Independent Animation
Independent Animation
ANIMATION
DEVELOPING, PRODUCING AND
DISTRIBUTING YOUR ANIMATED FILMS
INDEPENDENT
ANIMATION
DEVELOPING, PRODUCING AND
DISTRIBUTING YOUR ANIMATED FILMS
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Acknowledgments ix
1 Introduction 1
2 Story Development 11
The Character-Driven Approach ...................................................................................... 13
Character Development ..................................................................................................... 14
Telling the Harder Truths .................................................................................................. 18
A Combined Approach ...................................................................................................... 25
3 The Visual Storyteller 31
Branching Out ..................................................................................................................... 32
Nightmare Worlds .............................................................................................................. 36
Idea Generation ................................................................................................................... 42
Returning to the Scene ....................................................................................................... 44
Pleasing Abstractions ......................................................................................................... 51
4 Consider the Source 57
Standing Tall ........................................................................................................................ 62
Like-Mindedness................................................................................................................. 67
5 The Beat of a Different Drum 73
Going Solo ............................................................................................................................ 78
Branching Out ..................................................................................................................... 80
From Scratch ........................................................................................................................ 85
Playing with the Majors ..................................................................................................... 91
6 Going Webisodic 93
A Life in Webtoons ............................................................................................................. 95
Different Worlds .................................................................................................................. 97
The Virility of Virality...................................................................................................... 100
v
7 The Animated Documentarian 111
Oral Histories .................................................................................................................... 113
Anecdotal Value .................................................................................................................117
Introspection...................................................................................................................... 122
Self-Reflection .................................................................................................................... 123
Sticking Points ................................................................................................................... 127
The Animation Advantage............................................................................................... 128
8 Going Long 133
Harsh Realities................................................................................................................... 138
The Commitment Factor.................................................................................................. 140
Story Development’s Greatest Ally: Feedback .............................................................. 145
Staying Visible, Keeping Afloat....................................................................................... 149
9 Funding 155
The Snowball Effect ........................................................................................................... 156
Digging Deep ..................................................................................................................... 162
A Collective Effort............................................................................................................. 164
Customer Etiquette ........................................................................................................... 170
Combined Resources ........................................................................................................ 172
10 Keeping It Real 181
Manual Labor .................................................................................................................... 183
Staying Balanced ............................................................................................................... 189
Outside Assistance ............................................................................................................ 191
Work Ethic ......................................................................................................................... 197
Wisdom in Hindsight ....................................................................................................... 201
11 Getting Comfortable 205
The Comfort of Discomfort ............................................................................................. 212
Odontophobia .....................................................................................................................214
12 Casting and Performance 219
Going It Alone ................................................................................................................... 219
Going Pro ........................................................................................................................... 225
13 Thinking Outside the Light Box 235
The “That’ll Do” Attitude ................................................................................................. 236
The “Nailed It!” Attitude .................................................................................................. 237
Standout Animation: Programmers’ Perspectives ....................................................... 245
Online: The Festival Alternative ..................................................................................... 249
Seven Crucial Don’ts for Animation Filmmakers as Observed
by Tünde Vollenbroek ...................................................................................................... 252
14 Keeping Up 255
Remodeling ........................................................................................................................ 258
Group Effort ....................................................................................................................... 262
New Perspectives ............................................................................................................... 269
vi Contents
15 Combining Your Efforts 279
Duality ................................................................................................................................ 284
Splintering Off ................................................................................................................... 289
16 Your Film in Depth: Considering Stereoscopy 299
An Interview with Filmmaking Collective The Outpost ............................................ 303
Along for the Ride ..............................................................................................................310
17 Audience Interaction 317
Adventurous Spirit .............................................................................................................318
Technical Realities: Trial and Error ............................................................................... 327
Reflection ............................................................................................................................ 328
To Defy the Laws of Tradition......................................................................................... 329
18 Reinventing the Wheel 341
Rising High ........................................................................................................................ 343
Retro Vertigo...................................................................................................................... 352
Late Nights ......................................................................................................................... 358
19 Perseverance 365
Staying Power..................................................................................................................... 371
Hurdles to Overcome........................................................................................................ 376
20 Your Two Most Important Characters 381
Outsourcing ....................................................................................................................... 381
A Composer’s Perspective ................................................................................................ 383
Being Selective ................................................................................................................... 388
Self-Sufficiency................................................................................................................... 392
Approaches to Sound Construction ............................................................................... 399
Out in the Field .................................................................................................................. 401
The Hiss Factor .................................................................................................................. 401
The Pop Factor ................................................................................................................... 402
The “Oh God, My Ears” Factor ....................................................................................... 403
21 Putting Yourself Out There 405
Why Submit Your Film to Festivals? ..............................................................................406
Rejection: How to Deal..................................................................................................... 412
Film as Discourse .............................................................................................................. 414
22 Distribution: A Brave New World 417
Unexpected Developments .............................................................................................. 419
Index 431
Contents vii
Acknowledgments
It goes without saying that this book would not have been possible without the insight of
the talented people responsible for its major case studies. My tremendous gratitude to the
following for taking the time to be interviewed: Kieran Argo, Bjørn-Erik Aschim, Signe
Baumane, Ant Blades, Philip Brookes, Emma Burch, Seb Burnett, Jeff Chiba Stearns, Elliot
Cowan, Garrett Davis, Adam Elliot, Dan Emmerson, Michael Frei, Daniel Gray, Daniel
Greaves, Robert Grieves, Alex Grigg, Jake Hobbs, Melissa Johnson, Tony Johnson, Robert
Kondo, Kirsten Lepore, Ruth Lingford, Andy Martin, Aidan McAteer, Robert Morgan,
Sam Morrison, Nina Paley, Adam Pesapane, Sarah Phelps, Jonti Picking, Bill Plympton,
Mike Rauch, Tim Rauch, Rosto, Tom Schroeder, Chris Shepherd, Jason Sondhi, Thomas
Stellmach, Sam Taylor, Doug TenNapel, Daisuke Tsutsumi, Tünde Vollenbroek, Matthew
Walker, Adam Wells, Florian Werzinski, Joe Wood, and Robertino Zambrano.
I would also wish to convey my appreciation for several of the many amazing talents I
have interviewed in the past for Skwigly, whose insights from these sessions also proved
valuable in the putting together of the book: John Kricfalusi, Don Hertzfeldt, Peter Lord,
Greg McLeod, and Nick Park.
For their constant love, kindness, and support that kept me going throughout this
project: Erica Mitchell, Elspeth Mitchell, Lynn Mitchell, Derek Cherrington, Laura-Beth
Cowley, Jane Davies, Joanna Hepworth and Luca Kiss.
Much gratitude also to those whose time and assistance contributed greatly to the over-
all organization of the book: Cordell Barker, Marco de Blois, Jessica Casano-Antonellis,
Mike Dietz, David Fine, Corrie Francis Parks, Nancy Gerstman, Pauline Ginot, Chris
Hinton, Shanta Jethoe, Sophie Klevenow, Joshua Littman, Sarah Littman, Anna Mantzaris,
Adam Smith, Alison Snowden, and Julia Young.
Special thanks to my Skwigly online animation magazine colleagues Steve Henderson
and Aaron Wood, as well as our fantastic team of enthusiastic contributors and supporters
who keep it going.
Extra-special thanks to my technical editor Katie Steed as well as Lauren Mattos, Haley
Swan, Iris Fahrer, Adel Rosario, Jill Jurgensen, and Sean Connelly at Taylor & Francis.
ix
1
Introduction
We’re living in a particularly exciting time for all forms of independent creativity, perhaps
especially animation. Throughout the world, we have seen a rapid acclimation to some very
sudden shifts and advances in technology. Entertainment media has evolved to a point
where consumers from all walks of life can engage with it in almost any circumstance,
1
thanks largely to the portability of tablets, smartphones, and other such gadgetry. How we
experience entertainment has also drastically changed; with content so readily available
on demand, these demands are being raised, and with them, our expectations of quality.
Matching this is an increasing prevalence of sophisticated, user-friendly, affordable soft-
ware alongside a vast ocean of equally affordable, online educational resources to teach
auteurs how to use them.
During this same period of recent technological advancement, the changing economy
has hugely reconfigured the funding options that were once so key to getting any kind of
animated film project off the ground. Depending on where you are in the world, some
grants and schemes in support of the arts remain, while those not so geographically for-
tunate have been forced to up their game. This coupling of new circumstances has turned
out to be a tremendous positive, with true ingenuity manifesting itself out of the limited
resources available to filmmakers.
As such, the cultural significance—and, indeed, effect—of independent animation is
thriving, and the future is bright for small studios, collectives, and individuals, who are
able to put strong ideas out in the world in ways they would not have been able to in the
not-too-distant past.
My aim with this book, as an animation enthusiast, freelancer, and independent direc-
tor myself, is to lay out some of the essential tenets, philosophies, and creative processes
behind the independent animation community’s most prominent, prolific, and respected
artists, so that other creatives and artists such as yourself can be motivated to put these
into practical effect when it comes to their own projects (Figure 1.1).
Figure 1.1
The Adventures of Bertram Fiddle. (Courtesy of Rumpus Animation, ©2014.)
2 1. Introduction
An important thing to clarify is that this is not another book that goes through the fun-
damentals of animation and storytelling itself, as there are plenty of those out there, a fair
few of which will most likely be on your shelves already. This book is for when you have
worked through the basics of animation—your bouncing balls, flour sacks, walk cycles,
lip-sync exercises, and layouts—and are asking yourself how precisely you wish to apply
this knowledge to a film. This includes those of you who have determined that the type
of animated film you wish to make will throw these fundamentals out of the window, to
develop an entirely personal process from scratch. Here you will read about how popular
animated films have come from such unique approaches—whether animated on laptop
trackpads, using ink sprayed from syringes, or on sticky notes attached to the backs of
farmyard animals (seriously).
The most consistent observation I’ve witnessed at all points of my career as both an
animator and an animation researcher is that whether you are a student, professional,
or hobbyist, the call of directing, writing, and/or producing one’s own projects is often
a strong one. Of course, many of those who work in the animation industry are less cre-
atively driven, more practically minded individuals with essential talents and specialist
skills. Chances are that if you’re reading this book, you don’t consider yourself amongst
that group, or perhaps you do but wish to branch out and try your hand at some new ter-
ritory. Not that there’s anything that puts creatives above specialists and other equally
hard workers; specialist skill is invaluable and oftentimes the real key to a project’s suc-
cess, and as such, it’s worth considering to what degree you wish to go it alone, so to speak
(Figure 1.2).
Figure 1.2
The Planets (Dir. Andy Martin). (Courtesy of Andy Martin, ©2014.)
Independent Animation 3
To whatever extent this may be, it’s a safe assumption that the ultimate goal is the same:
to create a standout film that makes your mark on the animation world, one of the few
goals aspired to at all stages of one’s career. These stages include but are not limited to
• Animation students who wish to have something to show for their hard work and
studies, which will make a name for them and help grab the attention of hiring studios
• Animation hobbyists looking to channel their interests into something they can
make a legitimate career out of
• Freelancers with work experience and a fundamental knowledge of the industry,
eager to create a piece of work with their own stamp and creative identity
• Studio owners who might benefit tremendously from the visibility and industry
credibility a standout film would generate for their business
• Industry specialists eager to expand their body of work through collaboration or
simply trying something new
• Even those who have made a film—or several—before, searching for the motiva-
tion to create more or possibly pursue an exciting new artistic direction
Wherever you are in the industry, the ultimate goals will most likely be to entertain, be
noticed, and have your work be seen and appreciated (Figure 1.3). My personal enthusiasm
for the subject comes from having forged an animation career in part from the creation
of my own independent film work, alongside the comanagement of the UK-based Skwigly
online animation magazine. Beginning my involvement with the website as a contribut-
ing features writer in 2011, before long, I began to truly appreciate just how multifac-
eted, entertaining, and inspirational animation’s independent sector could be. Since then,
Skwigly has grown to include regular written features, industry exclusives, a long-running
podcast series featuring an assortment of guests from all imaginable manner of anima-
tion backgrounds, microdocumentaries, not-so-micro-documentaries, specially curated
Figure 1.3
Phantom Limb (Dir. Alex Grigg). (Courtesy of Alex Grigg, ©2013.)
4 1. Introduction
Figure 1.4
Splintertime (Dir. Rosto). (Courtesy of Studio Rosto A.D./Autour de Minuit/S.O.I.L., ©2015.)
animation screenings, and a great deal more. Through our regular contact with some of
the industry’s most inspiring figures and the opportunities we have had to spread aware-
ness of rising animation talent, it has become resoundingly clear that independent anima-
tion is entering its most innovative era to date (Figure 1.4).
Throughout this book will be a number of case studies from the world of independent
animation. Some are recent, others long-established industry game-changers, but all of
these ultimately encapsulate the “spirit” of independent animation. Which begs the rather
vital question:
Our own individual take may be relatively cut and dry, but putting it to the artists
themselves paints a wider picture altogether:
I never really used the word independent until a few years ago when I thought I should use it
more, because it means many things and it’s a good summary of all the things I aspire to do. I
still don’t have a business card because I don’t know what to put on it. Storyteller, producer,
writer, what am I? I do like the word auteur because of the Frenchness and because it sug-
gests that you had a hand in everything; it’s a complete artistic expression. It says to not just
the audience but to people who want to get involved in your project that “this is mine, this is
an expression of me, I’m in control and I want creative freedom.” So for me, independence
means many things—it can mean poverty, it can mean creative control, it can mean that
you’re choosing a path that’s probably a bit insane from an audience’s perspective but you’re
being brave, taking a risk and delivering content people many have never seen before and will
hopefully get something out of.
Adam Elliot
Oscar-Winning Director, Harvie Krumpet
Independent Animation 5
It’s a very tough question, because technically, George Lucas could be considered “indepen-
dent” in that he finances his own films and can make whatever he wants, though we don’t
really think of him as such. To me, that’s the definition, if the money is your own rather than
government money, Hollywood money or from some big producer, because if it’s your own
money, then you can dictate the content. Whoever pays usually has a say in the content; it’s
very rare that someone will give you money and not care what you do with it. That’s just
the way it goes. So I believe that if you finance your own film and create it, then it’s truly
independent.
Bill Plympton
Oscar-Nominated Independent Director
I think it’s just a matter of scale. I don’t really know where the line is between an independent
studio and a big studio, how many people you need and what the funding is. Just the fact that
something’s classified as independent animation might not make it all that interesting, but if
it reflects the personal vision of a specific person who is taking a lot of risks to be vulnerable
the way only a single human being can be, rather than a committee, that’s going to be some-
thing that I’m interested in. It doesn’t have to necessarily be all made by one person, but when
it comes to auteur filmmaking, for me, the fewer people working on it, the more interested
I’m probably going to be.
Nina Paley
Independent Director, Sita Sings the Blues
I think it’s fantastically important to have animators making work that does not depend
on pleasing an awful lot of people. I think we couldn’t grow this art form if we were always
under the compulsion to make megabucks and to avoid unsettling or upsetting our audi-
ences. There are commercial companies doing really wonderful work, and I think in the UK
especially, there is a wonderful crossover between commercial work and independent anima-
tion. Independent animators are, I think, more cognizant of their audience’s time; it’s a type
of filmmaking that has real discipline and muscularity.
Ruth Lingford
Independent Director and Animation Professor
I pay a lot of attention to how and why films are made. A lot of big studio films are made
because somebody wants to make money or somebody has to make money. A filmmaker
says “I have an idea” but then needs a producer who won’t come on board unless the film
will make money. In the credits, when you see how many wrote the script, you realize
these are films made by a committee. They’ll strip it of the things that certain groups
won’t like, to make a film that appeals to a very broad audience, not one artist’s vision.
That is not what interests me, and it’s not what drives me. I am an individualist, I guess.
I want to survive; I want to live; I want to make films that are primarily one person’s point
of view (Figure 1.5).
Signe Baumane
Independent Director, Rocks in my Pockets
6 1. Introduction
Figure 1.5
Rocks in my Pockets (Dir. Signe Baumane). (Courtesy of Signe Baumane, ©2014.)
I feel like the distinction between independent and commercial animation has become more
blurred recently. There’s so much good commercial work out there that it’s less of a dirty
word than it used to be. The level and prevalence of technical skill has definitely increased in
line with the explosion of access to content and instructional material online. It’s terrifying
how good people are at such a young age now. I feel like the main difference is that people are
making stuff for more varied audiences. It’s not so much about getting into the rarefied world
of festivals or awards, and more about producing things that will engage people with similar
sensibilities across disciplines.
Sam Taylor
Independent Director, The Line
Independent Animation 7
I think that I’m so independent that I’m really an amateur in the strictest sense of the word—
making films for the love of making films. My musical metaphor for my students is as fol-
lows: if Disney is an orchestra and the Warner Brothers’ cartoons of the 1950s were made by
a jazz ensemble, then independent animators are the folks on a street corner with a guitar
and a hat. It implies that you can’t achieve the scale or ambition of the grander organizations,
but you have complete control over the content and presentation of the work. I’m interested
in the expressive relationship between style and content in how an animated film can com-
municate to an audience simultaneously as a graphic form and as a narrative form, which is
one of the most compelling aspects of animation to me. If you’re not controlling all aspects
of the production, it’s more difficult to pursue these goals.
Tom Schroeder
Independent Director and Documentarian
One possible meaning of independent animation is when it’s simply not commissioned; it
came out of the filmmaker’s wish. I think about subsidies, where funding comes from, and
is a film really still independent if a film gets funding? One core meaning of independence is
that you don’t do it with any money; you just do it in your free time. In a way, the animated
short film is always kind of independent because there’s not really an established financial
model for it, so at the start, there’s rarely any other reason to make it other than for yourself.
Tünde Vollenbroek
Head of Programming, KLIK! Animation Festival
It’s a feeling of doing it for yourself, not waiting for anybody, and being liberated in every way,
in terms of production but also in terms of the kinds of stories you want to tell. I think on every
level, it’s about doing it yourself, being yourself, and not bending to anyone else’s preconceived
idea of what you should be doing. To me, that’s what it is; it’s freedom, really (Figure 1.6).
Robert Morgan
Independent Director
Figure 1.6
Bobby Yeah (Dir. Robert Morgan). (Courtesy of Swartz Can Talk/blueLight, ©2011.)
8 1. Introduction
I guess it’s something that’s been started without a financial safety net, so obviously, there are
grey areas, but when someone says “independent animation,” I see a small handful of people
or a solo artist getting together off their own back with their own savings and trying to put
something together without a large media network behind them. I would say that’d be my
attempt at an empirical definition!
Robertino Zambrano
Creative Director, KAPWA Studioworks
To me, it signifies that I’m largely the one in charge of how the film turns out, that there isn’t a
client or studio head I’m answering to that has the last word. Because of this, one would gen-
erally have more personal responsibility for the film, but I enjoy that responsibility. I don’t
answer to anyone when I do my personal work. I get to control everything—it’s a controlling
animator’s dream! The downside is that I don’t get paid (Figure 1.7).
Kirsten Lepore
Independent Director
It’s about having the freedom to make the rules, to be ambiguous. Freedom from “style,”
models, and submitting to other peoples’ limitations. There aren’t any limitations to anima-
tion, but people’s minds deceive them into thinking there are. The potential of animation
has barely been tapped. In my experience, people (in the entertainment industry) tend to see
animation as just a less expensive version of live action, like in order for a form to morph and
change, it has to be written into the script as a drug-trip scene or something. That is absurd—
it’s making the most basic qualities of animation (change and transformation) require some
kind of extraneous explanation in order to be put into practice. Of course, the commercial
approach is so deeply enmeshed in the baffling complexity of the web of commerce that it
doesn’t really have a choice, so it’s best for artists not to worry about it and use that machine
to their advantage if they can, and never lose the true creativity that should only ever be
checked by the artist and not by any outside force.
