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Throughout Pixar's history, we've had major meltdowns and crises. It's happened throughout our history: you reach a certain point, it doesn't work, and you start all over again.
Edwin Catmull
Technical understanding should be a core competency of any company.
If you think you're right 80% of the time, you're deluded.
'Balance' is a soft word. It implies calm, something almost yogic, but that's not it at all. The process is always chaotic and turbulent.
For me, one of the great tragedies is the conclusion studios have drawn about traditional animation. I believe that 2D animation could be just as vital as it ever was. I think the problem has been with the stories.
When I was in high school in the early 1960s, I wanted to be an animator and even took art classes. But by the time I was in college, I realized I couldn't draw well enough.
Believe me, you don't want to be at a company where there is more candor in the hallways than in the rooms where fundamental ideas or policy are being hashed out.
In life,you're going to have risk, so you have to say, 'My attitude going forward is how to I fix the problem.' And it's not trying to cling onto the past. When I look around, most problems happen because people are trying to cling onto the past.
We've always had ups and downs at Pixar, starting with the high we felt doing something we'd never done - 'Toy Story' - and the low we felt right after when we realized we'd messed a bunch of things up along the way.
It is only by trying new things that we can hope to create products that are original. Don't just say those words; act like you believe them.
I've certainly seen R&D groups, typically funded by large corporations, where they bring together a lot of smart people and nothing happens. And the reason nothing happens is that they don't have a clear goal.
In the early 1970s, I headed to graduate school at the University of Utah and joined the pioneering program in computer graphics because I realized that's where I could combine my interests in art and computer science.
Every one of our films, when we start off, they suck... our job is to take it from something that sucks to something that doesn't suck. That's the hard part.
If you put out 20 films, you hope that a number are successful. It's like human reproduction versus frog reproduction. Frogs produce thousands and hope a few succeed. Humans don't produce many babies but put a lot of energy into them, which is kind of where we are. They still don't always succeed, but you try a lot harder.
The trick is, in everything we do, there are things we love. And sometimes the things we love get us stuck. And it's only if we let go of some of those things that we free the movie up to become greater.
One reason for keeping Disney animation separate from Pixar was that by solving their own problems when they finished a film, Disney could say, 'Nobody bailed us out; we did it.' And it's a very important social thing for them to do that.
Outsourcing, in and of itself, isn't responsible for the erosion of America's high tech infrastructure. The short-term thinking that led to a lot of bad outsourcing decisions is the root cause. And short-term thinking isn't a problem confined to the executive suite. It's a problem in Washington and in our society as a whole.
We encourage our people to build their ideas from scratch, and we give them the resources - and, crucially, the candid feedback - that are required to transform the first wisps of a story into a truly compelling film.
I don't think most of our films should be realistic, but you want that as an artistic possibility. Then, the artist can take the realism of the world and push it in ways that we can connect with.
It is not the manager's job to prevent risks. It is the manager's job to make it safe to take them.
Encourage people to mingle, meet, and communicate.
Creativity has to start somewhere, and we are true believers in the power of bracing, candid feedback, and the iterative process - reworking, reworking, and reworking again until a flawed story finds its through line or a hollow character finds its soul.
When it comes to producing breakthroughs, both technological and artistic, Pixar's track record is unique. In the early 1990s, we were known as the leading technological pioneer in the field of computer animation.
The skill of a good creative leader is being comfortable with blowing up an idea and knowing it will get better.