
13" x 11·. 2004

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(center) Stu Concept Art. Joson Oeome<.
Penci g MOrtcer. tO'h" x t3". 2004
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t3' Concept Art. Don tee. l);gito1. 2004

t 3t Concept Art, Don LeG, Olg1tot 2004

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Mike's ~ew Car

Jack Jack Attack

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137 Story Concept Art: Mofer and the
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9" x !i'. 2005

138 Coupe Model Pocket. Gory Schultz.


Pencil. 8'n" x 11"', 2000

'9 (top) Cof Model Pocket. Gory SchultL


Pencl. 1r x 11·. 2000

(botlom) Early Thumbnail StOI)' Sketches


(delo1IJ: Pele O<x:ter. Pencl. 1.r- x 11".
2000

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140 Car Madel Pac ket: Gory Schult?.


Pencil. 17" x 11 '", 2000

141 Cor Model Pocket: Gory Schvllz, Pencil.


IT x II", 2000

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142. Title Design fdetoil). Geefwee Boedoe,


143 Mixed i~edic. 9" x So/..". 2002

144 Cor Model Poc ket, Gory Schultz. Pencil.


17" x 11 ", 2002

145 Film Still, 2002

144 ftATUllE f!LM-BAStE> SHORTS


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146 Color Scripts, Lou Romano, Oigjfol. 2004

147 Storyboards. Merk A ndrews. Digital. 2004

148· Storyboard. Teddy Nev..-ton. Pencil a nd


149 M 0 1ker. 9 1/." x S"

148 Color Sc ript, Lov Romeno, Digitol. 200A

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151 Storyboards, Teddy Newton, Mo1ke1,


Pencil. 91/ . " x S". 2005

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57 Film Slil. 2006

156 I AflJll flLM•IAl f D IHO I TI


--
Don't let the word 'short' in the title fool you. Even a book about Thank you to my editor at Chronicle, Matt Robinson. Thank you
animated shorts requires a long list of people to make reality, Kat Chanover, Karen Paik, Peggy Tran· Le, and Aidan Cleeland
each of whom deserves n1y personal thanks. So thank you to all at Pixar; Leigh Anna MacFadden at Disney Publishing; and Jen·
the directors who spent time talking with me about their work: nifer Kong, Sarah Malarkey, Molly Jones, Becca Cohen, J acob
John Lasseter, Alvy Ray Smith, Jan Pinkava, Pete Docter, Brad Gardner, and Tera Killip at Chronicle. Thank you, Adam Abra·
Bird, Ralph Eggleston, Bud Luckey, Andrew J imenez, Ma rk An- ham, for your editorial input, and to Public for your book design.
drews, Gary Rydstrom, Dan Scanlon, and Roger Gould. And no small thanks to Celia Bullwinkel for every other kind of
itnaginable support throughout this project.
Thank you to the artists, technicians and studio personnel who

,., spoke to me about their work: Steve Bloom, Ed Catmull, Bill


Cone, Ronnie del Carmen, Ralph Guggenheim, Mark Holmes,
- Amid Amidi

158 Approv a l Stomp$ from Various Shorts, Bryn Imagire, Tia Kraner, Teddy Newton, Eben Ostby, Bob Pau-
rr1ixed medio ley, Bill Reeves, Lou Romano, and Doug Sweetland.
159 Poster G raphics: Orle Mon Bond, JOSOrl
Deamer (pencil). Rcncfy Berrett {colorJ,
2004

160 C haracter Lineup, LifJed, Jason Deome1,


Pencil & Digital. 11" x 17". 2004

158 ;'Ht ART or l"! >:All SHOltr r!LMS


. I
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MJ!: ·. I
Amid Amidi is an animation historian and blogger who co·
founded CartoonBrew.com, the animation-on-demand site
CartoonBrewFilms.com, and the magazine and Web site An ima·
tion Blast. He is the author of Cartoon Modem, from Chronicle
Books, and several other books about film. He lives in New York.

John Lasseter is the chief creative officer at Pixar and Walt


Disney Animation Studios, and oversees all of Pixar's films
and associated projects. A two-time Academy Award"-winning
director, he directed the groundbreaking and critically acclaimed
Toy Story, A Bug's Life, Toy Story 2, and Cars. Most recently, he
executive produced The Incredibles, Ratatouille, and V.IALL·E.

161

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