Garrett Michael Davis
Animator and Designer
Figure 1.7
Move Mountain (Dir. Kirsten Lepore). (Courtesy of Kirsten Lepore, ©2013.)
Independent Animation 9
I suppose it is animation that’s out of the clutches of the big corporations. The thing is, the
nature of animation has changed—as time’s gone by, animation has become very democra-
tized, where now, everybody can do it, whereas before, it would be a select few who had all
the resources and equipment. After 2000, it sort of opened up with Flash and all those other
programs. I like that somebody on a council estate in Leeds can make an animation and put
it online, and their viewpoint is just as valid as anybody else’s. I think that making it more
democratic as a medium is a good thing, and it can also make it more powerful; it has more
strands; it means more to more people.
Chris Shepherd
Director
It’s animation that you don’t have to ask anyone’s permission to do; you don’t need approval;
you just crack on. One of the reasons I do it is, having had a perfectly nice career doing
attractive-enough stuff and making money, with none of my projects could I stand back and
say that all of the creative decisions were mine. The ego in me wanted that. Not just from the
point of view of taking all the glory, but I was fed up of apologizing. Every project had that
moment of “the client made me do it,” so I wanted something where I could say, “This baby is
mine.” At which point, it moves into the world of art; it’s a self-expression.
Robert Grieves
Animation Freelancer and Independent Director
It is within the parameters of this reasonably broad series of definitions that the book
will operate, and ultimately, it’s up to you to consider which definition best applies to your
processes and how it may very well add to your perspective—or change it altogether. As
you read on, you will glean invaluable insight from all of the artists and experts here, plus
many more, with practical guidance along the way to help you determine exactly how you
can develop, produce, and distribute your independent project and have audiences sit up
and take notice.
10 1. Introduction
2
Story Development
11
I’m overstating a tad, and certainly, there’s more to what makes a movie great than fol-
lowing a tried-and-tested formula, but the point remains. Truth be told, I’m always a little
thrown when I see a mainstream feature that has the courage to at least tweak the afore-
mentioned breakdown. Aardman’s 2012 movie The Pirates! In an Adventure with Scientists
took most of these components, albeit with an altogether different structure, taking the
unusual step of introducing the main character’s nadir right at the start, something we
usually only tend to see in live-action films. Pixar’s Toy Story had an inventive enough
angle back in 1996 by having its protagonist Woody be instantly undone by his own inse-
curity, which, more than his eventual ally Buzz Lightyear or the sadistic toy-torturer Sid,
is the true antagonist he needs to vanquish. That’s a fairly bold story concept for a fam-
ily film, one of many reasons why the film has held up beyond what may otherwise have
been merely novelty value of being the first all-computer-generated (CG) feature. By and
large, however, the major features tend to play it safe on the story front; ironically, it’s
their sequels that tend to be bolder in their approach, the filmmakers’ confidence per-
haps boosted by the knowledge that audiences will be more accommodating, having been
familiarized with the ensemble cast in their first outing.
Immersing yourself in the culture of animated film across the board—from the sun-
niest, most character-driven box-office smash to the bleakest, most obscure Eastern
European dirge—will obviously be valuable in determining where you lie on the spec-
trum, and I’m sure many of you reading this will have done as much already. Breaking
down the gamut of story into its two most simplified categories, what we end up with are
films driven by written scripts and films driven by visual concepts. It follows that if your
film has a strong narrative at its core, where the conversational interplay between your
characters is the driving force behind their characterization, then written story devel-
opment is most likely the way to go. By extension, of course, if you’re going for physical
humor, with less reliance on dialog, the visual approach will be the best method.
It may seem that I’m stating the obvious: filmmakers rarely think in such black-and-
white terms. More often than not, the process of crafting a story tends to combine both
approaches in some measure, depending on artistic background, style, sense of narrative,
sense of drama, sense of humor, and directorial intent. Sometimes the writing process can
even be completely invented by the writers themselves. Filmmaker Adam Wells (whose
work we’ll look at in greater detail later in the book) has his own particularly organic way
of developing original ideas:
“I listen to a lot of podcast storytelling, sometimes second-guessing how the stories are
going to end. When they don’t actually end how I imagined, I have an original story. It
may sound really weird, but whenever stuff like that happens, I try to write it down.”
This method is one I’m sure most of us can appreciate; how often do we wish we could
change elements of a story to better suit our tastes? Of course, in Adam’s case, more is
being done than simply tacking on a presumed ending, as one can’t effectively plagiarize
and claim originality by altering one detail.* Working backward to craft a story com-
pletely independent of the one that inspired the original, alternate ending results in an end
product that is, ipso facto, an original overall idea.
* Well actually, people do that all the time, as many a music industry lawsuit can attest, but obviously they
shouldn’t.
12 2. Story Development
Generally speaking, this isn’t an approach that most would adopt, but it warrants men-
tion as an example of just how individual our creative process can be. Circumstances and
scenarios that can prompt our own original ideas are multitudinous, so let’s take a look
at some recent examples of modern animated films taking an atypical approach to story
development and examine the main virtues of each to help determine what best suits a
project or the artist at the helm of it.
Independent Animation 13
Figure 2.1
Early character sketches/concept for the Rocket Science universe. (Courtesy of Sam Morrison.)
When working with a cowriter, there are multiple variations on what precisely the
working dynamic will be, though it’s important that you both play to your strengths.
“It’s quite a reductionist, sweeping statement, but I think I’m probably better at struc-
ture, and Andrew’s definitely better at coming up with funny one-liners and crazy left
turns in the story.”
Character Development
The Rocket Science stories themselves draw upon some of the most familiar conventions of
film noir (updated to the crime television genre in later films), as does the leading player of
the trilogy, Jack Hersey: a concentrated syphoning of every cop character cliché—such as
casual misogyny and arrogance paired with misguided determination (Figure 2.2). Jack is
flanked by two supporting characters with similarly obvious characterization—level-headed
14 2. Story Development
Figure 2.2
Early Rocket Science illustration. (Courtesy of Sam Morrison.)
Patricia and earnest, unintelligent deputy Billy. It is, in Sam’s words, “satire with a very
small s,” though the films stand out as not coasting off personas that could very easily
write themselves, a trap that many genre parody films can easily fall into. As far as the
writing itself, Sam freely admits that these films are far more script exercises than anima-
tion showcases.
“While I’m writing, I do occasionally conjure up an idea. I might think, This’ll be a dif-
ferent film noir–type shot of looking down through the staircase, think of the shadows, stuff
like that, but most of the time, I’m guilty of just thinking up stupid things for Jack to say
and not thinking massively visually about it.”
The strength of this trio of characters comes from a dynamic that allows them to carry
scenes individually, together, or in respective pairings (Figure 2.3). While a story headed
up by a single lead is reliant on his/her ability to carry a story on his/her own, one headed
up by a pair is reliant on their chemistry. It follows then that three characters must extend
that chemistry, so one person’s yin serves as another’s yang; Jack Hersey’s bullheadedness
will be effectively counterbalanced by Patricia, who coddles Billy’s naiveté and earnest-
ness, which in turn will exacerbate Jack while moving the story forward.
“I think that Jack was really well defined from the outset and has remained pretty much
the same. The stories evolved to a point where we were trying to pitch them as a series;
they became more focused as a result of that, and maybe he became more satirical in his
attitudes rather than his actions.
“Billy started out more stupid and I guess evolved to be more of an innocent while
still a bit of a doofus; that was played up because it was the nice contrast to Jack. Patricia,
being caught between them, I think probably evolved the most, in the sense that at the
start, everyone in it was just sort of idiotic. With the first draft of Rocket Science, she
turned up as a scientist, was revolted by Jack, but ended up falling in love with him just
because that was the way those films were, kind of what you expected. Partly because that
made her a less interesting character—and partly because we wanted to do more films—
we realized that she couldn’t fall in love with Jack, because that was a resolution, of sorts.
Comparatively, Jack doesn’t evolve; that’s his key characteristic.”
Independent Animation 15
Figure 2.3
Rocket Science (Dir. Sam Morrison) lobby card design. (Courtesy of Evil Genius Ltd, ©2006.)
16 2. Story Development
Figure 2.4
Grime City P.D. (Dir. Sam Morrison) poster artwork. (Courtesy of Evil Genius Ltd, ©2010.)
“Our original idea for this was so we could visit a whole load of different genres and
have Jack in a different decade, being exactly the same. But we realized that wasn’t going
to work, partly because television commissioners don’t like serials—they like to be able to
show programs in any order at all, with no chronology—and partly because Jack would be
dead after about four episodes because he’d be too old” (Figure 2.5).
Figure 2.5
Still from The Patsy (Dir. Sam Morrison). (Courtesy of Evil Genius Ltd, ©2013.)
Independent Animation 17
“The main sort of feedback is people who like it, or affect to like it, is saying they think
it’s funny, because that’s all it’s trying to be. The main thing that evolved was that Rocket
Science never made it clear what era it was in, but it was very easy for everyone to assume
it’s the 1950s. In our own heads, we were probably thinking that, but commissioners made
it clear they weren’t interested in stuff set in the past, so we brought Jack and his characters
into the present day. That was a really brilliant bit of feedback, actually, because it made it
even more satirical, more observed, and brought the whole relevance of questioning those
old attitudes to the surface.”
Figure 2.6
Character sculpts for Adam Elliot’s Uncle, Cousin, and Brother trilogy. (Courtesy of Adam
Elliot, ©2015.)
18 2. Story Development
Figure 2.7
Adam Elliot with Ernie Biscuit character sculpts. (Courtesy of Adam Elliot, ©2015.)
Regarding the latter film, his former producer Melanie Coombs observed, “I see the
pattern in all of Adam’s work is about accepting difference. That we all look for acceptance
and love is probably a universal truth; that we are all different is another.”*
Adam’s films also have a shared sense of national identity, in a manner similar to the
distinctly British politeness of Wallace & Gromit and the celebration of Americana and
family values that was The Simpsons in its heyday. It’s a quality that, alongside the bold
choices of topics covered in his work, has made Adam such an important figure in con-
temporary Australian film and culture. Alongside his affinity for Plasticine animation, a
constant in Adam’s work has been the casual incorporation of subject matter that main-
stream television and cinema (even, to a large extent, the world of independent film) feel
compelled to handle with kid gloves. Though no doubt well intentioned, this hypersen-
sitivity toward the depiction of important social impairments, physical disabilities, and
mental illnesses has, in many respects, only served to fuel the sense of alienation that
accompanies them. Adam Elliot’s storytelling, by contrast, indulges a far healthier and
more socially aware impulse to bring these issues out into the open. Said issues span birth
defects, Tourette’s syndrome, Asperger’s syndrome, cerebral palsy, alcoholism, depres-
sion, and all manner of limitations of social and cognitive development. The undeniably
tragic inherence of these afflictions is married with the far more taboo notion of their
comedic mileage. Rather than cheapening or trivializing the plight of each character, this
gallows humor instead rounds out and humanizes all of them, making their stories all the
more poignant (Figure 2.7).
“I always try to write funny films,” Adam maintains. “Unfortunately, I can’t help
myself—they end up being quite tragic! No one has a perfectly happy life or a completely
miserable one; I think it’s all shades of light and dark. Comedy–tragedies have been
around for centuries, and to tell stories which are authentic, empathetic, and relatable to
Independent Animation 19
an audience, you can’t just do gags; you have to dig deeper. I try to create very authentic
characters, and while my aim is to make the audience laugh, I really feel like I’ve achieved
something if I’ve caused them to cry. I know that’s a strange ambition, to upset your audi-
ence, but I don’t like them leaving the cinema indifferent or apathetic. I really want them
to have experienced something—even if they’ve just laughed, at least I’ve pushed some
buttons.”
When it comes to the actual process of getting these ideas together, Adam concedes that
it can be a struggle. While much energy is expended on draft after draft of each screenplay,
more often than not, stories only fully come together in the dying hours.
“That’s annoying, to just spend so much time trying to construct a scene or a sequence,
and then you throw it all out at the last minute and go with something intuitive and spon-
taneous! It’s a necessary part of the process, of course, but I feel like a fraud so often when
people say that my films have such strong writing! I think all writers try and aim for per-
fection, and we certainly don’t feel like we ever really get there.”
As frustrating as it may be in the moment, it stands to reason that without the effort
spent on story construction that will ultimately be jettisoned, the last-minute change-all
might not indeed manifest itself at all. In that respect, the act of writing itself, even if it
doesn’t contribute directly to the final film, is never a waste of time. It is, truthfully, a far
healthier impulse to feel a fraud, rather than feel we are owed. Entitlement and arrogance
have rarely led to a creative product that rises above mediocrity, as there is no driving force
behind it. As Adam insists, confidence is a curse.
“I think the moment you become confident, you tend to rest on your laurels. You don’t
want your self-esteem to get too low, and you don’t want to wallow in self-pity, but feel-
ing like you’re only at the beginning of your career just forces you to keep writing harder
and with more determination. I mean, determination is a silly word; I don’t wake up in
the morning with this ‘determination’ to write. I write when I’m angry; I write when I’m
tired; I write in all sorts of modes. Feeling inadequate, I think, is an important ingredient;
certainly it’s a stimulus.”
What binds all of Adam’s work to date is a staple of an earlier era of filmmaking: narra-
tion. Going back to his original trilogy of “clayographies,” the minimally animated visuals
and sparse (effectively nil) use of dialog are undeniably bolstered by the humanity of the
narration, performed by Australian actor William McInnes. Uncle, Cousin, and Brother are
all recollections of an unnamed, ostensibly fictional protagonist regarding each titular fam-
ily member. Through both writing and delivery, the films are infused with palpable regret,
warmth, and humanity. Subsequent films modified the use of this device insomuch as the
narrator becomes an entirely faceless entity, overseeing the events of the films rather than
remembering them. Such is the nature of narration-driven films. Adam is compelled to
embrace the English language and, when appropriate, use it as a character almost in itself.
“I can’t stop using my thesaurus all the time. I probably overuse it, but I think we’re all
striving for that perfect sentence, or something that’s poetic and original.” There are also
elements of fastidiousness and caution we should always be aware of regarding the original-
ity of our work. “You go through these periods of self-doubt, thinking, Oh hang on, maybe
this has been done before? Have I subconsciously ripped somebody off? I’ll Google sentences
I write now just to check that I haven’t. For example, in Ernie Biscuit, the line ‘Some days
you’re the windscreen, some days you’re the insect,’ I heard it years ago, and I still cannot
find who came up with that. I certainly didn’t write it, and I don’t claim to have.”
20 2. Story Development
The writing process itself is one Adam analogizes with baking a cake (“which is a cliché
in itself”) and the selective approach one needs to take with whatever “ingredients” are
appropriate. “An ingredient might be a piece of music; it might be a conversation I heard
in an airport lounge; it might be something I found on the ground on one of my walks in
the morning. I have notebooks, like a lot of writers do, and they are a mishmash of sights
and smells; I try and use all my senses when I’m writing; I try and create imagery that you
could almost smell or taste, so when I go to write the scripts, I go through my notebooks,
and I pick out all the ingredients I want. In Mary and Max, for example, I knew that there
had to be a scene in the film where three old men jump off a jetty into freezing–cold water
and they get erect nipples—I just had to have that in the film somewhere! So I sort of do
it the opposite way to how a lot of writers work: I start with the detail, and hopefully, by
the third or fourth draft, a plot magically starts to appear, and by the very last draft, a very
obvious three-act structure” (Figure 2.8).
One school of thought would insist that structure in filmmaking is a skill that needs
to be learned methodically. Having gone the route of reading scriptwriting books him-
self, Adam maintains that for many, it is in fact a natural intuition. What qualifies as
three-act structure, an inciting incident, and a climax is something we are exposed to
our whole lives, virtually anywhere we look, throughout literature, television, cinema,
Figure 2.8
“Max” character sculpt for Adam Elliot’s Mary and Max. (Courtesy of Adam Elliot, ©2015.)
Independent Animation 21
documentaries—even advertising and news reports are tailored to a fundamental narra-
tive, primarily to ensure that audiences don’t change the channel.
“I really believe that storytelling is a primeval act, that we’re all storytellers, and some
of us are better storytellers than others. In many ways, a good story, well told, is just like
a very good joke, well told—it’s all in the timing, and there’s a punch line. For me, with
all my ingredients, it’s always getting a balance between the humor and the pathos, the
comedy/tragedy; it’s getting a rhythm to the piece; it’s a holistic sort of patchwork. I always
say, ‘Without the dark, the light has no meaning.’”
Though Adam struggles to work out exactly how his scripts come together, when break-
ing it down systematically shows that they often begin with an assortment of small details
that are then gradually woven together. Though his later films such as Harvie Krumpet and
Ernie Biscuit are linear and straightforward, Adam does not obsess over the plot. The sto-
ries are uncomplicated, which allows for their respective twists to stand out all the more
and keep the audience engaged.
“It’s a cliché to say that I write for myself, but I do; I really make films that I want to
laugh and cry at. I think Mary and Max, for me, was a great opportunity to really have an
hour and a half to fully explore two characters’ lives in extreme detail and have moments
of poignancy and comedy. I certainly love making shorts, because for me, shorts are about
what to leave out, not what to put in. With a feature, you can go off on tangents; you can
have stuff purely for visual pleasure as long as you come back to a story eventually. The
plot is always secondary—as long as the audience are laughing and engaged, then that’s
my golden rule. The other rule I have is that if a joke falls flat, that’s okay; the audience will
forgive you. If the next joke straight after that joke falls flat, okay, you might be in a little
bit of trouble, but you could still be forgiven. If the third joke after that joke falls flat, then
you’re in really big trouble!”
As to whether or not he is more at ease with writing comedy or tragedy, Adam identifies
that there is an element of trial and error. A danger when setting out to move an audience
is that our purpose may become too obvious. A “sad” scene, when clearly manufactured to
be so, has not nearly as much impact as a poignant moment that doesn’t aim to draw atten-
tion to itself. Pathos is best delivered in small, understated doses, and as such, it is more
likely to have an effect when incorporated organically, without contrivance.
“Luckily, with animation, we’re forgiven so often; whereas a novel is such high art,
aspiring for such poignant, palpable scenes, I just do a lot of toilet humor, whack in a bit of
poignancy and a few deaths, and there you go! Some people would say comedy is harder,
but I think with tragedy, getting someone to cry and squeeze tears out of their eye ducts,
I mean, that’s insane! Some films, I achieve that; others, I don’t quite get there, but I know
with Mary and Max, I’ve had so many people come up and say, ‘Oh, it’s the first animated
film I’ve cried at! Apart from Toy Story 3.’ And they have all said the same thing—that it’s
not what they expected from a Claymation film.”
Midst its overriding humor the journey of Mary and Max’s story is one of extreme,
feel-good highs and gut-wrenching lows, a journey that took an emotional toll not just
on the audience but on Adam himself. Certainly, the labor of a major feature—produced
under tremendously limited resources next to virtually any other stop-motion feature of
comparable success at that time—was creatively incapacitating, but it was clear to Adam
that another film that carried on the traditions of tragedy was not in the cards immedi-
ately. The eventual solution came in the form of paring down his next proposed feature
22 2. Story Development
Ernie Biscuit into a short film of similar length and tone to Harvie Krumpet. Completed
in 2015, and crafted and produced almost entirely on his own, the film could arguably be
considered his first truly independent short (Figure 2.9).
“For my own sanity, I wanted to make something a little bit more lighthearted, my ver-
sion of a romantic comedy of sorts. I wrote it as a feature, which I think is a good exercise
in making a short, is to write it as a feature first and then pare it back significantly; you
distil it, and you get to its essence.
