Posts Tagged ‘Animation’

Leave it to Jobs

Thursday, July 21st, 2011

Over the past three and a half years at GameChangers, we have gone through Cirque du Soleil-like contortions  to explain improvsiation and its value to business in the Networked World.

We have defined it as “A process for producing consistently positive outcomes from unforeseen circumstances.” We call it “serendipity by design.” “A game, a theme, and an exploration.” “Collaborative problem solving.” “Acting on environment and letting environment act on you.” Listening, Learning and Transformation.” “Agility + Ability.” “Freedom within Structure.” “Creating a cosmos out of chaos.” “Openness to opportunity.” “The Big Yes-And.” “Flexible Vision.” “How Tina and Amy Got Their Grooves,” and “Not comedy.”  Among others.

Leave it to Steve Jobs, interviewed in The Pixar Story, Leslie Iwerks’ 2007 feature documentary, to phrase it with the assured elegance of an Apple design.”Unplanned collaboration” is the phrase he uses.

“We wanted a place that would encourage unplanned collaboration,” said Jobs in describing the design of Pixar’s new studio. He repeatedly cites this this as the architecture’s objective.

He didn’t connect this phrase to improvisation, per se, but it’s as good a definition as we’ve heard. Improvisation is unplanned collaboration. And even though it’s unplanned, it’s all part of the design. In the architecture of improvisation, you fully expect to run into someone unexpectedly. When you do, you are prepared to exchange information, find an agreement, and build a scene together or continue one that had begun earlier. You expect that others might jump into this scene with you, and you are prepared for anything they might add. Through this process, in thousands upon thousands of such unplanned increments, each filled with its own unique potential to be productive, you move your narrative forward.

It’s hard to imagine a better case study for the value of improvisational design than Pixar’s studio, or a better model of what it means to be a GameChanger than Steve Jobs.JobsCirque1

Jobs also said it took ten years for Pixar to make any money. We’re just going to ignore that one. Play on.

Kroyering

Tuesday, November 30th, 2010

Our friend, @InvisibleWork a graduate of the U.S. Naval Academy and UC-Irvine’s MBA school, tweeted last week to ask my definition of creativity.  I responded:  “the systematic elimination of everything not conducive to creativity.”

She tweeted back: “<= like this; like going through the process from the other end.”

Bill Kroyer

Bill Kroyer

The animation director Bill Kroyer taught me this game, which I call Kroyering.  It goes like this: To solve a problem look 180 degrees away from the problem. If you can define the problem’s opposite, you will have targeted the problem with just as much accuracy as if you were confronting it head-on.  This ‘exploration of opposites’ makes Kroyering a useful process, especially when you need to come up with an original solution, a creative breakthrough.  Why is this a cool tool?  Three reasons:

First, it gets out of creativity’s way. Like everything that’s natural in the world, creativity wants to happen.  Left to its own devices, it will happen.  If we clear out what gets in its way, creativity will express itself like a plant will find the sun. As Viola Spolin said, “Act on environment, and environment will act on you.”

Second, because a breakthrough is, by definition, something that didn’t exist before, it is not really possible to say what creativity is, or what form it will take, until it actually happens.  It is often more efficient to target what creativity is not.  For this reason, Kroyering offers a disciplined and cost-effective path to innovation.

Third, Kroyering makes institutional memory a positive force instead of an impediment, as it often is (At Disney, where I worked for many years,  the best way to stop any idea dead in its tracks was to say anything that began with, “Well, what Walt would have done…”  It’s why John Lasseter left Disney and ended up with Pixar.  Too many people at the time were telling him what Walt would (or wouldn’t) have done.)  A study by Dusya Vera and Mary Crossan (Organization Science, Vol. 16, May-June 2005, pp. 203-224) reveals that the best problem-solvers in an organization are those with the longest institutional memories, because they are more likely to disregard or subvert institutional memory to solve a problem. In other words, people with long institutional memories are in the best position to see and understand that a system that created a problem cannot be the same one that solves it.  Kroyering helps you identify what you can do differently by getting you out of the attic of your company’s history and into emptier space, where there’s room to expand your vision.

Here are a few qualities that, in my experience, are not conducive to creativity and can be eliminated from your working environment with help from the Kroyering Game:

Randomness; free association; outside-the-box thinking. Creativity craves intent, specificity and structure. Don’t try to get outside the box. Quantum physics tells us that there’s unlimited energy stored inside whatever box we’re in. Or…get yourself inside a different box!

Rigidity, dogma. Whatever creativity is, it’s the opposite of frozen, stuck in place, or with one unyielding position.

Aggression, destruction, violence. The harder you look for it, the harder it is to find.  The next new thing has to be teased and seduced from wherever it’s hiding.  Creativity does not send out invitations, but if we throw a party, Creativity is almost sure to come.  Creativity can’t resist a good party.  Just know that when the fighting starts, and well before the cops arrive, Creativity will be outta there.

Divergence. It is not the separating but the joining of ideas and people that results in innovation.

Dignity, manners. Creativity is impudent. It can be wildly messy. It’s like the weather that way.  Dress appropriately.

Hollowness, heartlessness, lifelessness, cold bloodedness. Sssss.

Eliminating these and other ‘non-conducive’ elements from your environment will help your creativity flow.  When you’re stuck for an idea, your process bogs down, or you can’t seem to get to the heart of a problem, try Kroyering.

