I was always really fascinated with animation, but just in a way all kids are with watching Disney movies and all that, but I had no idea how animation was done.
Having animation as this time-based medium made a lot of sense for me, and then stop motion was even more fun because it was so hands-on and physical in a way that I really liked.
I've been fascinated with gargoyles since I was a kid. I took a high school trip to Europe, the 8 countries in 5 weeks kind of trip. Even then I collected postcards of gargoyles. Then I sort of forgot about it. You flash-forward a few years and I'm at Disney, we're looking for an idea to base a show on. I was running series development at the time at Disney TV Animation. And we came up with the Gargoyles comedy series. Which didn't sell!
What I've done for the last ten years is develop high profile entertainment properties for animation, so it's kind of funny to be able to create my own book to already know how I'd want to develop it for animation and live action.
There was a time when cell animation was poison, but after Family Guy now everyone wants it.
When I was in my early 20s, I was quite into Japanese animation. It's like the same thing that I end up always saying which is, imagery based stuff is the thing that really gets me.
I feel like there's a lot of experience I have from doing TV animation that would be especially useful doing an animated film in terms of some efficiencies of the process that are necessary for TV, just because you have to crank out material every week, that could be applied to film.
Video game engines can handle the kind of complexity and realism you can't put into a movie - yet. But games are getting better and better - I imagine a day where you won't be able to tell a game from a movie, with great A.I. animation and photoreal, interactive environments, etc.
Animation is so much work! I don't know if I have the skills to really hack that. Maybe as storyboard artist or something like that. But you have to go to school to be an animator. I can't just pop behind the animator's table and be like, "Here I am.".
Well, what if we did this in the mind as opposed to the brain? So instead of blood vessels and dendrites, what if it was consciousness and dream production? And that would allow us to have characters that represent emotions. And that felt like, man, that's exactly what animation does best - strong, opinionated, caricatured personalities. And that just got me excited.
Keeping the cat front-and-center was definitely a smart choice, from Tim and the animation department. Mr. Whiskers got referred to more than we actually saw him on stage. Seeing him on screen, you just love him.
Genndy [Tartakovsky] is so good at directing and so wonderful with animation.
I do have huge pressure in terms of making my animation, because a lot of audiences and producers are expecting me to make films with a lot of action. They all know that I'm very good at action scenes, but I tend to not use many, so they're all frustrated with me. But I do that intentionally. Yes, if I do a movie with a bunch of action, it's going to be a lot more successful than the types of movies I'm making right now. The producers often say, "Instead of using all these philosophical phrases, why don't you change this into an action scene?" But I intend to continue to make these movies.
Animation story boarding works differently than live action story boarding. The story crew along with a writer really does shape and create the film - the world and it's characters. We meet almost every day and brainstorm the plot of the film. It's a highly collaborative process - and we continue to improve the story until we literally run out of time.
Dr. Paul Ekman, who worked in San Francisco - still does - which is where Pixar Animation Studios is, he had early in his career identified six. That felt like a nice, manageable number of guys to design and write for. It was anger, fear, sadness, disgust, joy and surprise.
Maybe if audiences all over the world would check out animation from other countries, filmmakers would be more sophisticated and experimental.
And it's about a three-month process every screening. And that way we have seven or eight chances at the film before we have to actually build the models, build the sets, do the animation and all of that. So it's a - I think that's a real key to the way we make films.
If I really feel that I want to shoot live people and live backgrounds, then that movie will become live-action. If I don't have any particular actors I want to use, I'd probably consider animation for that project. Which medium I use doesn't really make that much difference to me.
I love voice over work. To me, voice over and animation is such an art, because you focus solely on your voice. You do not focus on how to speak, combined with facial expressions, movement, etc. You as the actor need to convey all those things with only your voice.
I think the animation helps divorce the violence from reality. The sex certainly doesn't look all that realistic. I think the fact that it's animated, we get some leeway because of that.
Whether I'm directing live action or animation, my responsibility is the same. I have an audience sitting in a theater with their popcorn, and I've got to show them a good time and make them feel something.
In Frankenstein there is a transfer first of life into death (in the creation and animation of the monster), and then of death into life, as the monster takes his revenge on the father who gave him life but withheld recognition.
I wrote for television some, animation. Batman the Animated Series, Superman the Animated Series, Son of Batman, things of that nature were made and I'm happy about that, but now the recent film and TV stuff have validated me, as if that makes any sense.
If all the actors are in the recording session at the same time, you can record all voices for one episode in an hour. Of course, the animation takes longer but the voice acting is done very quickly.
I get a lot of credit for Tron. They called us scene choreographers back then because the animation unit wouldn't let us be called animators because we were working on computers. And we were some of the first people ever to make 3-D computer animation.
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