“I’ve discovered the difference between Ernie Biscuit and my other films is all my other
films are tragedies that have comedy in them, whereas Ernie Biscuit is a comedy that has a
little bit of tragedy in it. My films certainly don’t stand out because of their technique—I’m
dreadful at walk-cycles; I’m terrible at lip-syncing; my characters are pretty grotesque look-
ing. I have very few camera moves, but I think that one of the reasons my films do stand out is
because they do deal with difficult themes and subject matter that’s a bit more challenging.
Figure 2.9
Still from Ernie Biscuit (Dir. Adam Elliot). (Courtesy of Adam Elliot, ©2015.)
Independent Animation 23
“Often, audiences feel by the end of the film that they’ve been wrung out, that I’ve
pushed every button on their body and frightened them with scenes of suicide and alco-
holism. They’re quite dense, and in some ways, the audience are exhausted by the end, but
they feel somehow satisfied. I get a lot of e-mails from people who have just discovered
Mary and Max in particular, and they say that the film has lingered with them. That, for
me, is the biggest compliment.”
Films that linger with an audience tend to do so because they have had an impact in
terms of characters they can empathize with and circumstances they can relate to. These
are elements that apply to all areas of storytelling and make a case for looking outside of
animation to fully develop your frame of reference as a storyteller.
“One Flew Over the Cuckoo’s Nest works today as beautifully as it did back in the 1970s,
because it deals with archetypes, characters that are classical in that they will always be
ageless and deal with subject matter that is universal and timeless. That’s also why I read
a lot of classic literature, for selfish reasons! I read classic literature because I want to find
out How did this become a classic, what is the definition of a classic novel? It is a never-
ending pursuit of trying to work out what is a story I want to tell, what is a story I want
to hear and see. Ultimately, you get to the point where you think, Alright, well I just want
to be moved, I want to have a laugh, I want to smile, I want to understand most of the plot,
but ultimately, I want to leave that cinema feeling something has happened to me. Whether
it lingers or not, I want to feel that I haven’t wasted that person’s time. The audience are
giving up 20 minutes of their busy lives!”
Often, when we see perceivably taboo subject matter used for humorous purposes, it is for
shock value, contrived to provoke. Certainly, there are filmmakers, comedians, and television
show creators who have capitalized off this device, as that which will offend some will also have
a built-in audience of those who enjoy seeing offense being taken. Adam Elliot’s films don’t
take this approach; as easy (perhaps lazy) as it would be to take any of their more sensitive top-
ics and rattle off a series of caustic one-liners, the effect of this would quickly diminish. Instead,
his writing is more effective for being respectful and honest, incorporating small details that
stand out in their truthfulness—recalling, for example, the cerebral palsy-afflicted cousin of
Cousin’s ever-present smell of licorice, the color and size of his pills, and the (inexplicable, yet
perfectly sensible to a child) envy of his being allowed to pee sitting down.
“I was jealous of my cousin, as a child. He got special treatment; he got to do everything
first. I remembered going through this weird period where I wished I had no legs, because
I’d get all this attention! It was ridiculous now in hindsight.”
Although ridiculous in hindsight, there is an authenticity to it that gives the writing
far more weight than if the story were laced with condescension and positive affirmation;
these are not always films about people who triumphed in the face of adversity. Animation
functions superbly as a form of escapism, but it is equally capable of facing real-life issues—
be they sociological, political, religious, and so forth—head on. To confront, rather than
escape, can be equally nourishing to an audience.
“I remember going to Annecy back in 1996 with Uncle and realizing that my film
was very different to everyone else’s. Back then, I had never been to a film festival and
wasn’t really an animation buff or fanatic—I didn’t know who Jan Svankmajer was! But I
quickly realized that I was a point of difference and that if I was going to have any longev-
ity as a filmmaker, then I should just continue making more of the same. Luckily, I had
plenty of friends, relatives, and people I knew who I perceived as interesting and a point of
24 2. Story Development
difference themselves. Then as the years went on, I kept thinking, Why aren’t more people
making films like mine? I want to see animated films about autism and Tourette’s syndrome.
It wasn’t so much that I wanted to see films about disability, but I wanted to see films about
real people, which is why I prefer documentaries over animation.”
Adam having always gravitated toward anything biographical or autobiographical, the
ripple effect of his success has led to an increase of short, animated films that strive to deal
with more challenging subject matter. That there is new work being created that is proving
more challenging, if not abstract, to the audience is something to be encouraged by.
A Combined Approach
Though technically operating outside of the more commonly agreed-upon definitions
of independent animation, UK-based animator Matthew Walker has directed several
films whose funding circumstances have infused in them a degree of independent spirit.
Following his 2005 University of Wales Newport student short Astronauts (a major suc-
cess on the festival circuit depicting two hapless spacemen growing increasingly aggra-
vated by their confined proximity aboard their ship), Matthew joined the Bristol-based
studio ArthurCox as an in-house director for commercial work (some of which was pro-
duced in association with local powerhouse Aardman Animations) as well as short films
when circumstances allowed (Figure 2.10). The first and most prominent of these has been
Figure 2.10
Still from Astronauts (Dir. Matthew Walker). (Courtesy of Matthew Walker/University of Wales,
Newport, ©2005.)
Independent Animation 25
John and Karen (2007), which shared the director’s identifiable pacing and unostentatious
wit seen in Astronauts, applied instead to a lighter, more domestic scenario in which a
polar bear awkwardly attempts to repair his relationship with a penguin, a prior faux pas
having driven a wedge between them.
As with Adam Elliot’s work, one notable area where Matt’s films succeed is making
effective use of minimal resources. With student films often bogged down by the need
to showcase the spectacle of CG software in lieu of an engaging story, I have often cited
Astronauts as a master class in what corners to cut to both alleviate the demands of pro-
duction and benefit the story. As written, the animation requirements are minimal, which
allows what little there is to have more time spent on it, resulting in subtle yet highly
considered character animation. Labor-intensive sequences that would otherwise require
a lip sync and facial animation are alleviated by having the astronauts wear blacked-out
helmets, a device that, rather than limiting their range of expression, adds a charming
impassivity to their performance when paired with the often-deadpan dialog. Ultimately,
all of Matt’s animated films tend to share this trait of humor through minutiae, which
requires an interplay between dialog and visuals that warrants a good deal of consider-
ation at the writing stage.
“I feel like I’m always struggling with it, because I kind of work both ways. I usually
start with a script and then further develop it in the animatic stage, or storyboarding, but
sometimes, I’ll start with a visual idea; it depends on the film. Operator never really had a
script, because it was just a very simple idea that I had sketched in a notebook. It was just
a few lines of dialog I wrote on a plane coming back from a festival, and then I just turned
that into a little comic, and then that was it. I never sat down and wrote it as a script, really;
it was just a kind of little series of thumbnails. So then I think when I recorded it, I added
a few lines or tweaked some of the dialog, whereas all my other films have started with a
script, but then a lot more has been added as I’ve gone through the animatic stage. I think
the animatic stage is where I do most of the creative stuff. So the script is just a starting
point, and then I’ll refine it in an animatic.”
Operator is perhaps the most minimal of Matthew’s work in terms of story, being
essentially a one-sided phone conversation between a man and God (Figure 2.11). The
film, made while he was an artist in residence at Newport International Film School
Wales, benefits from an assortment of visual embellishments in a manner similar to
John and Karen, in particular, the use of cutaways to paint an incomplete yet intrigu-
ing portrait of a man compelled to call upon a deity to inquire as to why humans can-
not lick their own elbow. In the single room that the film takes place in, we glimpse
an assortment of sticky-notes with illegible inquiries, possibly of a similar nature; an
empty watering can; a sleeping cat; and a book on dishwasher safety amongst other
seemingly disconnected bric-a-brac. Small details also serve to flesh out the realism of
these endearingly simple premises, such as being halfway through a bite of toffee apple
when God picks up on the other end, or a brief moment of struggle in John and Karen
when the titular polar bear realizes he has overdunked his biscuit to the point of flaccid
saturation. For Matt, the point at which these elements are incorporated into the story
tends to vary (Figure 2.12).
“Sometimes, when I write a scene in the script, I’ll have a very clear idea of what’s going
on in the scene, or the reaction of another character, or anything that’s happening in the
background, and I might write that in the script. But sometimes, stuff like that just comes
26 2. Story Development
Figure 2.11
Mockup and final layout for the sparsely detailed Operator (Dir. Matthew Walker). (Courtesy
of Matthew Walker, ©2007.)
from doing the animatic, working out the layout of the scene and then thinking of another
joke that can be added, or another layer of interaction with the characters. There’s no rule
with it; it just happens as it happens.”
Matt Walker’s films also represent how some stories are best delivered with restraint
and understated humor. Although the characters may have an identifiable arc, or the story
a satisfying resolution, the films maintain a consistent low-key tone throughout. This
accentuates how a grand denouement that resorts to visual gimmickry can be unneces-
sary and arbitrary, as seen so prominently in mainstream films or effects-driven, design-
oriented studio projects. Similarly, the pacing of the films benefits from being allowed
to breathe, not succumbing to the impulse to pepper quiet moments with sight gags or
constant activity. While “plussing” (a term coined at Pixar to describe how critiques of
in-progress work are used to constructively embellish and enhance their films) is a vital
process for some films, in others, a more moderate approach that allows the story to speak
for itself is far more appropriate.
“I always like to be very minimalist and restrained with the dialog and the humor, but
sometimes, that has come about from my own limitations, whether it’s time or skills. It’s
interesting, when I think of making Astronauts, that kind of ended up defining my style,
Independent Animation 27
John: *swallows his mouthful* John: "About last night .. John: "I am sorry~
John: "Your fishing skills are excellent and, okay, so you can't catch a whale, John: ".. you .. are .. ."
but nor do you need to and 1... I know that these things aren't important to me ... ~
Figure 2.12
John and Karen (Dir. Matthew Walker) thumbnail board excerpts. (Courtesy of Matthew
Walker.)
but it wasn’t deliberate at the time. The nature of Astronauts, the way it ended up, a lot of
it was down to just circumstances and limitations” (Figure 2.13).
Of all his films, Matt regards Astronauts as perhaps the most organic, given the inher-
ent freedoms of student film production. One limitation that ultimately benefited the film
was having nonprofessional voice actors take on the two main roles. Matt not being sat-
isfied with how some of the written dialog translated, these instances helped determine
how best to pare down a script originally 20 pages long to something more concise. To
compensate for the removed dialog, the story was able to be carried visually through ani-
matic revisions.
“Even though I wasn’t deliberately making it minimalist, it ended up being that way,
and I liked it like that. That’s kind of what I’ve continued doing, but more deliberately
since then, when there have been times I’ve tried to do stuff that isn’t as minimalist.”
In terms of feedback that Matt has picked up over the years, there is one particularly
identifiable strength that audiences have engaged with, one again shared with the work of
Adam Elliot and Sam Morrison and an integral mainstay of scripted films—the characters
themselves (Figure 2.14).
28 2. Story Development
Figure 2.13
Astronauts storyboard to final film comparison. (Courtesy of Matthew Walker/University of
Wales, Newport, ©2005.)
“I think that people seem to really respond to the characters, particularly in the case
of John and Karen. A lot of the feedback on that was couples saying it was just like them,
or really identifying with that situation. Also, I guess in terms of the characters, there’s
an underlying sadness and loneliness that the films seem to have. I think people like that.
With Astronauts, it was the nastiness as well. I guess just the subtlety of the humor gets a
good response; I like to think it’s different to a lot of the stuff that’s out there. Some people
probably don’t get it, but I think others respond to it.”
Taking the above case studies into consideration should help paint a clear enough pic-
ture of how a script-based approach to a short film will determine its outcome. Indeed, the
hope with all of the examples shown in the book is for you, the reader and prospective (if
not already active) animation filmmaker, to pick up each artist’s variety of perspectives
and approaches and determine whose you have the strongest creative kinship with. This
will be the key to developing your own personal production pipeline, one that may not
necessarily be consistent with major studios and mainstream projects but will guarantee
your own follow-through on whatever animated undertaking you set for yourself.
If scriptwriting is not your forte, however, then don’t be dissuaded. There are many
other approaches to story from which a strong animated film can emerge. As you will see
in the coming chapters, we’ve only just begun to scratch the surface.
Independent Animation 29
Figure 2.14
John and Karen (Dir. Matthew Walker) early concept art, storyboard excerpt, and final still
demonstrating the film’s visual development. (Courtesy of Matthew Walker. Still ©2007
ArthurCox Ltd.)
30 2. Story Development
3
The Visual Storyteller
Still from The Dam Keeper (Dir. Robert Kondo/Dice Tsutsumi). (Courtesy of Tonko
House LLC, ©2014.)
Having established in the preceding chapter that the line between strictly written and
strictly visual storytelling can be a blurry one at best, one key factor that remains is that
animation is, first and foremost, a visual medium. So while a scripted approach is often
integral to the successful animated short, by animation’s very definition, it is never quite
31
as essential as the visual component. More to the point, writing a script, like every other
type of creative process, is not necessarily an easy thing for everyone. Beyond having the
solid germ of an idea, the actual act of describing environments or writing dialog can
be something that is more organically achieved through a visual process. Fortunately,
independent animation is an accommodating medium for those whose films need not be
dependent on conversational interactions between characters (or the presence of “charac-
ters” in a literal sense at all) and conventional approaches to film structure. In this chapter,
we will look at several instances where the “script” of a film is a far more visually driven
affair.
Branching Out
Our first major case study for this chapter may not at first seem especially relatable, being
in many respects the product of a creative union forged at Pixar Animation Studios, a
powerhouse of big-budget, mainstream animation production and, as such, one of the
least “indie” operations out there. Following a stint as visual developer at Blue Sky Studios,
Dice Tsutsumi’s talent eventually brought him to Pixar, where he worked as an art director
on such films as Toy Story 3 (2010). Over the course of 7 years, Dice worked closely with
Robert Kondo, himself an art director on Ratatouille (2007), the two of them contribut-
ing significantly to Monsters University (2013). Having neighboring offices, the two would
oftentimes find themselves looking over one another’s shoulders and finding excuses to
collaborate, Dice in particular harboring a desire to work on his own independent project
one day.
“When I met Dice,” Robert recalls, “he always made a really clear distinction that I had
never really heard anybody else put the same way. He would say, ‘I’m an artist who works
for a studio, not a studio artist.’ I think that spirit was really kind of the impetus, very
much making the clear distinction that these feature films are a collaboration between
artists and a studio rather than a studio having artists that are ‘theirs’; it’s really more of
a collaboration. That also means that it’s really important to have your own ideas, to have
your own identity as an artist” (Figure 3.1).
This sense of artistic identity was nurtured over time with extracurricular projects such
as a promotional film for Sketchtravel, a collaborative charity project in which a sketch-
book traveled across 12 countries, picking up artistic contributions along the way. The
animated promo made use of a very striking visual concept, in which the elaborate, paint-
erly aesthetic of an animation film’s production art is applied to a series of quickly intercut
images that tell a story.
“Sketchtravel wasn’t really made as a short film,” affirms Dice. “Any film artist, when
creating concept artwork for films, thinks about story, about how our paintings will turn
into actual, moving images. Of course, we don’t have the skill set to make it into an actual
animation, but we do think about it. So when I made Sketchtravel as a kind of PR film, it
was as an animatic, albeit totally painted.”
Surprised by how effectively this approach was still able to convey a story in spite of
not being fully animated with smooth motion or in-betweening, Dice equated the end
result with a moving picture book. Applying a similar approach to a short film, one that
maintained the same artistic depth while incorporating a somewhat heightened aspect of
the character animation, seemed very achievable.
“I told Robert, ‘Why don’t we make it together? Since I made a 7-minute PR short by
myself at two frames per second, if there’s two of us, that means we’ll have four frames
per second.’ It came with the naive idea that we could maybe smooth out the animation
if there were two of us. We always dreamed of having a painting animated, but when
we decided to do The Dam Keeper, we realized there is so much more to animation. It’s
not just about a series of paintings; you have to know how to animate, which we didn’t.”
Embracing their own limitations as well as the opportunity for collaboration, Dice and
Robert approached a studio friend, Erick Oh, to become their animation supervisor, head-
ing up a crew of contributing animators.
A complicating factor, though one that, in many senses, reduced the risk element had
it been an entirely new venture, was that Dice had initially approached Robert about the
prospect of their own film deep in production of Monsters University. Getting it off the
ground with such a demanding day job was not the only hurdle, and as we’ll explore fur-
ther in Chapter 9, funding was an important reality to face. Rather than go down the
now well-trodden route of crowdfunding, realizing the extra demands that campaign
management would have on time, energy, and resources better spent making the film
itself inspired the duo to self-fund as a more viable alternative. The Dam Keeper ultimately
took the form of many truly independent works, as a passion project and group effort
(Figure 3.2).
“In the beginning,” Dice recalls, “we had some savings and talked about paying
everybody, but there are certain kinds of restrictions that didn’t allow us to do that, so
Independent Animation 33
Figure 3.2
The Dam Keeper early development by Robert Kondo. (Courtesy of Tonko House LLC, ©2014.)
everybody on the project was a volunteer. So, by default we saved a lot of money there.” In
lieu of crowdfunding, a more traditional fundraising approach was used, accruing enough
of a budget to get started from selling original artwork they had created for the preproduc-
tion of the film through avenues such as eBay. In spite of this, what the film’s production
hinged on more than anything was dedicated time, effort, and commitment, with a total
production period of 9 months (3 of these full-time and the other 6 alongside their day-job
on Monsters University).
When it came to story itself, the two certainly benefited from being in a nurturing cre-
ative environment, as Robert remembers.
“Being inside Pixar was great for seeing all the parts that it takes to make these
multimillion-dollar feature films, but at the core of it was this idea of storytelling. I
wouldn’t even say that we were good at that; we just had a real interest in it and didn’t
expect a studio on the scale of Pixar to just hand us the opportunity to play in that world,
because we really hadn’t done anything within the walls of the studio to warrant that.”
The film’s visually rich look is bolstered by the story, one that uses simplicity as a
strength and acts as an effective platform for the duo to flex their artistic muscles. At its
heart, it subscribes to the convention of an underdog lead in the form of a porcine narra-
tor recalling his youth as a village dam keeper, ostracized by his schoolmates. Effective
visual scenarios are driven by the story elements: the operation of the dam’s windmill
that keeps a perpetually threatening dust storm at bay; the idyllic visualization of the
village itself; and the dark turn of the film when the dam keeper, despondent, forgoes
his duty and allows the storm to take over. Robert attributes the visual success of the
piece to the same reason that the two gravitated toward one another in the first place
(Figure 3.3).
Figure 3.3
Still from The Dam Keeper (Dir. Robert Kondo/Dice Tsutsumi). (Courtesy of Tonko House LLC,
©2014.)
Independent Animation 35
Figure 3.4
Still from The Dam Keeper (Dir. Robert Kondo/Dice Tsutsumi). (Courtesy of Tonko House LLC,
©2014.)
Nightmare Worlds
Let’s take a cross-country trip to the complete opposite and far less sunny end of the inde-
pendent animation spectrum. While matching The Dam Keeper’s ambition in terms of
length and impulse to eschew a formal studio hierarchy, in most other respects, you could
not envisage a more different film than British nightmare-weaver Robert Morgan’s British
Academy of Film and Television Arts (BAFTA)-nominated Bobby Yeah.
Robert’s name was established in the late 1990s with his stop-motion student short The
Man in the Lower Left-Hand Corner of the Photograph. While the original meaning of the
film’s title* is somewhat arbitrary and open to interpretation, in the case of the film, it serves
as a cue for the setup in which a lonely, corpse-like man who spends his days spying on his
suicidal neighbor keeps a photo of himself amongst his minimal possessions. Despite—or,
arguably, because of—the relatively meager resources available for the film’s production,
it perfectly captures the same uneasy, claustrophobic tone conveyed in such nightmare-
visions as David Lynch’s Eraserhead (1977) or Roman Polanski’s Repulsion (1965).