Mass Animation

Wednesday, November 26th, 2008

MassAnimation1Facebook, with sponsorship support from Intel and AutoDesk, is hosting an online collaboration called Mass Animation designed to produce a short animated film entitled Live Music directed by Yair Landau (The Chub Chubs), about the ‘unlikely’ romance between a guitar and a violin. Now, absolving the story itself of criticism except to say that it’s like something Disney would’ve done in the 1940s, or Pixar in the 1980s, the noteworthy aspect of this project is the distributed production model.

The production of animation, as I have long maintained, will point the way toward new models for production for all sorts of products and brands, just as television animation led the way in outsourcing manufacturing to Asia in the early 1980s, ten years before American industry embraced the model en masse. How it works is going to be a key to the creation of jobs and the generation of new wealth in the networked economy. (more…)

The T. H. Culhane Game

Saturday, October 18th, 2008

John Culhane, a Rockford, Illinois-born journalist, author, and the model for the character of Mr. Snoops in the Disney animated film, The Rescuers, met his wife, Hind Rassam, a native of Baghdad, Iraq, when he reviewed her in a student performance of Antigone. John and Hind fell in love and had two sons, T. H. and Michael.

CulhaneBros1

It is no surprise that the Culhane boys are born performers, a couple of very animated characters.

CulhaneDance

Once, as part of a story John did for the New York Times Magazine, he and the boys enrolled at Ringling Bros. Clown College in Sarasota, Florida, and T. H. and Michael became the youngest clowns ever to perform with Ringling Bros. Barnum & Bailey big show. (more…)

The Reality of Life

Wednesday, April 16th, 2008

Ollie1Ollie Johnston died Monday at the age of 95. Ollie was the last surviving member of Disney’s ‘Nine Old Men’, the legendary animators who injected life and character into drawings on paper as no one ever had. Words cannot begin to describe the veneration a certain generation of us who began our careers working at Disney had for these men, for Ollie and the rest of them who were still around at the time. All geniuses in their own right.

And when I say geniuses, I’m not talking about animation, although that was certainly part of it. These guys were geniuses at life. Their lives were rich in every respect, filled with adventure, fun, passion, family, and drenched in love. Too often, we think of geniuses as people who excel in one thing, when in fact it is life in its entirety that informs us and guides us to our greatness. (more…)

Improvisation, Spaff-Style

Tuesday, October 16th, 2007

Dave Spafford, who along with James Baxter, Glenn Keane and Andreas Dejas, is one of the best pencil-and-paper animators in the world, is a genius with his hands. For a friend’s recent birthday, he made a slot car track — complete with controls, cars and scenery — that unfolded out of a large suitcase. He can make magic with those hands. His hands are the trigger to all his business scenes.

Spaff 1

Spaff animated key scenes in films like Who Framed Roger Rabbit?, The Little Mermaid and dozens of others. He lived at Francis Coppola’s vineyard for three months while storyboarding Coppola’s version of a live-action Pinnochio. When he returned from his year in London on Roger Rabbit, for five solid years, he hosted Pub Night every Friday at his house in Toluca Lake. It was like the Star Wars Cantina for the animation industry. I don’t know that I have ever laughed harder, or had more fun than I have at Spaff’s house. Most of the animators at Disney are dying to get him back there to work with them on their hand-animated film The Frog Princess, but the CalArts clique at Disney is a little bit intimidated by him, because he is so damn talented and stubborn and he didn’t go to CalArts. He is self-taught. When he was sixteen years old, he would drive up from Orange County nearly every day in the summer and stand outside the Disney Studios gate with his animation drawings, and wave at all the animators, especially the legendary Nine Old Men (Reitherman, Clark, Larson, Thomas, Johnston, Kimball, Lounsberry, Kahl and Davis), until one of them, often Les Clark, would invite him inside the lot, where he would spend the day watching the masters at work, pestering them with questions about their craft.

Spaff 5

He designed the characters and did the storyboards for the first film to be produced by Phil (Nike CEO) Knight’s new animation company in Portland before the (CalArts educated) Henry Selick, who runs the joint for Knight, and Spaff ‘parted ways’ last month.

But Spaff is a GameChanger. Which means that he knows how to turn an unexpected situation to his advantage.

Spaff 2

Last month, he did a deal with Disney theme parks to sell a little pirate-themed magic trick he designed and built, in which you hold a small wooden coffin in your hand and pop a skeleton out of it on your command. And he just finished making a professional magic trick in which a magician can pick up any kind of knife off any random table, cut open his or her forearm causing blood to gush, then peel back the skin revealing the pulsing veins and muscles inside the arm. He wouldn’t show me how it works, or sell me one, or let me post the link where you can buy one of the tricks online for sixty bucks. “It’s for professional magicians,” he said.

My friend Lisa Judson, president of Warner Bros. Animation, is courting him to bring one of his animation projects to their DVD division.

Spaff and his wife of twenty years are in the process of splitting up. Amicably. But still, you know it’s got to be a pain in the ass. Their house is going to become his studio, and his studio is going to become her house, and there are a million moving details to it all.

And in the midst of all this, he dropped everything last Friday afternoon and made us five kumquats — which were out of season and not available anywhere in L.A. — for our GameChangers video shoot over the weekend.

Spaff 7

Damn, I have great friends.

Here’s the reaction from cast members when we showed them Spaff’s kumquats on the set Saturday:

GC Video 1