With a clear precedent set, Robert moved on to professional film production shortly
thereafter, with 2001’s equally horrific (albeit faster-paced) The Cat With Hands, in which
a terrifying apocryphal story of a supernatural cat who absorbs the body parts of its vic-
tims is told through a mix of live action and irreal stop-motion. The film, partly inspired
by a recurring nightmare of Morgan’s sister’s, began life as an Animator In Residence
scheme once run by UK television network Channel 4. The successful end result led to
a bigger budget for his harrowing, slickly produced third animated short The Separation
(2003), a horrifyingly violent and tragic tale of twin co-dependence.
* The title is named after a track from the equally unconventional Adult Themes for Voice, a semiobscure 1996
album of voice-only soundscapes by alternative musician Mike Patton.
Figure 3.5
Bobby Yeah (Dir. Robert Morgan) poster. (Courtesy of Swartz Can Talk/blueLight, ©2011.)
Independent Animation 37
something. The original idea was just to make a little placeholder, a 2-minute short just to
remind people I was still here while I worked out how to get funding.” Once the film was in
motion, however, Robert quickly developed a renewed enthusiasm for the process, mainly
for the freedoms that automatically come with being independent. It soon became clear
that, him being liberated by not requiring permission from funders or clients to make a
film, something far more substantial than a 2-minute placeholder was on the cards. “The
biggest, most exciting thing was to not have to ‘okay’ everything with a higher authority,
which is what you normally have to do when you’re making a film. That’s why I think the
film is so unhinged, because there was no one telling me ‘You can’t do that!’ Three years
later, I was still making it” (Figure 3.6).
“Unhinged” is certainly apropos. While Robert’s prior work never shied away from
troubling premises and visuals, Bobby Yeah is a masterpiece of unrelenting, hallucino-
genic excess, one that earned him a BAFTA nomination in 2011.
Figure 3.6
Bobby Yeah (Dir. Robert Morgan) character sketch and film still. (Courtesy of Swartz Can
Talk/blueLight, ©2011.)
• We open on a sparse, minimally furnished room bathed in blue light, into which
scurries Bobby Yeah, a creature of indeterminate species (though resembling a
squat man with rabbitlike ears and a mammalian tail).
• Seemingly anxious, Bobby retreats from the room and, shortly afterward, reenters
carrying another inexplicable creature in his arms. It resembles an earthworm
with a cluster of fingernail-clippings for a head, out of which a pair of squinting
eyes peer. Both Bobby’s and the creature’s body language suggests that it has been
either stolen or rescued.
• Placing his find on a bed, one of the room’s few furnishings, Bobby examines it as
it writhes around the mattress.
• Bobby gently strokes the creature’s wormlike torso, calming its frantic move-
ments, and then spies a stark red, metallic button protruding from it.
• Clearly tempted by what may occur if he presses it, Bobby visibly attempts to resist
doing so until the suspense is too much to take.
• Once the button is pressed, we briefly cut to a shot of a dramatic sunrise and
then return to the room, where the creature and Bobby find themselves joined by
two new monstrous entities. One is faceless save for a toothy mouth, the other all
tongue and beady eyes, both fleshy, amorphous, and protruding from tanklike
machines.
• Bobby approaches as the two creatures gyrate disconcertingly, acknowledging the
anticipatory twitching of one creature’s tank barrel.
• The barrel eventually secretes two tasseled globules. The two creatures briefly
pause, inspect what they’ve produced, and then resume their gyrations with fervor.
• As more and more globules pile in front of him, Bobby takes action and muzzles
the barrel with his fingerless hand.
• Pressure builds until the mechanism clogs and breaks, the backed-up secretions
instead coming out of the creatures’ faces.
• Pressure continues to build until the tank explodes, sending Bobby hurtling across
the room followed by a rapid-fire succession of globules from the splayed barrel.
• Globules continue to fly, ricocheting off of every surface and item in the room.
• Bobby races over to the creature whose tank is (one assumes) malfunctioning and,
in desperation, punches it, which has little effect.
• Bobby’s plan B is to grab the creature’s protuberant tongue and pull with all
his might, eventually removing it along with what looks like a spinal column,
attached.
Independent Animation 39
• The creature is seemingly felled, one final globule leaking out of its destroyed
mechanism. The second malformed creature remains alive.
• Bobby surveys the bizarre detritus around him, his attention soon taken by the
cry of his wormlike, fingernail-headed kidnappee.
• The wormlike creature’s shimmering tail opens and expands like a trunk, grow-
ing and spilling onto the floor, where it proceeds to vacuum up (or consume) the
spilled globules.
• Once all the globules have been absorbed, the wormlike creature lays a blood-
smeared egg on the floor and returns to its original shape (Figure 3.7).
At this point, we’re less than a quarter of the way through the film, with nearly
20-minutes to go. Though obviously, Morgan’s machinations are not for the weak of stom-
ach, this is excellent news to an audience who delights in the animation’s weirdest, darkest,
and most surreal potential—an audience I’m staunchly amongst. As Robert freely admits,
a pitch meeting or funding application for Bobby Yeah could only boil down to “a list of
disgusting events that wouldn’t work as a document”—so what does make it work? In the
midst of the hypnagogic nightmare-fare, the success of the film ultimately comes down to
an unexpectedly traditional trope: the sympathetic lead.
“What links it all is the character of Bobby,” Robert offers. “I think he’s a very relatable
character in that he becomes the audience’s eyes. In a slightly perverse way, he wants to see
it all, but at the same time, he’s squeamish about it. Once the game is revealed, that every
time he presses these buttons that appear, something really weird happens, the audience
Figure 3.7
Bobby Yeah concept sketch. (Courtesy of Robert Morgan.)
Figure 3.8
Still from Bobby Yeah (Dir. Robert Morgan). (Courtesy of Swartz Can Talk/blueLight, ©2011.)
Independent Animation 41
Figure 3.9
Bobby Yeah (Dir. Robert Morgan) storyboarded characters to final film comparison. (Courtesy
of Swartz Can Talk/blueLight, ©2011.)
Francis Bacon’s furies, Clive Barker’s cenobites, and the mixed-media sculptures of David
Lynch. When it came to the point at which Robert felt a new character should be intro-
duced, the animation itself would be halted so that a new puppet could be built from
scratch. One example of character development in particular perfectly exemplifies just
how circumstantial the progress of the story could be:
“I had gotten to the point where this bird-headed creature and Bobby are fighting
(Figure 3.9). Bobby kicks him, and his head goes into the wall. When I reached that bit, I
stopped for Christmas for a 2-week break. I’d left the set as it was, with this bird-headed
man’s head in the wall, and I was going to continue after; he was going to pull his head
out, and the two would continue fighting. Then for Christmas, a friend, for some bizarre
reason, bought me this weird little ragdoll key ring. As soon as I opened that present, the
image popped in my head that when the bird-headed man pulls his head from the wall and
turned around, he’d now have this ragdoll’s head. It made me laugh because it was so, so
weird. I just thought, That’s going in the film, no analyzing, that happens now! I went back,
and then that’s how I carried on; the creature pulls his head, and he’s got this new head.
That type of opening yourself up to anything that occurs to you is what really frees you up
to do some really surprising things on this journey that you go on.”
Idea Generation
While Robert’s spontaneous method of idea generation is incredibly freeing, it carries
with it a high risk factor if applied to most other types of film than the surreal or horrific.
Figure 3.10
Still from Move Mountain (Dir. Kirsten Lepore). (Courtesy of Kirsten Lepore, ©2013.)
Independent Animation 43
work, but the marriage of an inventive visual approach (the film is made almost entirely
out of food, presenting a world where sugary snacks build structures out of sugar cubes)
and a well-thought-out story (a bored cupcake sets sail to start a new life and finds itself
stranded on an island occupied by healthier food, quickly adapting to their simpler yet
more fulfilling—and ultimately pragmatic, as it learns on its return—way of life) would
prove to be one of Kirsten’s major strengths.
This quality is further refined in Bottle, a stop-motion/pixilation film that sees two
lone figures on opposite sides of the ocean—one made of sand, the other of snow—
communicate with one another via a bottle sent back and forth between their respec-
tive shores. Using actual sand, snow, foliage, and miscellaneous detritus, a sense of
growing friendship is conveyed to the audience to the extent that, when the film con-
cludes, they are emotionally invested in the connection between these two and the
poignancy of their geographical separation.
While Bottle would ultimately prove the more acclaimed and visually sophisticated
project, both films are grand in scope when considering the circumstances of their pro-
duction. Yet both also began life as relatively simple ideas.
“Both Bottle and Sweet Dreams were created as university projects—it’s doubtful that
they would exist had I not had an assignment to fulfill. The idea for Sweet Dreams was
sparked because I thought the idea of using kale and leafy greens as foliage in a film would
be interesting. I built out that world and story from there. For Bottle, I had the initial spark
for that idea while I was watching a snowfall at my parents’ house in New Jersey a year
prior. I had the realization that packable snow behaved much like clay and was curious
about animating with it.”
That such engaging work can be built upon these types of idle musings goes to show
that even a passing thought might be worth expanding on. A great film has to begin some-
where, after all.
Figure 3.11
Sausage (Dir. Robert Grieves) lobby card art. (Courtesy of Robert Grieves, ©2013.)
Independent Animation 45
Figure 3.12
Sausage original storyboard excerpts. (Courtesy of Robert Grieves.)
Figure 3.13
Sausage early sketches. (Courtesy of Robert Grieves.)
Independent Animation 47
but I was actually really excited! And now I watch it, and I am entertained by it; it carries
an audience, and it carries me.”
One way to rationalize the failings of a short would be that there was not enough time,
and that with more hours and more commitment, might come the fixes necessary. The
truth of the matter is that, no matter how much time is available, knowledge of the craft
itself is what is required more than anything, and there is no shame in reaching out to oth-
ers with a more expansive skill set than us for help; in fact, what better way is there to learn?
“One of the big things that I have learned to appreciate is how sophisticated the audi-
ence is. It isn’t as though we’re in the 1920s inventing cinema and people are going to be
impressed by anything; our audiences have grown up on what is not just random kids’
television; some of the best animators and filmmakers out there make kids’ television and
then go on to make adult television. You could choose to ignore the three-act game, but
you have to know what that game is because the audience certainly knows it. They might
not know enough to teach a course on it, but they instinctively feel when things are work-
ing or not. So you have to respect the audience by understanding what it is they already
come to any screening with. The reason we make these films is to get better; it’s an oppor-
tunity to get stuck in.”
Despite the massive reworking of the short, efforts were made to preserve some of the
original character animation that had actually proved successful the first time around.
As a result, the overall style of the film—modern digital animation processes applied to
a retro approach to 2-D character construction—needed to remain the same, as did the
general arc of the story (Figure 3.14).
“There were things that got dumped, like a minute at the beginning with a whole back-
story of the two main characters as children—talk about killing your babies; it was a baby
slaughter! But that’s all part of the process, and sometimes, you need someone to come
along to make you realize which babies need to die.”
The major limitation regarding the character work for the original film was an absence
of emotional range that could translate to visual performance. Without dialog or a narra-
tion, effective character acting would be needed to carry the entire film, so that an emo-
tional journey could be communicated. Though the film has a largely whimsical story,
every major character conveys a vital emotion at some point throughout—the hero and
heroine running the gamut of contentment, elation, fear, horror, sadness, anger, confu-
sion, joy, and despair; the villain, smugness, malice, revulsion, and fury. While the final
film boasts all of these with no ambiguities, the performances of the original pass at the
film were far more stilted (Figure 3.15).
“My characters weren’t good enough actors; it was like putting someone with a stroke
on screen and expecting them to be Marlon Brando. So I was in that situation where sty-
listically, I had gone through that limited animation look, but I was telling a story that was
more sophisticated and had more requirements. This is all stuff that you learn, isn’t it? If
your story asks for this degree of emotional range, either you need a voiceover that tells
you, ‘This character’s sad,’ or you need a character that can really be the particular type of
sad that the script calls for. So I did keep the stylistic thing, but there was a big discussion
about whether that should change.”
Most of us will have past projects that, were we to dust them off and take a second run
at them, would doubtless be improved by the newly accrued and more finely honed skills
we’ve developed in the interim. When, then, is doing so an advisable, practical idea?
Independent Animation
Straightforward or down-to-earth Straightforward or down-to-earth
Straightforward or down-to-earth
Straightforward or down-to-earth or down-to-earth Straightforward
Straightforward or or
Straightforward down-to-earth
down-to-earth
!Page 45/51 1 Sausage
Figure 3.15
Sausage character design sheets demonstrating poses and actions. (Courtesy of Robert
Grieves, ©2013.)
“You’ve got the two levels. One is where I’m at personally, having done the film, that
definitely, it was worth it because I’m now a confident filmmaker—I wasn’t before. It also
gave me a product—which these things are—that was able to go out and have life. I’m now
getting the kind of jobs I wanted to do, that I wouldn’t have been able to without the film,
and I’m able to do them, having done the film. So it’s a double bonus! (Figure 3.16).
“If I ever spoke to a bank manager, he’d think I was an idiot! The amount of time I was
working and spending on my own, I would have been better off doing something more
simple. Watching the younger graduates who are doing sensational stuff at the moment
and really using the Internet as a way of connecting with the world, I don’t know if it’s
instinctively or not, but people just seem to be doing these much shorter, sweeter things,
and it makes a lot of sense, doesn’t it? You get it out there, throw something at the world. If
it sticks, great; if it doesn’t, then move on to the next thing. The other approach, of putting
all your effort and spending years working on one thing that’s 7 minutes long, it takes for-
ever to do. So of course, you learn from doing it, but you might have learned just as much
from doing some shorter, quicker things in a short amount of time.”
Pleasing Abstractions
One of Sausage’s other appealing attributes is how the liveliness of the visuals is bolstered
by composer Dan Radclyffe’s playful musical score. Indeed, the interplay between music
and visuals is obviously a huge consideration when it comes to animation. We’ll look at
this further when considering animated music videos in Chapter 5 and score composition
in Chapter 21. Music also has a part to play in the conceptual and visual development of a
film, and it’s worth taking a look at work whose “stories” are far more open to interpreta-
tion, if not outright abstract. Canadian experimental film artist Steven Woloshen began
Independent Animation 51
making films at around 17 years old in the 1970s, making use of the Super 8 cameras and
projectors his parents had lying around their house in Laval. With the project beginning
as a means to pass the time in lieu of much by way of quality TV entertainment, Steven
joined forces with his friends, an assortment of artists, designers, and musicians, to dip his
toes in the waters of experimental filmmaking (Figure 3.17).
These freeform efforts, primarily involving the destruction of Super 8 film cartridges
and scratching over the negatives, paired with unplanned musical improvisations, would
prove to be the first step of a long career. Indeed, Steven’s formative years of playful experi-
mentation would heavily foreshadow his eventual—and quite extensive—filmography.
The first major turning point came during his studies at Vanier College in Montreal.
“My professors were experimental film teachers who were really interested in Stan
Brackhage, Len Lye, and all these formalist experimental filmmakers. They kept on talk-
ing to me about the surface of the film, the surface of the screen, the materiality of the film.
I told them I had been bashing up film cases and having a really good time, so they said,
‘That’s perfect, bring it in!’”
Spurred on, Steven began making films with hole punchers and pins, beginning with
an experimental use of the projector as a filmmaking tool in itself. The positive response
and high marks this early student effort garnered cemented his affection toward this par-
ticular area of filmmaking, and he has not looked back since. During his studies, he was
educated on the works of Len Lye, such as Free Radicals, a 4-minute short incrementally
created over a 21-year period (from 1958 to 1979) by scratching 16 mm black film leader
with needles. The stark simplicity of this process appealed to Steven, and no further
encouragement was needed to actively fill the remaining gaps in his knowledge about the
culture, the process, and its terminologies.
Figure 3.17
Steven Woloshen scratching on film. (Courtesy of the artist.)
Figure 3.18
Still from When the Sun Turns into Juice (Dir. Steven Woloshen). (Courtesy of Steven Woloshen,
©2011.)
Independent Animation 53
placed; When the Sun Turns into Juice (2011), making use of both sides of film leader using
both ink and paint and lighting the results from both sides during the optical printing
stage; and Crossing Victoria (2013), combining hand-painted rotoscoping with the projec-
tion of imagery onto raw stock using a self-constructed variation on an optical printer.
Noteworthy amongst his body of work is 1000 Plateaus (2004–2014), so subtitled
because of its decade-long production history (Figure 3.19).
“It started when I was a driver on film sets in Montreal. I drove actors, directors, tech-
nicians, directors of photography—and as a driver, you usually want to make your pas-
sengers comfortable. What I did was I tried to get their mind off my bad driving skills and
just let them talk about something. (Of course, you’re not allowed to be the one who talks
first.) So I placed a roll of film on a little wooden box with a glass surface and a flashlight in
it between the passenger’s seat and the driver’s seat. What I wanted to do was just scratch
on film while I was waiting for the actors to come out of their hotels, just so I could work
on the film a little bit, here and there. They would ask, ‘What is that thing?’ ‘I’m glad you
asked; I’m making an animated film in the car!’ And they’d respond, ‘Are you sure you’re
allowed to do that?’ We started a process where I could tell them a little bit about what
animation was, and slowly, they encouraged me. So over time, whenever I was free, I’d do
a foot here, a foot there, and by the end of it, I’d done about 300 feet.”
Even when it comes to experimental film, discipline and forethought are important—
one might argue, in fact, that experimental film, by its very nature, demands even further
consideration in these areas. When dealing with a film that has no characters or linear
narrative, it is more of an uphill battle to wind up with an end result audiences will con-
sider watchable. As loose and freeform a visual medium as scratch-on-film is, the visuals
have to make some kind of sense. An abstract film can, in the right hands, prove curiously
entertaining; an assortment of arbitrary and thoughtless visual noise, however, cannot
carry itself. When it comes to Steven’s work, great pains are made to ensure that his end
result falls into the former category. In lieu of a script, his films are often structurally
dependent on their soundtracks.
Figure 3.19
Still from 1000 Plateaus (2004–2014) (Dir. Steven Woloshen). (Courtesy of Steven Woloshen,
©2014.)
Figure 3.20
Still from 1000 Plateaus (2004–2014) (Dir. Steven Woloshen). (Courtesy of Steven Woloshen,
©2014.)
Figure 3.21
Still from 1000 Plateaus (2004–2014) (Dir. Steven Woloshen). (Courtesy of Steven Woloshen,
©2014.)
Independent Animation 55
“I really find that I’ve made it my goal to make an imaginary toolbox of all the things
I can do with film, either by stapling it, burning it, gluing it, peeling stuff off from it, or
combining it all together. I just want to make a very big compendium of what animated
films could be. I do a lot of workshops, and everybody always moves towards scratching
on it or painting on film, so I suggest, ‘Well, why don’t we try doing both?’ Or ‘Why don’t
we try bleaching it, or putting paint underneath, or scratches underneath? Why don’t we
try combining what we already know with something that we don’t know?’ To me, that has
always been the most important thing, just to move forward with something that’s been
around since the 1930s.”
Later in the book, we will look at other projects whose creative approaches have been
similarly informed by music and experimentation, such as Thomas Stellmach and Maja
Oschmann’s Virtuos Virtuell (2013) and Benjamin Arcand’s Wackatdooo (2014). If you’ve
skimmed or skipped ahead in the book, you will have gleaned that in many instances, the
films and artists we have discussed serve as prime case studies for a number of areas, and
not just within production. Now that we have canvassed a range of script-based and visual-
based storytellers, for the next few chapters, we will expand on other types of approaches
and genres that can kick a film idea into gear.
There’s no shame or failure in conceding that we are not all of us storytellers. In truth, it’s
something of a rarity for directors, animators, and/or producers to be responsible for the
story on top of everything else they have to deal with. So where to turn for a great film
idea? In the upcoming chapters, we will hear from animators whose work spans musical
interpretation, nonfiction, metafiction, skit-based vignettes, and interaction-driven,
multimedia projects, amongst others, to assuage any potential concerns that there are
limits to what form your independent project will eventually take. For this section, we will
be presenting a cross-section of animated projects that used preexisting source material
as their jumping-off point.
It is worth establishing the fundamental difference between a respectful adaptation
of another artist’s work and just outright stealing their ideas. It’s sad to say, but on occa-
sion, it’s not been unheard of for some people, in lieu of their own original concepts, to
go the lazy route of either stylistic or narrative plagiarism, sometimes even justifying the
practice as simply taking inspiration. Have you ever seen a bold, ingenious approach to an
independent film online or at a festival and then seen more or less the same idea replicated
with a higher budget in a television commercial a few months later? In some instances, the
original creative will have been hired to direct a variation of his/her idea or brought on as
a creative consultant, but it isn’t unheard of that some poor, meek, nonlitigious soul has
just been ripped off.
57
In terms of being taken more seriously as a creative and artist, this is obviously not a
route you want to take. It can be a thorny business, and one that further hammers home
the need for audience feedback not just after but also during production. So if the process
of idea generation does indeed turn out to be a constant battle wherein every idea or con-
cept is second-guessed or falls flat—or, frankly, if you simply want to direct or animate a
film but have no impulse to write it—then it’s advisable to look elsewhere for your story.
One of the most rewarding creative partnerships can thus be predicated on pairing a
writer and a director, mutually beneficial especially if both are at a similar stage of their
career. It may even be the case that the story you want to tell has already been written.
Based just outside of London, Slurpy Studios is an award-winning animation produc-
tion company whose client base includes the BBC, ITV, and the British Council. Headed
up by producer Aaron Wood and creative director Katie Steed, the studio quickly built
up a strong body of work spanning entertainment, commercials, corporate videos, and
educational content. With a desire to expand into animated series development and pro-
duction, a crucial opportunity came about when the studio was approached by Giles
Paley-Phillips in 2013 to potentially adapt his children’s book The Fearsome Beastie, which
had been published by Maverick Arts 2 years previously (Figure 4.1). Thus began an ongo-
ing, symbiotic creative partnership.
“To be honest, I think it was around the time that The Gruffalo and The Gruffalo’s Child
were doing really well.” As Aaron recalls, “That was obviously a big reason; authors were
trying to create an animation out of their idea, even if it wasn’t for money. So Giles got
in touch with a book that he had written and wanted to make into something. He didn’t
know whether it would be a series, a short film, or an app, but we were up for meeting up
and talking about possibilities.”
Figure 4.1
The Fearsome Beastie concept visual. (Courtesy of Slurpy Studios, ©2015.)
Figure 4.2
Katie Steed’s first Fearsome Beastie concept designs. (Courtesy of Slurpy Studios, ©2014.)
Independent Animation 59
We were approaching people with our series ideas, and we always felt slightly as though we
just didn’t have any work that backed them up. Although it wasn’t asked of us, for our own
confidence, we wanted to spend time with that age group, with that kind of film.”
“And we wanted a personal project,” Aaron adds. “One hundred percent of our work
is commercial, it’s what we do all the time. At that point, we didn’t have a single personal
project in the studio, so to have something else that was fun and enjoyable was good.”
For Katie, this comes with the acknowledgment that it’s tricky to keep personal projects
on the boil, especially alongside the demands of running of a commercial studio. “But if
you ‘owe’ a debt of some kind to someone else, like the author or the publisher, which we
did, it gives you that impetus to keep going, when, if it’s a purely personal project, some-
times that enthusiasm can die quite quickly.”
While some instances of children’s book adaptations go through a process of heavy
script revision and story changes—any Dr. Seuss feature adaptation, for example—
keeping the runtime of Slurpy’s The Fearsome Beastie down enabled the original source
text to remain largely untouched. Although some experimentation with additional lines
and story embellishments was entertained, ultimately, a word-for-word adaptation was
deemed most appropriate. Instead, the fleshing out of the story is largely down to carefully
considered visualization, expanding the universe of the story rather than convoluting it
with needless detail (Figure 4.3). This approach had also been taken with Magic Light’s
successful mainstream adaptation of The Gruffalo (Dir. Jakob Schuh and Max Lang),
albeit to a larger extent accommodated by their budget.
“The Fearsome Beastie is a roughly similar length of poem to The Grufallo. Our adaptation
is 5 minutes, and The Grufallo’s is 20 minutes, so they expanded it a lot more than we were
able to. I think our first cut was 8 minutes, so we’ve looked a lot at expanding it, and we’ve
come up with a lot of other ideas and a lot of other characterizations; but both for time and
Figure 4.3
Visual development and early CG modeling on The Fearsome Beastie’s “Clive.” (Courtesy
of Slurpy Studios, ©2014.)
Figure 4.4
Visual development of the children’s house from The Fearsome Beastie—early sketch con-
cept to CG render comparison. (Courtesy of Slurpy Studios, ©2014.)
Independent Animation 61
please, in which case it makes sense to proceed as you would under any other circum-
stances. However, keeping lines of communication open with a story’s originator gives you
a direct line to the humanity of its characters and the intended narrative arcs and helps
guide you toward defining the response you want from your audience.
Narrative children’s fiction, ordinarily having been adapted from shorter stories, as the
medium of picture books dictates, can very well stand on its own when adapted to anima-
tion, at least in terms of the narration and dialog. Where the animation can come into its
own lies more with how the visual illustrations are interpreted and built upon.
By going the route of adaptation, we need not be limited to one story type or audience.
Not that there’s anything wrong with films aimed toward younger audiences (certainly,
as one of the more indefatigable animation genres, they may very well be in with a bet-
ter chance of generating revenue down the line), but just as not every writer can sit down
and scribe a children’s book, not every filmmaker will have the creative impetus or inter-
est in producing a children’s film. Along with preexisting scripts for unproduced proj-
ects, numerous other sources that can serve as a springboard can include short stories,
essays, articles, and biographical nonfiction. The latter we shall explore more extensively
in Chapter 7, though it is worth examining here a successful instance of how all four can
combine and be brought to life through animation.
Standing Tall
Love in the Time of March Madness (2014) is an animated memoir written by filmmaker
and writer Melissa Johnson (Figure 4.5). With a background predominantly focused on
live-action documentary films, her work has leaned toward rite-of-passage stories focus-
ing on women athletes, such as No Look Pass (2011), a feature documentary project for
Showtime, as well as Brittney Griner: Lifesize (2014) and Queen Vee (2015) for ESPN.
Alongside her documentary work, she is also an acclaimed humorist, cocreating the
Comedy Central web series The Worst Speeches of All Time along with writing a number
of first-person essays published in the New York Times, Boston Herald, GOOD Magazine,
and Salon.com. Posted on the latter in March 2011, Melissa’s essay “The Tallest Woman in
the Room Tells All” proved a huge hit for the website.
“I received a lot of positive feedback about the essay, which was hugely encouraging. It
was based off a series of anecdotes drawn from a 20-year span of my life. The film is a pared
down version of the Salon piece.”
The essay, an endearingly candid series of her own recollections and personal con-
flicts as a 6’4” basketball player often prone to romantic misadventure, seemed to
Melissa to be best suited to an animated film adaptation over any other approach. As
she didn’t have any direct experience in this arena, a mutual contact introduced her
to Robertino Zambrano, then working at a New York ad agency, having hailed from
Sydney.
With some early dabblings in animation and computer-generated (CG) images dur-
ing high school, Robertino’s enthusiasm for motion graphics kicked into gear when he
embarked on a visual communications degree at the University of Technology Sydney.
With a knowledge of design, illustration, and animation, he would eventually branch out
into other areas such as advertising, though the call of more creative projects remained
strong.
“The piece immediately resonated with Robertino, and it felt like creative kismet,”
Melissa recalls of their initial meetings. “I mean, he’s not a 6’4” white American woman,
but that didn’t matter a bit. Robertino just got it. We started going back and forth, refining
the script and creating the storyboard. I don’t think I’ve ever had such an experience of
total alignment in a creative collaboration from the very start.”
For Robertino, collaborating on Love in the Time of March Madness with Melissa was
an ideal incentive to make the shift back into the creative side of animation and motion
graphics. “I think starting on that project was one of the big factors in what propelled me
to leave my job there in New York. I moved back home to try and start up my own practice
where I’d just try and focus solely on animation and motion and film.”
Similarly, Melissa was feeling the call to step out from under her agency life and estab-
lish herself in the world as an independent artist. With Robertino having moved back to
Australia, setting up shop as KAPWA Studioworks, and Melissa leaving New York for Los
Angeles, the two began the transcontinental process of adapting her resonant essay to an
animated short, sharing the directorial reins (Figure 4.6).
Independent Animation 63
Figure 4.6
Love in the Time of March Madness concept sketch by Robertino Zambrano. (Courtesy of
KAPWA Studioworks.)
“It then took about 3 years to complete because of the complexity of the animation,”
explains Melissa. “We wanted an Alice in Wonderland–meets–Alexander McQueen
aesthetic—dark, ornate, irreverent—with exaggerated plays on perspective and a dry sen-
sibility to the humor. I don’t normally talk deadpan like I do in the narration, but I wanted
it to have this insider, intimate feeling, which I think animation complements so well. I
want you to feel like I’m speaking only to you. Maybe we’re driving in my car and I’m tell-
ing you this story; or it’s just the two of us over candlelight, and I’m sharing something
that I don’t share often. But of course, in reality, I’m sharing it with everyone.”
The pair began working with a first draft of the script in early 2011. With Robertino
producing the film as a sideproject to his commercial projects, they were able to indulge
a year or so of visual development, experimenting with a variety of different styles
to determine what would be the best fit for the script. With the project initially quite
ambitious in scope, it was then essential to edit down the script to make its completion
more feasible. Ultimately, tightening up the film at this stage proved to be beneficial,
Independent Animation 65
Kind Kind
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Figure 4.7
Love in the Time of March Madness storyboard excerpts. (Courtesy of KAPWA Studioworks.)
styles together. A lot of the scenes at the start, where they’re all coming out of Maya, were
looking very 3-D, so it was trying to break up the perspective so it didn’t look so ‘nice.’
When you get to that point where someone who’s watching it wonders, How did they make
that? then you’ve done something right!”
Like-Mindedness
Were it not for the synchronicity and mutual understanding of Melissa and Robertino’s
creative partnership, both artistically and circumstantially, it’s hard to say whether or
not Love in the Time of March Madness would have come together in as successful a
way, if at all. Though they came from notably disparate backgrounds, it is encouraging
to see that the pair’s instances of common ground revolved around an art form they
both clearly care about. This is important to remember when contemplating any type of
collaboration; pairing up with somebody with whom you share little by way of empathy
or interests will probably not result in a successful film. Certainly, you can have differ-
ences, or even wildly dissimilar personality types, but it’s crucial to know for sure that,
on some level, there is an understanding and focused idea of what you both want out of
the project.
Amongst the variety of genres and filmmaking methods covered in the extensive film-
ography of director Chris Shepherd is one particular adaptation that came about from an
artistic rapport with Cheshire-born humorist and Turner Prize–nominated artist David
Shrigley. The eventual collaboration began during Chris’s stint on the BBC sketch show
Big Train, for which he animated a series of vignettes—The World Stare-out Championship
Independent Animation 67
Finals—whose minimalist absurdity would foreshadow the short to come. Discovering
David Shrigley’s work through a collection of his drawings titled Why We Got the Sack
From the Museum, Chris was immediately enamored.
“I looked at it and thought it was really great, because when I was a kid, I always used
to draw crazy pictures, and in a sense, his book reminded me of that. It reminded me of
the drawings that I’d do that would in fact be very dysfunctional. I always think it’s like
graffiti—in London, you can get graffiti that is superornate and beautiful, but when you
go up North, it’s just your straight, four-letter expletives on a wall with no frills. This book
was like that; these moments that are really raw; they just go bang, and there it is. That
really appealed to me.”
With David’s star having not yet risen within the art world, the possibility of collabo-
ration appealed to a mutual fondness for animation, but a suitable concept couldn’t be
decided on. In 2003, the binding premise of a new David Shrigley collection titled Who
I Am and What I Want served to finally get the ball rolling. The following year, with the
assistance of Arts Council England’s Animate Projects and Channel 4, the pair embarked
on an animated adaptation of the book (Figures 4.9 through 4.12).
Figure 4.9
Still from Who I Am and What I Want (Dir. Chris Shepherd/David Shrigley). (Courtesy of Chris
Shepherd/David Shrigley, ©2005.)
“What was great about that book for adapting was that it was all stories of one person.
Most of his other books are like snapshots of time, vignettes; they’re all different moments,
so they don’t have that narrative. I remember the first thing I did was scan all the pages in
the book and put them in a timeline. What I ended up with came to something mad like
40 minutes, with no shape to it.”
The absence of a narrative in any strict, traditional sense was remedied by the addi-
tion of a framing device in a manner bearing some similarity to that of Magic Light’s
Grufallo adaptations, though wildly different in terms of tone and audience, with the
addition of scenes set in a forest in which the protagonist (voiced by natural-born odd-
ball Kevin Eldon) is established as a societal outsider and woodland-dwelling hermit. In
this context, the disconnected musings as presented in the original book are presented as
remembrances of a life he has left behind. Despite maintaining the nonsensical nature of
the narration’s array of nonsequiturs, the film effectively builds a structure for itself.
“It starts off in the woods and ends in the woods, to give the illusion that it has a story.
Then when we did the animation, I drew the animatic all in Flash, really roughly and just
Independent Animation 69
Figure 4.11
Still from Who I Am and What I Want (Dir. Chris Shepherd/David Shrigley). (Courtesy of Chris
Shepherd/David Shrigley, ©2005.)
Figure 4.12
Still from Who I Am and What I Want (Dir. Chris Shepherd/David Shrigley). (Courtesy of Chris
Shepherd/David Shrigley, ©2005.)
Independent Animation 71
5
The Beat of a Different Drum
The composition, production, and performance of music are creative exercises not without
their animation parallels. It’s no surprise, then, that music and animation have so often
made fine bedfellows. From the very dawn of animation throughout its golden age, music
was often the thrust behind the early shorts and feature films of every major studio. From
73
Norman McLaren’s work for the GPO and NFB to the musical sequences of The Beatles’
Yellow Submarine, music has been an established linchpin of the animation world since
long before the dawn of MTV. Once the concept of music videos became mainstream, ani-
mation was quickly integrated and, on occasion, propelled forward as a medium. While
showing their age nowadays, early videos showcased exemplary animation techniques,
such as rotoscoping for A-ha’s Take On Me (Dir. Steve Barron, 1984), early computer-
generated (CG) images in Dire Straits’ Money For Nothing (Barron again, the following
year), stop-motion in Michael Jackson’s Speed Demon (Dir. Will Vinton, 1989), and the
mixed-media masterwork of Peter Gabriel’s Sledgehammer (Dir. Stephen R. Johnson,
1986), which depicted the singer alternately through live-action, Plasticine animation, and
pixilation against a predominantly stop-motion backdrop, serving as a formative outing
for the talents of Aardman and the Brothers Quay.
As time has gone by, the role of the music video as a promotional tool has hugely dimin-
ished in importance. With the nature of music sales a completely different beast than it was
in the 1980s and 1990s, along with the oversaturation of music-based channels (their origi-
nator MTV having long succumbed to the lure of cheap ’n’ cheerful “reality” shows mak-
ing up the bulk of its schedules), music videos are no longer considered an indispensable
branch of an artist’s, band’s, or album’s advertising. They do, however, remain quite vital
in the cultivation and preservation of a band’s image, and the viral potential today’s online
outlets allow for is mutually beneficial to both musicians and filmmakers. Mainstream
examples of modern animated music videos remain plentiful, outfits as diverse as Queens
of the Stone Age, Radiohead, R.E.M., Daft Punk, U.N.C.L.E., and The White Stripes mak-
ing up a mere fraction of those who’ve had their work represented through animation in
some form or other, not to mention the entire branding of Damon Albarn’s Gorillaz.
Alas, this isn’t a history book you’re holding (which is a bit of a shame for me as I’d
rather love to bang on about this subject at tiresome length), though hopefully, the afore-
mentioned helps to legitimize a music-oriented project as a tenable prospect for short-
form animation.
Bristol-based studio Rumpus Animation began life as far back as 2007 in the way many stu-
dios do, as an assortment of hypothetical film ideas and character concepts discussed between
animator Joe Wood and designer Seb Burnett. When the two officially began the company
proper in 2010, there was a long road ahead as far as forging their brand and reputation.
One formative project that served as a valuable exercise in establishing the studio’s
identity was Dub of a Preacherman, a collaboration with DJ Count Skylarkin, a mutu-
ally beneficial exercise that also served to develop his own visual branding. The music
video embraces some of Rumpus Animation’s major strengths, a wide variety of quirky
character designs coupled with short, endearing, loopable animations (a perfect fit for
the up-tempo music), composited together to create a showy animated barroom scenario
(Figure 5.1).
An issue to consider is that “independent,” be it animation, music, or otherwise, tends to go
hand in hand with nil budget. As Seb reasons, “Most record labels or indie bands who might
want you to produce work for them as an indie studio are going to be broke as well. So unless
you’re working with big bands through an agency, it tends to have to be more of a labor of love.”
“But it’s the only one where they probably can pay you in exposure,” adds Joe, in refer-
ence to the dubious lure most emerging creatives find themselves faced with when embark-
ing on the first stage of their career. “It actually works sometimes, as opposed to lots of
projects that offer to ‘pay’ you in the exposure. At least with music videos, sometimes you
can get quite a free reign to do what you want.”
As a means of getting the ball rolling for the studio itself, the advantages are fairly obvi-
ous. There may very well be a plethora of half-formed film ideas, character concepts, and
vanity projects that come with establishing a studio’s identity, though without a focus for
these creative energies, it’s likely that they won’t take flight. “Apart from having the musi-
cian chasing us all the time to make sure we’ve actually done it, all you need is the music
and the animation, and it’s done. Our job is to make some cool stuff to go over this music,
so it’s quite a nice thing to do. Although it took us a while to get it done, we were chased
up quite a lot, which made us do it.”
“Because it was our first project, instead of doing something quite simple, we put as
much as we could into it,” explains Seb. “The idea was to keep everything really simple,
reuse, loops—that’s the thing with music videos; they’re sort of made for reusing visuals.
We started enjoying the fact that we could put any character we wanted in there; it sort of
mushroomed a bit.” The assortment of characters, a tradition that Joe and Seb enthuse is
paramount to the Rumpus MO, regardless of medium, were amassed from sketchbooks,
stalled projects, and pitches. The premise of the video itself uses simplicity to its advan-
tage, with bar patrons and soul singers animated in a variety of dance loops. To Joe, this
simple setup made the overall process “quite fun, because you can pretty much use anyone
you like the look of, and they won’t be out of place in the film” (Figure 5.2).
“In fact, it was a chance to just do the funniest stuff we’d normally not make for a com-
mercial film,” adds Seb. “We had a bit more free range. I think originally, it was set in the
woods—I just like setting everything in the woods—it would be the same except at the
start you would go down into an old tree trunk. For whatever reason, we decided to change
it to a city; that way, it’s sort of based on an area in Oxford he does a lot of DJing in. We’re
mostly interested in funny characters or funny stories. Whether that’s for a game or an
Independent Animation 75
Figure 5.2
Artwork demonstrating the visual development of a sequence in Dub of a Preacherman.
(Courtesy of Rumpus Animation, ©2011.)
Independent Animation 77
Figure 5.3
Still from Dub of a Preacherman. (Courtesy of Rumpus Animation, ©2011.)
technically, we can animate, but the project will be in a completely different style than
what we usually do. We work with different illustrators as well; I’ve got constant freelancers
coming in; it’s quite a flexible way of working, but the basis of it all is the humor, basically.”
“We’ve tried to keep a balance doing our own little experiments, and as visual language
changes and different things become fashionable, new techniques emerge. You need to
keep trying to experiment with different approaches to different films, so you’re not just
‘that’ studio with ‘that’ style.”
Going Solo
The ways in which music and animation can complement each other need not even be
dependent on collaboration, as plenty of animators with a musical bent have demonstrated.
There is clearly a place for music and its potential to take hold of an audience in the
world of web-based animation (an area we shall explore in more depth in the following
chapter). The viral success of self-propelling online personalities such as Jonti Picking, a
prolific producer of online content under the moniker Weebl, is often peppered with ani-
mated musical numbers (Figure 5.4).
The roots of Jonti’s enthusiasm for bringing music and visuals together began before
his first major strides in the world of design and animation. He took a music tech course,
which introduced him to Macromedia Director (an early incarnation of Adobe Director),
which ran alongside Flash in the development of interactive CD-ROMs, which, at the
time, were quite prevalent.
“Music was hugely important to me,” Jonti recalls, “until I became sort of disenfran-
chised by the whole music scene. Eventually, I decided to write tunes to amuse myself and
try to annoy other people, which made it all fun again. Songs like Badgers* and Scampi†
* http://weebls-stuff.com/songs/badgers/
† http://weebls-stuff.com/songs/scampi/
use the most obnoxious melodies and sounds possible, so that they are really hammered
into the brain.”
Said clips, as well as a smorgasbord of others, including Narwhals,* Magical Trevor,† and
Kenya,‡ serve less as music videos than as hook-centric microshorts that take advantage
of their Flash SWF file format to play on a perpetual loop. As with many of Weebl’s viral
companions from the earlier days of webtoons, they use simple visual concepts, oftentimes
random and surreal, combined with musical earworms that linger with their audiences for
days. While these have frequently proved extremely popular, racking up millions of views,
Jonti has been keen to evolve and embrace the broader role music can play in his work.
More recent song-oriented projects include Savlonic, a series of animated music videos for
a faux-electro band that has quickly developed a considerable fan base in its own right,
with successful crowdfunding campaigns ensuring the professional production of their
studio albums (Figure 5.5).
“As I’ve gone along, the technology and equipment I’ve been able to buy has improved,
so it’s been nice to dabble with slightly more sensible stuff. Hence Savlonic, which will
possibly become a proper, full-on electro band. It was meant to parody electro bands, but
their lyrics became as daft as ours. There’s not much point in parodying something that’s
become a parody of itself anyway, so we may as well write proper music.
“People attach themselves to tunes; they’re easy to share and understand; straight away,
music videos are engrained on our psyche. You can come back to them as well; with a comedy
script, obviously, with each viewing, the comedy will be less and less, generally, whereas with
music, you can get the comedy element and then go back and watch it for the tune because that’s
stuck in your head. I think that’s why music is so successful with animation. It’s rewatchable.”
* http://weebls-stuff.com/songs/Narwhals/
† http://weebls-stuff.com/songs/magical+trevor/
‡ http://weebls-stuff.com/songs/kenya/
Independent Animation 79
Figure 5.5
Still from Savlonic music video The Driver. (Courtesy of Weebl’s Stuff, ©2012.)
Even when dealing with the supershort, absurdist subsection of music-driven anima-
tion, there are certain disciplines that differ from standard webtoon production. “You
don’t generally have a script to begin with, so the tune very much drives what’s going to
happen. With a script you’ll write it, then you’ll do the audio, then you’ll animate every-
thing to the script and add background music last, so for music videos, it’s sort of the
reverse of that. It means you can do things quite quickly as well, which, when dealing with
online content, is a bonus.”
Branching Out
Beyond reinforcing one’s independent career, as with Rumpus and Weebl’s Stuff, music
videos are also capable of allowing individual creatives on the periphery of animation to
proliferate and take the plunge. Illustrator Tony Johnson, having traditionally trained as a
fine art sculptor, took his first steps into the animation world as a hobbyist.
“I started combining film with animation in the early 2000s, which slowly progressed
into just straight animation, mainly because of budgets, things like getting camera crews
together. Although it is time-expensive, you don’t have to have a huge budget with anima-
tion. I could still keep creating in my bedroom and just plough on, so it kind of stemmed
from there. I taught myself through online tutorials; I was quick to pick up the software
side of things and could already edit, so it was another step further to learn about anima-
tion timing and theory. It was kind of a natural progression because the same sort of ele-
ments you get with editing transpose quite cleanly over to animation.”
Following a modestly received, low-key animated music clip for indie artist Benbo in
which Tony displayed a sound comprehension of stripped-down After Effects animation,
musician Holly Dearden approached Tony with an animated music video concept for
“Marzipan Reindeer,” a song by her band Holly and the Wolf (Figure 5.6).*
* http://hollyandthewolf.com/
“They essentially just wanted to release a Christmas single, so it was a case of meeting
up with them and chatting through their ideas. They wanted something that was kind of
fairytale-esque, and I had been looking quite a lot at Russian and Czech animation around
that time: cutout animation, Jiří Trnka, The Merry Circus, things like that. I was trying to
think of a way to knock this video out quite quickly and economically without having to
hand-draw everything, which is how the style came about, trying to capture that sort of
fairytale look along with retro puppet animation while keeping everything on budget, so
it wouldn’t take too long.”
The mutually beneficial nature of such collaboration suited both the needs of the band’s
expanding visual identity and Tony’s own impulse to further develop his animation skill
set. Beyond an initial meeting, Tony was given largely free reign over the visual concepts
and execution (Figure 5.7).
“The one meeting I had with them was just talking over what the music was about and
what they could picture it being. There was this whole story embedded underneath the events
of the video, as a bit of a subtext for her, one which the audience probably wouldn’t read but
that she can see quite clearly. On the surface, however, she wanted things reminiscent of
Little Red Riding Hood with a bit of an edge to it. I went away; wrote them a one-page treat-
ment outlining everything; and sent it back along with a few sketches, some character mock-
ups and a few style ideas (Figure 5.8). I sent it to them as a little package and then just kept
in contact with them via e-mail. As I progressed through it, I kept sending them updates
so they could see where I was and I could get a temperature of what they thought about it.”
Production proper on even an independent music video carries with it some early
essential considerations. To get the project delivered on time and within budget, Tony
developed a working process formed largely by his own intuition while partly emulating
established production pipelines.
Independent Animation 81
Figure 5.7
Marzipan Reindeer—character designs scale sheet. (Courtesy of Tony Johnson, ©2012.)
“I started with the treatment. If you don’t nail it in the treatment, then you’re just going
to run into problems. From there, I fleshed it out into a larger script, which is great, but I
find in short form, a script is very difficult to be able to gauge timing in animation, espe-
cially when you’re working very closely to music. A lot of what you write in a script often
has to get dumped for timing reasons, so you have to be quite concise; the narrative can’t
be too complex; you have to strip it down quite a lot. Once the script is in place, then I try
and do an animatic, working on character designs alongside it. I think a lot of people go
into doing the design side of things first, before going into animatics, but I tend to do them
parallel. It’s perhaps not the best way to work, and it may take me longer than it should do,
but it’s a way I prefer to work; it just seems more organic to me. Maybe that will change in
the future.
“The next step is to get all the timing right with the music, which should at least be
delivered as a temp track by then so the timing is exact. Once that’s nailed down, I’d break
the video down into shots. I had a big board on the wall that took over my living room for a
while, lots of sticky notes with each shot laid out, along with a shot list. As I did each shot, I
could just cross it off as I went, so I could visually see on the wall how things were progress-
ing. It’s a good way to work because you can see how much you’ve got to go, as well as which
scenes made use of the same effect or the same backgrounds. You certainly might see issues
with continuity, so it can be a bit of a time-saver in that way; if there are three or four shots
with the same background, then they can all be comped and worked on together. Then it
was just a case of getting the final mix, editing, and sound put on and exported in all the
different formats. There’s lots of bits in between, but that’s the essence of it.”
When it comes to scripted, narrative animation, there’s realistically very little mar-
gin for improvisation along the way. So much of the movement, design, and overall tone
will be set down in preproduction to the point where any derivation will potentially
Independent Animation 83
create problems, if not throw things out of whack completely. Music videos can poten-
tially be a little looser for creative experimentation, while benefiting from an upkeep of
self-discipline and stylistic consistency.
“I think the biggest challenge is getting it tonally right, because although it was a
fairytale story, a quite lighthearted Christmas tune, they wanted this little edge to it. Even
when getting the timing stuff really nailed down, it’s the tone which is the thing that can
change. You might find that in the animatic, because they’re still shots, certain movements
actually take longer than you expected them to, or they don’t play well at the same pace as
the animatic. Sometimes, you have to be brutal in terms of cutting it down even further or
combining shots, so there’s still an element of fluidity to that animatic. It’s like a road map;
it serves as a rough guide, but it doesn’t point out all the challenges and problems you’re
going to face. It’s only when you’ve finally got everything edited together and the music’s
there that you start to notice whether shots don’t match properly or the timing feels off, or
if it slows somewhere and doesn’t build in the right place. So there’s always an element of
trying to rebalance all the elements of the project.”
With a sound knowledge of timing and forethought in design, character animation
can be approached economically without looking “cheap.” Using a combination of assets
for each character, some with rotational pivot points, others rigged using the After Effects
puppet pin tool, Tony applies swift, fluid movement to the characters throughout, infus-
ing them with life and character despite being comprised of very few drawn elements
(Figure 5.9).
“Probably about 65%–70% of the character work was puppet animation. Then I would
say maybe 15% would have been a little bit of the After Effects puppet tool, just fudging
things around a little bit, with the rest hand-drawn. There are a few effects as well, for exam-
ple, the snow was actually just After Effects particles. While I try to keep it mostly puppet
animation, there are times when traditional animation—or at least drawing a few frames
that you could whip through really quickly to give that illusion of drawn animation—can
actually be a lot faster. Basically, every decision was always an economic one” (Figure 5.10).
The other major challenge that Tony found himself working against was time manage-
ment. “It was quite involved for the time I had, which was 3 months working alone, part-
time, alongside a full-time job, so quite an intensive period. That and possibly the render
time—not having a very fast computer at the time, there were often shots that, although
they look quite simple and flat, have a lot going on in them, and it could sometimes take
days to render a single shot! Fortunately, I’ve gotten a faster computer now, but when
you’re looking at a 2-day render, planning is the key. Whatever time you’ve got, it’s a mat-
ter of knowing quite clearly what you have to do and hitting those key markers all the way
through a project so you know whether you’re ahead or behind. Always build some leeway
into your plan, because you’re going to need it. It always takes longer than you expect.”
The seasonal nature of the story has infused in it some extra longevity, insomuch as the
holiday season inevitably leads to a boost in views, posts, and shares. Perhaps ironically,
the video’s online and festival success has led to more of an influx of illustration-based
work than animation, although the positive experience of the project has kindled more
enthusiasm in Tony for animated personal projects. From the perspective of the band
themselves, the collaborative effort was a gambit that paid off.
“They’re very happy with it; it’s been their most successful so far. They’ve had a lot of
live-action videos and have said that there’s something about animation that seems to
have a lot more longevity and stands out more. There are lots of incredible live-action vid-
eos out there, but there are also quite a lot which are generic. With animation, even if it’s
not perfectly executed or really well animated, there’s just something very graphic about it
that just seems to stand out a little bit more. So I think the music video helped push their
sales and prominence a little bit more than their past videos.”
From Scratch
Another virtue of collaboration, in a manner not dissimilar from that explored in
Chapter 4, would be one in which a piece of music is not only the basis of an animated
short but created specifically for it. A project preceding her success with Bottle and Move
Mountain saw Kirsten Lepore joining forces with fellow undergraduate, animator and
songwriter Garrett Michael Davis.
The two met during their time at the Maryland Institute College of Art (MICA), when
Kirsten was working in the experimental animation department and Garrett in inter-
disciplinary sculpture. Over time, they would begin a series of creative collaborations,
Kirsten providing ideas and concepts to prompt improvisational monologues and char-
acter performances from Garrett. In their senior year, finding themselves both studying
Independent Animation 85
Figure 5.10
Marzipan Reindeer—opening shot background art. (Courtesy of Tony Johnson, ©2012.)
Independent Animation 87
88
Figure 5.11
This sustained commitment and fondness for the process is what Garrett credits for
the success of what, on its surface, might not be the most accessible of films. Through the
scratchy designs and fuzzy audio, a film with no small amount of appeal shines through,
something that never would have happened without their combined forces.
“It was also just the friendship and camaraderie of it,” says Garrett. “Staying up all
night in Kirsten’s apartment drawing and then her cooking up some ingenious meal out
Figure 5.13
Still from Story from North America (Dir. Garrett Michael Davis/Kirsten Lepore). (Courtesy of
Garrett Davis/Kirsten Lepore, ©2007.)
Independent Animation 89
Figure 5.14
Still from Story from North America (Dir. Garrett Michael Davis/Kirsten Lepore). (Courtesy of
Garrett Davis/Kirsten Lepore, ©2007.)
of the scraps she had in her kitchen. Making the rounds of the computer labs, taking paper
out of the school printers to draw it on, and bringing giant stacks to this one particular
security desk that had a three-hole punch that would punch about a hundred sheets at
a time.”
Alongside these rituals was an overall rejection of how “best” to approach the produc-
tion pipeline, instead opting to wing it without tests or storyboards. Working to a primi-
tive dope sheet in Flash for timing reference, the pair wound up working straight-ahead
for the most part.
“Our classmates were completely shocked that we didn’t storyboard it. We didn’t care
about the accepted way of doing things. We found those methods stiff and boring, an
unnecessary layer of tedium heaped onto the already nearly unbearable tediousness of the
animation process itself. While everyone was busy imitating those who had influenced
them by drawing off-brand anime, we were doing our own thing.”
“I think the spider with the knife up to the kid’s throat is one of my favorite of Kirsten’s
contributions. It’s hard to say, people always ask who did this, who did that, but really it all
blends together when the collaboration is successful, and it doesn’t matter who did what.
I guess it matters to other people cause they are curious and they always ask, but I don’t
really care as long as the final product is good. And honestly, with animation, when it’s
done, you’re just glad that it’s over!”
Certainly, amongst Kirsten Lepore’s work, oftentimes focused on tactile stop-motion
projects and Flash-based 2-D, Story of North America stands out as unique, again attrib-
uted to Garrett’s taking the lead on the look of the film. “Although this was probably
because I was trying more to match Garrett’s style of drawing. I really had only done 2-D/
drawn animation up until that point. Sweet Dreams was pretty much my first stop-motion
film. We also decided from the beginning that we wanted Story from North America to
remain a fun, super loose project where we resolved never to pencil-test anything, but
Independent Animation 91
recruited as one of several prominent animators to direct a video for Weird Al Yankovic’s
twelfth studio album Straight Outta Lynwood. Bill’s work animating the album’s closing
track Don’t Download This Song stood alongside that of the likes of John Kricfalusi, Jim
Blashfield, and Doug Bresler, who also directed videos for the album package.
“Kanye West was very hands-on; in fact, he came to my studio for 2 days and actually
looked over my shoulder while I was drawing. He definitely has certain ideas, and they’re
great ideas. He’s a very smart, talented guy, and he’s very visual, whereas other people
like Weird Al Yankovic are much more easygoing to work with. Al doesn’t need to see the
storyboards; he just wants to see it when it’s finished.” Bill was brought on board again
with Al’s 2011 follow-up Alpocalypse, to direct and animate the video for TMZ (a parody
of Taylor Swift’s You Belong with Me, the new lyrics and video depicting the hounding
of an unsuspecting celebrity desperately trying to avoid the titular website’s notorious
paparazzi). “I also did one for Joe Cartoon, the guy who does Frog in a Blender. He has a
wonderful album out and asked me to do a music video for one of his songs, which was a
lot of freedom; it was really fun.
“There was another one I did called Mexican Stand-Off by Parsons Brown from the
Netherlands, a cowboy-themed one. I really had fun doing the cowboys because I’d loved
to draw them since I was a kid, so I sort of developed a whole new side with that.”
Bill’s experience on this particular video proved to be an informative new creative direc-
tion. Approaching the animation entirely using ballpoint pen, something he had never tried
with animation before, the process and overall look of the end result inspired him to apply
a similar approach to a subsequent independent short. In 2013, Drunker than a Skunk is
an animated poem created during the last year of production of his feature film Cheatin’
(see Chapter 8), mainly with the (successful) aim of inclusion at that year’s Annecy festi-
val. The film is visually reminiscent of Mexican Stand-Off, also adopting the ballpoint pen
look. Previously, Bill had used the opportunity of creating Heard ‘Em Say to take his style
in a more extreme direction than he had before, using highly caricatured proportions and
ambitious approaches to layout. This was an approach that ultimately determined the over-
all aesthetic of Cheatin’, a film that might have had an entirely different tone and comedic
sensibility otherwise. These further serve as a testament to the value of taking on different
creative projects for the sake of one’s own artistic direction, and music videos have a demon-
strable ability to give artists an outlet for experimentation they may not find elsewhere.
Here we have looked at how songs themselves, from chart hits to hastily recorded indie
offerings, can serve as a basis for an animated music video. This is, of course, quite a differ-
ent practice than an animated short that uses a musical score as its thrust, something we
will explore more in Chapter 21. Before then, however, let’s venture into one of indepen-
dent animation’s more anarchic arenas, the Internet, and consider how viable an option it
remains so many years since the birth of the online webisode.
Still from Carpark (Dir. Ant Blades). (Courtesy of Ant Blades/Birdbox Studio, ©2013.)
It is a sobering thought to look back and see how swiftly web culture of all varieties has
blown up over the past couple of decades. Humankind can barely get anything done
for the glut of vlogs, cute animal clips, video game playthroughs, and autonomous sen-
sory meridian response (whispering, ostensibly) videos out there. It may seem a distant
93
memory now, but the sheer quantity of today’s procrastination bait was not always within
such easy reach, calling to us like a siren song from our smartphones and minimized
browser windows. As most of you reading this are probably aware, it is animation in its
most independent form that started that particular ball rolling.
In many respects, we live in a very different world from that of the dawn of animation
on the web. Video content and the Internet were rarely a comfortable pairing, short MOV
clips taking up entire megabytes of hard disk space, provided that one’s household dial-up
connection had the fortitude to survive the hours-long download process. The concept of
streaming high-definition (HD) content was so far out of the general public’s grasp that the
very phrase “streaming HD content” most likely wouldn’t even have made sense to anyone
who heard it. By the late 1990s, however, several enterprising creatives began taking advan-
tage of a fortunate loophole facilitated by both the possibilities of creating animation, how-
ever rudimentary, in a program called Macromedia Flash. Said loophole was the software’s
ability to export its projects with small enough file sizes to be watched online with relative
ease. The mechanics of the hows and whys are surely well known to anyone who knows
their vectors from their bitmaps (which I’m cautiously optimistic includes anyone who is
reading this). An entire subculture was born, in a semilawless online world where broadcast
regulations had no authority and content could be as provocative, daring, and gratuitous
as their creators desired. Though originally leaning toward juvenilia, some of the Internet’s
most significant webtoon pioneers got their start through a mix of Flash-animated ani-
mal misfortune and vaguely risqué celebrity impersonations. Certainly one of the more
entrepreneurial-minded of this first wave was John Kricfalusi, who helmed several online,
Flash-animated properties from 1997 onward, following his rise to fame as the creator
of the revolutionary-yet-troubled Ren & Stimpy Show near the beginning of the decade.
Making use of characters he’d retained the rights to following his much-documented dis-
missal from his own show, new series such as The Goddamn George Liquor Program (1997)
were ambitious ahead of their time and called for a particularly labor-intensive approach:
“We had a really elaborate system when we were first doing the Flash cartoons,”
Kricfalusi recalls, speaking to Skwigly in 2012. (We) drew everything in pencil, inked it,
but once we turned it into vector art, it would destroy the lines, make them look weird. So
we had to add a step called optimization where I had a whole army of people who would
take the screwed-up vector lines and move those little points around to make it look like
the original. That was expensive and time-consuming—and irritating—but I don’t have
that problem anymore. The (Toon Boom) brush is so good, it eliminates all the stages in
between the pencil line and the inking. Not only is it faster; it looks better.”
In a manner similar to how Ren and Stimpy had an undeniable ripple effect on the
landscape of contemporary animation culture, paving the way for shows that would enjoy
more success, it was this degree of early trial and error that laid the groundwork—and
opened the floodgates—for an animation revolution, one that has evolved and incorpo-
rated itself into the cultural mainstream.
Yet the independent roots of this relatively new approach to animation have always
remained, and with the advent of social media and influx of platforms through which to
showcase original, self-made content, the potential for profitability is stronger than it has
ever been. To get a clear sense of how this corner of the independent animation world has
developed, it is worth looking at webtoon creators who have consistently produced origi-
nal content to this day, forging entire careers out of it.
94 6. Going Webisodic
A Life in Webtoons
Having begun his career as an interactive developer at AMX London, Jonti Picking mainly
worked on Flash development for blue-collar clients until the dot-com bubble burst at the
start of the millennium (Figure 6.1). In the ensuing lull, Jonti took to using Flash for his
own purposes, animating cartoons for the web, initially through the website B3TA. At this
point, the phenomenon was slowly building serious momentum.
“There was Joe Cartoon’s Frog in a Blender, you had Joel Veitch of Rather Good doing
his dancing kittens and Homestar Runner, who were fantastic and still are. There were
loads of Newgrounds people obviously, using their horrible speech synthesis to do stuff.
Newgrounds was big noise back then. It was definitely a more creative environment.”
Starting with small, quirky GIFs, Jonti soon graduated to using Flash for web shorts
that would accommodate the limitations of most household Internet capabilities. With
most of the public connecting to the web with 56k or 28k modems, even the small file
sizes of Flash cartoons could prove taxing to people’s connections. In creating his own
animated characters, Jonti opted to bypass this concern as much as he could through sheer
minimalism, creating the duo Weebl and Bob as a consequence.
“Obviously, the simpler the shape, the smaller the file size. The sound was designed
around short little music loops and snippets of speech to try and keep everything as tiny
as possible, which just about worked.”
Whether or not the asset-light approach made the cartoon easier to stream, its immense
audience reaction when it debuted in June of 2002 was a clear indication of the mileage in
Figure 6.1
Jonti Picking, AKA Weebl. (Courtesy of the artist.)
Independent Animation 95
the characters. Cemented by a 2-month stint producing Weebl and Bob shorts for MTV,
Jonti quit his day job and used the funds to host his work on his own site, Weebl’s Stuff
(Figure 6.2). Since then his output has extended to multiple series, with a variety of writers
and animators to add in extra dynamic visual range. As for what grabbed the attention of
the public initially,
“It’s really hard to say. I think it’s that there is a lot of catchphrase-oriented material, easily
quotable lines and such. The fact it had quirky music choices I guess helped it along, that it was
very simple and iconographic, so that you knew instantly what it was. Ambient comedy was
quite big at that point as well, and looking back on the early Weebl and Bob shorts, there were
massive pauses between each line. It had this weird flow to it that wasn’t really seen, which I
think helped.”
Having taken on corporate work alongside his web-based output, Jonti has a firm concept
of how web-based production differs from the more business-driven animation industries.
“It’s very improvisational, though if it’s scripted, then obviously, that will give some
direction. We tend not to bother with animatics, because if you’re making Flash video
correctly, it should be done in a way where you can make changes fairly quickly. I like the
improvisational approach because people often bring their own approach, their own style
or timing, which is why I like to pick certain animators over others.
“Generally, I’ll do a callout for animators via social media. People will send their stuff,
link me up to a few of their videos, and if I like the style, then we’ll chat more on e-mail.
I generally give them one short test animation, a tune or a short script, to see what they
would do with it. This gives a better idea of what their sensibilities are, because I like to
bring people on for their methods as well. I don’t force them down a specific route unless
it has to look or be a certain way; generally I think it’s nice to mix it up. I like the sense of
Figure 6.2
Online animation superstars “Weebl” and “Bob.” (Courtesy of Weebl’s Stuff.)
96 6. Going Webisodic
community; I can link to their other work; it’s important to me that people get to appreci-
ate them for who they are rather than what I’ve made them do.
“A lot of the mistakes that people working in Flash will make is to put everything on
one layer or timeline. It makes things a lot easier to break everything down into layers so
you can change anything within the project really quickly. I’ll spend the extra time setting
things up, building the asset library, and then I can change assets on the fly as and when I
need to. I think that’s the best way of doing it, especially if you’re doing advertising work,
where the client will often do rewrites. You don’t want to lose months of work when you
can get it right in 2 hours. So I’m very much about that; just build your assets, then ani-
mate, then change as need be.”
Different Worlds
While cult phenomena like David Firth’s Salad Fingers (2004–2013) would occupy very
insular universes and appeal to very specific—though large—audiences, Mike and Matt
Chapman’s ongoing Homestar Runner (2000–2009, later to resume in 2014) is a prime
example of how one main series can expand into different narrative strands. One of the
crucial audience draws the series maintained was the expansiveness of its universe and
the Chapman brothers’ intuitive impulse to spin off strong concepts into their own series,
ultimately creating metaphysical universes within universes that fans were hugely recep-
tive to. Chief amongst these was Strong Bad Email, which served as an outlet for new
webisodic content on the site with the added appeal of using real fan mail as a jumping-off
point. Another example of a well-received show-within-a-show concept is Teen Girl Squad,
which began life as a crudely drawn and barely animated comic created by antihero Strong
Bad about four high school girls who inevitably meet surreal, grim ends. Beginning as
a one-off, the identified potential following the strong audience reaction led to further
episodes, each maintaining the same degree of crudity and individual sense of humor,
serving to both broaden the world of Homestar Runner and expand on the personality of
its “creator,” Strong Bad himself (Figure 6.3).
As hugely popular as the phenomenon of independent webtoons has grown to be, it
remains curiously separate from the comparatively insular world of broadcast anima-
tion production. In many respects, the initial sense of individuality and informality that
allowed for such creative freedom has been retained, prominent practitioners more occu-
pying the world of online celebrity rather than industry notoriety. In this universe, the
type of viral success a major studio would dream of achieving is noticeably less earned by
the ingenuity of a piece of work than the established fan base of the online personalities
who have produced it. I myself had never truly appreciated this disparity until my first roll-
ing contract producing animation for web content developers Channel Flip in 2012–2013.
While it served as an especially gratifying gig with many creative freedoms, I was aware
throughout that I was disconnected somewhat from the other artists, many of whom had
their own YouTube channels and an established following. My comparative anonymity
gave me some free reign to take risks that might have had greater ramifications working
on a broadcast series at an animation studio. For others, however, the work produced was a
very visible extension of their online persona, and there were significant audience expecta-
tions to meet. At the reins of Channel Flip’s specially developed online channel was Jonti
Picking, contracted to produce consistent, rapid-fire animation content over the course of
Independent Animation 97
Figure 6.3
Assassin Babies—skit from the web series Wobble Box. (Courtesy of Jelly Penguin, ©2013.)
that year. With this, certain mainstays of the Weebl universe were brought over, notably
Weebl and Bob themselves.
“We’ve got a Weebl and Bob–only channel, so every single episode is now uploaded in
HD with better sound. I decided not to put them on the main channel because of the way
YouTube works—if you put something up that people aren’t expecting, don’t necessarily
like, or aren’t aware of its context, then it’s going to affect everything else.”
The demand for regular original material with new characters in this environment was
high, with numerous interwoven series boasting their own independent, ensemble casts.
Amongst these was Wobble Box, an animated skit show where each episode required an
assortment of one-time characters, premises, and styles created from scratch.
“We generally have a writers’ meeting round our house, with everyone at the table
bouncing ideas around. If we think there’s something to an idea, we’ll do maybe a rough
block of what would happen in the sketch and then assign writers. If I need to fill time,
then I will simply draw the first things that come to mind and ask myself what would
happen.”
From these intense sessions come occasional instances of ideas and characters with
enough of a hook to recur in multiple episodes. The potential appeal of a concept beyond
its first outing is a major consideration for all of Jonti’s work. Sometimes, an idea intended
as a one-off or throwaway gag organically evolves into the basis for an entire series in its
own right. The opposite, inevitably, has also been known to happen.
“There’s stuff we’ve written as a series from the off which has just not picked up. We did
a short called Zombie Street that we thought would be popular; it wasn’t until it was finally
animated that we realized it probably wasn’t going to work. Then there are one-off ideas
like Rescue Whale and Bad Advice where the audience response was ‘This’d be a great
series!’ The ideal thing about YouTube is that you receive brilliant feedback straightaway;
we learn what people like so we can do things without giving up the ideals we have. Instant
98 6. Going Webisodic
feedback has always been there on the Internet; when you can read comments straight-
away, you just go with it—if people are liking it, then do more; if they don’t, then don’t be
afraid to just dump it and move onto the next thing.”
So of this feedback, what are the main recurring wants and needs of an online audience
that have been picked up on? After so many years of evaluation, Jonti has some idea.
“The songs are generally popular. A few people have a bit of a bee in their bonnet about
the more puerile jokes, but they’ve always been there and always will. They actually seem
to be more popular; they get shared a lot more because people want the world to think
they’re above something, while secretly, they’re chuckling away. These days, people have
quite a short attention span when it comes to online videos. You shouldn’t spend too long
developing a character; you have to hit it straightaway and start moving the plot along
quite rapidly. If you’re doing something that is slow, then maybe you can get away with it
if it’s beautiful, but that’s a big risk, I would say. It’s nice to do something along those lines
occasionally, but mainly, it’s all rapid-fire.
“The Internet’s always been quite segmented in a way, so specific websites that you deal
with will have their own preferences. The original ethos was ‘Bad equals Good,’ which
kind of worked back then; it was punk; it didn’t matter what it looked like as long as you
had the core idea. I think this was carried across on Newgrounds to a certain extent, but
their idea was to push yourself and become better, which is why you have people like
Harry Partridge* and Egoraptor,† who really started pushing what Flash could do, more
in the direction of traditional animation in many ways.
“Then there’s YouTube, who like catchphrases and memes. There’s still an appreciative
audience there, but the main audience who are the driving force tend to just like the things
they already know reinforced. There’s a ‘tipping point,’ as Malcolm Gladwell put it. In televi-
sion, there are rewrites; they like to hone ideas, and there’s time to do it, for the most part.
Their budgets have dropped quite extensively, but they still have a mind for production
values. With online content, there’s an attitude of wanting the same values, except the
money’s terrible and you have to upload something new three times a week!”
Amongst the core team who make up Weebl’s Stuff is Jonti’s spouse, Sarah Darling,
who became heavily involved in producing content during a commission for the iconic
children’s series Sesame Street. Sarah’s natural inclination toward writing for younger
audiences led to her commandeering some of the website’s more innocuous fare such as
Cat Face, a series whose titular protagonist floats through the air due to his inflated head
(Figure 6.4). Though tinged with occasional innuendo, this series is largely stripped of
content that would limit its audience. Directing these energies into an outlet more focused
on child-friendly content, the pair developed the online channel JellyBug in 2014. The
channel, for which Sarah is head writer, serves to accommodate the increasing demand
for quality children’s entertainment through such staples as catchy music, repetition, and
bright, simplistic visuals, occasionally remaking existing family-friendly Weebl’s Stuff
videos such as Badgers with a more distinctly children’s aesthetic (Figure 6.5).
“We’ve got two young kids now, and when we sit them with a tablet and YouTube,
they just swipe away. It’s good that they’re using computers, and there is a lot of stuff on
YouTube that’s well made but mostly stuff that isn’t. If you’re out with your family and
* http://happyharry.newgrounds.com/
† http://egoraptor.newgrounds.com/
Independent Animation 99
Figure 6.4
Cat Face (Dir. Sarah Darling). (Courtesy of Weebl’s Stuff, ©2007.)
your kids start screaming while you’re trying to have a nice chat, now we can show them
something safe on their tablets and have a little break. But we were sick of them watching
really shoddily animated stuff, some with millions of hits that were really poorly sung,
looked atrocious, and were of zero educational value. So we thought we’d make something
better, some great kids’ stuff in our own little style. Around that time, YouTube really
started pushing that side of things as well; there are some interesting things happening on
that front. It’s something we’re really passionate about; I really want good kids’ animation
to be out there for people to watch.”
More recent examples of virality translating into mainstream success largely take
advantage of the new relationship that has developed between creators and audiences.
When an established fan base reaches the millions, it is more than just opportunities for
merchandising that become valid; a supportive viewership can nowadays further the ani-
mation itself. Web series such as Simon Tofield’s Simon’s Cat and Natasha Allegri’s Bee
and Puppycat have been able to successfully crowdfund (a phenomenon we shall explore
more in Chapter 9) proposed projects more ambitious than their standard output, audience
enthusiasm for both exceeding their proposed goals by hundreds of thousands of dollars.
Nowadays, the influx of original, auteur web series and one-offs is so voluminous that to
stand out and achieve a significant viewership is especially challenging. As always, there are
key components that will serve as a leg-up, such as quotability, anarchic/surreal humor, and
effective use of music, but it’s all too easy to miss the mark; for every bright-burning flame
such as Jason Steele’s Charlie the Unicorn, there will be hundreds, if not thousands, of forget-
table imitators who do little more than replicate these traits on an entirely superficial level.
Breaking this mold somewhat is British animator and cartoonist Ant Blades, whose
work has proved that today’s broader web audience can be as impressed and bowled
over by technical skill as by comedic hooks. Having worked as an animation freelancer
at Tandem and Prism Entertainment, Ant eventually found himself disheartened with
“the hard graft of other people’s animation,”* gravitating more toward the world of online
design. Working for Google as part of YouTube’s creative team, Ant found that his enthu-
siasm for animation began to rekindle over the years (Figure 6.6).
“It was fairly limited in terms of what I could do creatively, so there was an itch to do stuff
on the side. Being very aware of YouTube, I knew of the stuff that was out there and thought
it would be quite nice to have some really short but nicely animated stuff, to put it out there.
After I had put about four of those out, then people started getting in contact and saying
they wanted me to do some work for them. That was always the plan, though I never quite
thought it would come off. Then work started coming in, so that was the point to jump and
then go for it. It’s weird though; as soon as what you enjoy becomes your job, suddenly it’s not
quite the same anymore. Now it suddenly seems like work, but it’s work I want to be doing.”
An early motivator for Ant’s work came via a local comedy festival that would show-
case short films and up-and-coming comedians. Setting himself a monthly deadline tied
in with each festival event spurred him on to create new, short-form work that was not
unreasonably labor intensive or demanding on his time.
“I’d be amazed that students would be making a film for a year or two that was a 5- or
10-minute masterpiece. It just seemed such a commitment. So I quite liked that I was only
trying to get these quick-as-possible ideas, and because that was successful, I’ve tried to
Figure 6.7
Chop Chop character animation in Flash. (Courtesy of Ant Blades/Birdbox Studio, ©2012.)
deadline, so even if something wasn’t working, to have to push through the barrier of
thinking what I had was awful until something eventually emerged. Translating that to
shorts worked quite well. Going off and spending an hour or so without getting any good
ideas didn’t dishearten me, because I knew that was part of the process, that if I just kept
pushing, eventually, something would turn up that would be worth doing. I used to put
aside a morning just to sit down and, even at the end of the morning, not have anything at
the end of it, but it definitely helped with the process of hammering out bad ideas.”
The earlier shorts made their way online via the BBC, who at the time were after origi-
nal comedic content for their website. Accompanying similarly short and punchy com-
missioned vignettes created to raise awareness for World Mental Health Day in 2010, the
first handful of Ant’s shorts premiered on the network’s official channel exclusively, an
arrangement that worked well in terms of initial visibility. From 2012 onward, new con-
tent was put out independently through Birdbox’s own channel to better serve the studio’s
interests. “For what I was getting back, I thought I’d rather have this bank of my own
shorts on my own channel rather than selling them off. Even though you only get pennies
back from YouTube, it made more sense as a brand to have them all together.”
Relying less on repetition, music, or asset-based design, Ant’s shorts have more of an
archetypal focus on silent comedy, with an assortment of visual gags leading up to a main
payoff. The only concession made to the first handful of shorts is retaining a rough, digital
line-test style, presenting the films without cleaned-up line work and sometimes without
color. Rather than devalue the work, this “sketchy” quality of Guard, Duel, Blues, and
Ice Creams (the most popular of the four, in which a hapless father is left disastrously in
charge of his children for mere seconds) allows the fluidity of movement, timing, and
sound design to speak for themselves. As each of the films plays out in one continuous
shot against a single background, special attention is paid to the character animation
itself (which, by and large, makes use of the entire layout of the shot) so that the viewer is
visually engaged throughout. This approach rules out the idea of mass-produced, weekly
content, though producing several films over the course of the year provides the dual
benefits of a maintained viewership and higher-quality ideas. As a result, the films play as
stand-alone works of art whose presentation happens to be well served online.
“I tend to have around 10 personal works on the side at any point. I’ll have an idea
and quickly sketch it out in Flash, which is a very easy way to sketch out an animatic of
the idea. I normally have other work on, so I will spend the first morning working on it,
show it to other people, and leave it for a month. I always know that if people are after
something, I will have a few things to one side that can be used.” Although over time,
this style has veered in numerous directions, from Ant’s perspective, this hasn’t had
any aversive effect on the audience. With public feedback on most of the work largely
visible, it’s clear that the substance of the content itself is what has kept his viewers on
board. “I think Wildebeest could have worked in a different style. As you’re coming up
with an idea, you sense certain styles will lend themselves to it better. With Wildebeest,
it definitely helped to have that look where it felt like wildlife documentary, something
a bit more realistic. It also helped because there was minimal movement in it anyway, so
it was quite nice to make something that looked a bit more plush, a bit more colorful. It
might have been a bit boring if it had just been a line drawing because so little is going
on” (Figure 6.10).
Regardless of these shifts in visual style (it is worth noting, despite all of the afore-
mentioned, that the most successful of Ant’s work in terms of viewers alone is the more
traditionally webtoon-designed, asset-dependent Wildebeest), each short carries with
it equivalent economic concessions that accentuate the artistry of the animation; more
often than not, Ant’s shorts have been approached with speed in mind, and as such, the
production carries with it an acute awareness of its circumstances.
Dinner, for example, uses simple digital painting in lieu of sketched line work. Carrying
on the tradition of the original Sketchy quartet is 2012’s Chop Chop, where a gallant knight
crashes an execution too late to rescue an already beheaded maiden. Of all Ant’s work, it
is this film in particular that required the most fine-tuning.
“Certain films were labor-intensive just because I was messing around with them for so
long. Chop Chop could have been done months before, but I was just fiddling around with
it for ages, with no real point at all. The original idea, I came up with 4 years before finally
finishing it, and looking back at it, the first pass almost worked as well or better than the
others. Having no deadline just makes it so much worse; you just keep messing around
with stuff forever. I’m sure as I try and make them a bit more polished, they’re gonna
stretch out a bit more, and more time will go into them.”
Setting Ant’s work further apart from standard online fare is his altogether more tra-
ditional approach to the production itself, which is a major contributor to timing and
choreography. “As the animatic is kicked off, I definitely am aware of the kind of rhythm
that the films will need to be, so you can see as it’s starting, Okay, this is kind of building
up to something, so we need to pick up the pace. Then you can start to feel that there’s some
kind of rhythm to it. You’ll get that in most of them, or you play with the rhythm, and as
you feel it’s going somewhere, then you just cut it short and end it. When it comes to Chop
gonna share it with my mates. It does pile on a lot of pressure, because the longer I wait
until the next one comes out, the more it feels like it has to do well. Obviously, it is bet-
ter if you want to build an audience to do one or two a month—even one every couple
of months is enough to keep an audience aware of what you’re producing and make sure
they keep coming back. It can be a bit more forgiving, because it doesn’t matter if you
haven’t produced anything particularly great as long as you have another one coming
along. So if you haven’t made something new in over a year, your next film really needs
to have something especially funny or quirky about it that’s going to make people want
to send it round.”
Although Ant himself confesses a tendency to hammer out ideas for years without ever
seeing them cross the finish line, the number of his successfully completed undertakings
affords him some perspective on when and, more crucially, when not to persevere.
“If I was talking to myself, I’d say not to get hung up on one idea too much and, if it’s
not working quite as you want, move on to the next one. I think it is quite easy to think
you’ve come up with some genius idea and then get stuck on it for so long because you
can’t quite get it to work, when you might find that three ideas down the line is one that
works a lot better—if only you could actually get there!
“Also, if you are kind of trying to come up with ideas, do a vague sketch of what you think
will happen. It doesn’t need to be sketched, but as soon as you’re doing the animatic, just try
and get as much of it done in the first pass. It’s quite easy to do half an idea and think, This
could be good, and think you’ll come back to it, but then by the time you do, you’ve lost your
energy for it. If you’ve got that first spark, you have to make use of it while you’re interested
and excited about it—try and get it as finished as soon as possible, in terms of an idea.”
What we learn from Ant Blades’ success is that Internet audiences are a very different
beast than they were at the dawn of the online animation revolution. As with every major
cultural shift, it usually takes one practitioner to make the first move so that others may
follow. From Ant’s perspective, in his preceding years working with Google and YouTube,
there is one pioneer in particular he cites as being especially influential.
Simon Tofield, whose formative animation influences were such Saturday morning fare
as Transformers coupled with the more artistically valuable (one might argue) work of Bill
Watterson and Gary Larson, set himself the personal task of getting to grips with Flash by
creating a short animated skit inspired by the behaviors of his cat Hugh. Fast-forward to
2012, 4 years after the short was originally uploaded to YouTube, and Tofield is regarded
as the creator of one of the most recognizable characters of modern animation, producing
new work through Disney with an audience in the tens of millions. Since then, his popu-
larity has stayed consistent, but how did one short have such a monumental cultural effect
to begin with?
There are many qualities of Simon’s Cat, now a long-running series, that are worth dis-
secting in determining its public response. Luck and circumstance will always be a factor
in anything that goes viral, certainly, but in this instance, the sheer volume of enthusiasm
and fundamental staying power of the premise stands out as exceptional. This is owed in
no small part to its sense of visual comedy and the fact that audiences from all walks of
life—even those who don’t own cats—can engage with it. Certain varieties of humor will
always be universal, and as with much of Ant Blades’ work, the absence of dialogue is
another major win as far as international appeal is concerned (Figure 6.13).
Subscribing more to the storytelling approach outlined in Chapter 3, Simon’s process
generally begins with writing a “visual script”* in the form of a rudimentary storyboard.
With the animation itself being especially sophisticated, the economics at play are largely
regarding postproduction. This is best exemplified by the disparity between most stan-
dard episodes of Simon’s Cat and the crowdfunded, full-color, and significantly longer
outing Off to the Vet (again, to be explored further in Chapter 9).
To wrap up on this subject, the somewhat manic glut of arbitrarily rewarded web ani-
mation has definitely subsided two decades on, or at the very least, the arbitrary rewards
are being designated elsewhere, to online “personalities” and the worlds of commentary,
gaming, and other such easy-to-produce ephemera. The advantage of this is that anima-
tion is no longer a novelty on the Internet but as respected a medium as any other form of
filmmaking. So is the era of the animated web series behind us? As we once knew it, very
possibly, but in its place, more doors are open for creatives to use the web for collaboration
and to keep one another inspired.
* http://www.skwigly.co.uk/simon-tofield/
Making animation with Yellow Sticky Notes (Dir. Jeff Chiba Steams).
(Courtesy of Jeff Chiba Steams.)
Just as with live action, some animation filmmakers can find themselves more at ease
with the world of nonfiction. Of course, dealing with real-life as the subject of a film isn’t
some hidden cheat to sidestep the labor of coming up with an original work of fiction; it
111
carries with it its own set of disciplines, some even trickier to master. Crafting a structure
that an audience acclimated to the pacing of television and cinema can appreciate—be it
drama, comedy, or anything in between—requires a great deal of forethought and atten-
tion to detail at all stages of production. The story a documentary filmmaker might hope
to tell at the outset can turn out to be wildly disparate from the final product. Henry Joost
and Ariel Schulman’s Catfish, for example, begins as a fairly unremarkable study of a
child prodigy, one that only becomes compelling when it takes a bizarre turn and winds
up an alarming portrait of psychological delusion and deception over social media. Seth
Gordon’s The King of Kong: A Fistful of Quarters starts off as a fluffy look back at retro
video gaming, escalating into a surprisingly emotional underdog story with an antago-
nist almost too joyfully idiosyncratic to be believable in fiction. Joe Berlinger and Bruce
Sinofsky’s famous Paradise Lost trilogy is a series of films spanning 15 years, beginning
with a chilling case of a group of allegedly homicidal teenagers, which unravels as a jaw-
dropping dissection of how manipulatable and presumptuous society (including, by the
third film, us as the audience itself) can be, with little provocation.
While all of the aforementioned are examples of live-action documentaries, the verac-
ity of all questionable in varying measure (there is, naturally, some artistic license taken
in the construct of a nonfiction “story”), the same major principles should apply to any
filmmaker who appreciates the potential a documentary film can hold, regardless of the
medium he/she chooses to make it in.
So, given that it can hardly be considered a labor-saving device, what are the main
advantages of choosing animation over live-action? Largely, it depends on the subject mat-
ter, tone, and artistic direction best suited to the director. Animation, whether used exclu-
sively or in conjunction with live action, can be an ideal way in which a director might
experiment with visual concepts in a freer, less-linear fashion.
A film dependent on talking heads can be made visually rich or even have its mean-
ing subverted, as with Wallace & Gromit creator Nick Park’s groundbreaking and often-
imitated 1989 Aardman film Creature Comforts, in which the accounts of British citizens
alongside recent immigrants acclimating to life in the United Kingdom are ingeniously
recontextualized as those of animals evaluating their quality of life in a zoo. Creature
Comforts carried on the tradition of Aardman’s prior short films that were largely based
on recordings of the general public set to animation. While earlier shorts such as Down
and Out (1977), Confessions of a Foyer Girl (1978), and Late Edition (1983) relied on eaves-
dropping, feasibility issues forced Nick to deviate from his original plan of doing likewise.
“I went around Bristol zoo with a hidden microphone,” Nick describes, speaking to
Skwigly in 2014, “the idea being to try and record what people said about the animals but
reverse it, so in the animation, the animals were saying these things about people—‘Look
at that strange-looking thing; what’s he doing?’ But the recording situation was never
that good or easy, and the zoo didn’t really want me to record there either! Afterwards, I
thought, Why not just go up to people? We had done some vox pops as a test—approaching
people outside the zoo and asking for their thoughts about zoos and animals in cages. It
was good, but people all said the same thing, that it was nice to see the animals, but a pity
they were locked up.
“So myself and an interviewer went to people in their houses, small flats, old people’s
homes, and foreign students to get a view on what it’s like living in the UK, things that had
parallels to animals being dissatisfied with their environment. And I happened to find this
Oral Histories
The influence of Aardman’s early work has spread far and wide, as demonstrated by the
impact on brothers Mike and Tim Rauch, who were living in Ann Arbor, Michigan, when
they were introduced to these early shorts via magazine-order VHS anthologies. As Tim
recollects, “We wore that tape out. The first two pieces on it were Going Equipped and
Creature Comforts. Everybody loves Creature Comforts, it’s wonderful and hilarious, but
we also really responded to Going Equipped. It’s just this little stop-motion puppet in a
room by himself, talking about his life of crime, and yet it was completely riveting. That
you could do something like that with animation just blew my mind as a kid, and I really
wanted to do that ever since—certainly to do a documentary but also just to tell stories
that are more about the drama of regular life.”
Far removed from the brothers’ general impressions of what animation was all about
(impressions forged mainly by “Animaniacs and Disney movies”), seeing it used as a valid
storytelling tool beyond children’s fiction, fairytales, and slapstick comedy was a joint
revelation to Mike and Tim. The brothers had a long history of working alongside one
* http://www.skwigly.co.uk/nick-park-peter-lord/
Figure 7.1
Mike and Tim Rauch outside of their “Brooklyn studio” (Tim’s Bed-Stuy apartment). (Courtesy
of Adam Smith.)
Unique to Miss Devine is it being primarily a humorous short. While many of the other
films incorporate humor to varying degrees, they are frequently counterbalanced with
emotionally charged, heavy-going, and sometimes dark subject matter. It served as wel-
come respite to make a film that was entertaining mainly for its comedic value, with a
strong central character.
“I think that was another thing that really made that story work,” Mike concurs. “The
strongest shorts always had a very interesting, unique character at the heart of the story.
That was an essential ingredient we looked for when considering which stories would
work well in animation. And after several years, one reason we felt it might be the right
time to move on to a new project was that StoryCorps’ creative preferences eventually
seemed to run in a different direction from the kind of character animation we hoped to
pursue.”
As more films were made, a disparity between Rauch Bros.’ and StoryCorps’ ideal
approaches to the animated segments would gradually make itself known (to be elabo-
rated on in Chapter 9). During this period, a number of other powerful shorts would be
made, including a series of three films specifically referring to the events of 9/11. To Tim,
taking on such demanding subject matter was, to an extent, an important creative and
emotional exercise.
“Most of these tended to be pretty heavy. John and Joe is about a firefighter and a cop
who both died on 9/11, and their father, a former firefighter, is telling the story. Again, Bill
Wray did some really evocative work with the background designs that I think that came
off really well.
“As New Yorkers, it meant a lot to us to be able to do those stories and get to know more
about that event and the people who lived through it. So it was a great experience in a lot
Anecdotal Value
A traditional hand-drawn animator based in Minnesota, Tom Schroeder’s various films
have been screened at major festivals including Sundance, Annecy, Edinburgh, and
Ottawa. Although he has been active since 1990, it was the 2000 documentary tale Bike
Ride, his fourth self-directed film, that served as his first significant step into the waters
of animated nonfiction. The film is a 7-minute tragicomic recollection of James, a man
who travels 50 miles by bike to see his girlfriend, only to have to return home after get-
ting dumped immediately, with an improvised drum track from musician Dave King
(of The Bad Plus and Happy Apple) “reacting” to the events of the narration. It was
from this soundtrack that Tom took an adventurous, creative cue in his approach to the
animation.
“When you’re animating off of an audio track, the first step is to chart out the sound
frame by frame on an exposure sheet (Figure 7.3). When I’m drawing, I’ll have the structure
of both the story and the drum performance to use as a guide. My original idea with Bike
Ride was to have Dave King record his drums to the story, to animate to both tracks and
then pull out the voice in the final audio mix, so that you just had the visuals and the
drums with the story hopefully implied. When I tried that, it was clear the film didn’t
work as well. The quality of (narrator) James Peterson’s personality and the conversational
tone of the film were lost. I think a lot of the appeal of the film is that people can identify
with the situation very readily and find something appealing in James’ self-deprecation.
Figure 7.4
Still from Bike Race (Dir. Tom Schroeder). (Courtesy of Tom Schroeder, ©2010.)
Figure 7.5
Still from Marcel, King of Tervuren (Dir. Tom Schroeder). (Courtesy of Tom Schroeder, ©2012.)
Figure 7.6
Still from Marcel, King of Tervuren (Dir. Tom Schroeder). (Courtesy of Tom Schroeder, ©2012.)
Introspection
Of Tom’s work, it’s Marcel, King of Tervuren that most represents a perfect marriage of
animation and storytelling, though the strengths of all his work are in the stories being
told themselves being relatable for the audience. Themes of love, loss, victory, humiliation,
redemption, and revenge are all staples of highly effective narratives, whether fictional or
otherwise. How effective, then, can venturing into comparatively unknown territories be?
Harvard animation professor Ruth Lingford’s path into animation is a particularly
atypical one, stepping away from a career as an occupational therapist to pursue the arts
and eventually studying at the Royal College of Art. Having gone on to work with the
National Film and Television School (NFTS), Animate Projects, and Shynola among
others, her Harvard role as professor of the practice of animation came about following
a stint as visiting instructor in 2005. Her filmography frequently explores strong, per-
vasive, and sometimes sexual themes, notably the shorts What She Wants (1994), Death
and the Mother (1997), and Pleasures of War (1998), and upon receipt of a Harvard Film
Study Center fellowship, she set about applying these to an independent documentary
project.
“It’s important to me that when I tell people the germ of the idea, they react to it as
something they would like to see. Provoking curiosity in an audience is something I really
do value, so giving them something that they would be interested in is important.”
The result was 2011’s Little Deaths, which proved a strong talking point of the major
festivals it screened at. As with many affecting documentaries, the film tackles a subject
rarely discussed in casual conversation, in this case, the nature of orgasm as articulated by
an expansive cross-section of the public.
“I’d been working for some time on a documentary called Secrecy, directed by two of
my colleagues at Harvard, which was a film about government secrecy. The animation’s
role was to kind of be the unconscious of the film and to try and look at what secrecy
means to humans. A lot of that was images of Adam and Eve, the tree of knowledge, and
sex. I ended up doing a lot of animation that wasn’t used in the end, some of which I liked.
I was a bit embarrassed, having been at Harvard a few years and not having made a film of
my own, so I was thinking of ways to use this leftover footage to make a quick, 2-minute
film. I hit on the idea of taping interviews of people and asking them to describe orgasm,
thinking, Obviously, you can’t describe orgasm, so people will run out of words.”*
When dealing with a documentary that depends on a handful of outside contributors,
there are certain questions of handling and etiquette. One might assume that anything
pertaining to human sexuality might be automatically taboo and off-limits; In the case of
Little Deaths, however, this turned out not to be the case (Figure 7.7):
“My plan was to edit together the moments where people ran out of words, accompa-
nied by vague sexual images, and that would be the film—but when I started doing the
interviews, I found that nobody ran out of words at all. I live in Cambridge, Massachusetts,
which is the home of Harvard, the Massachusetts Institute of Technology (MIT), and a
lot of very clever and articulate people, so that may be why—but I found people were
really wanting to talk about it. People would say, ‘I’ve never put this into words before,’
then make a big attempt to do so, getting really interested in what their own experience
was, and of course, I got quite interested in the differences and the similarities between
people. So then it became a quite different project, and the animation had to start from
scratch.”
This serves as an important reminder to documentarians that you should not be dis-
suaded before you have even tried. Our internal self doubts—or perhaps even the voiced
doubts of our peers and immediate social circle—may not necessarily line up with the
realities of the matter. Indeed, in this case, the documentary highlights how society’s
mores quell discussion of a subject about which many people have a lot to say.
Self-Reflection
While other people’s stories may be compelling and offer you as a filmmaker a variety of
new perspectives to work with, this should not rule out the option of turning to one’s own
firsthand experiences for inspiration. As we saw in Chapter 4, Melissa Johnson’s Salon.com
memoir “The Tallest Woman in the Room Tells All” proved tremendously engaging and
popular when adapted to the animated film Love in the Time of March Madness (Figure
7.8). Though the visual execution predominantly fell to codirector Robertino Zambrano,
which of course allowed for a fresh twist on the film’s aesthetic, Melissa’s own involvement
with the film version of her story was also integral to its success. Though she was not previ-
ously versed in animation production, her established talent as a live-action documentary
filmmaker had a considerable part to play when turning the focus on herself.
“I think when you’ve made films about other people, when you tell a story about your-
self, you must operate on two levels. One: go deep into yourself and your experience. Two:
You have to take a step back and say objectively as a storyteller, If I was making this about
someone else, what does the story need? Let me get some distance here and figure out from
a story arc and character development from the perspective of someone who does not know
me at all (i.e., the majority of people seeing this)—does this make sense? Is it compelling?
What else does the subject—in other words, me—need to reveal here? So, absolutely, my
background in documentary storytelling was a huge asset. It’s just helpful at times to for-
get that the story is about me, so as to make it a better film.”
As Love in the Time of March Madness proves, putting forward our own nonfictional
stories and observations as fodder for animation can yield tremendously appealing results,
especially when combined with visual invention and self-effacement. Another such exam-
ple is Latvian animator Signe Baumane’s Teat Beat of Sex, a series of semifictionalized
personal recollections that stem from the artist’s firsthand experience and an array of
viewpoints on the subject (Figure 7.9). As with Ruth Lingford’s Little Deaths (to which
Signe also contributed as an interview subject), the films are uncompromising yet refresh-
ingly candid, oftentimes dealing with somewhat taboo areas that can serve as discussion
points.
The series has perhaps the broadest appeal amongst Signe’s other short film work,
though they very easily could have not come to be at all, as the director recalls:
“Teat Beat of Sex came to life by accident. A few years ago, there were these websites that
were looking for content, and one of the sites contacted me and said, ‘We really love your
work; would you come over and pitch us your ideas?’
“So I gathered all my ideas that I had and brought everything to the meeting. There was
this big table in the middle of the room, with three men in suits and jackets sitting around
the table. I wanted to make small talk, but when I’m nervous, I always have to talk about
sex, for some reason.”
With a gift for ribald anecdotal storytelling, Signe’s small talk ultimately became the
pitch itself—a series of films in which she would present her personal perspectives on sex
through a series of recorded monologs set to animation.
“I was so excited, because this project was a combination of three of my favorite things—
animation, ranting, and sex. So when I started to work on the film, I was so excited until
I thought, Wait, it’s a really original story, with original character designs; I wonder how
much they’re gonna pay me. So I called them up and asked how much. They were offering
$1000 for each episode along with all the rights.”
Her enthusiasm soured by that caveat, she proceeded with Teat Beat of Sex on her own
should a better offer come along. During the production of the second of these micro-
shorts, she was approached by Pierre Poire Productions, an Italian production team look-
ing for a new project dealing with love, sex, and bridging misunderstandings between
genders. This fit in perfectly with the spirit of Teat Beat of Sex, and the partnership would
eventually yield a full series of 15 uncompromising and “explicitly educational” shorts.
Figure 7.10
Still from Teat Beat of Sex—”Juice” (Dir. Signe Baumane). (Courtesy of Signe Baumane/Pierre
Poire, ©2009.)
Sticking Points
Independent Canadian animator and documentarian Jeff Chiba Stearns trained in ani-
mation at the Emily Carr University of Art and Design in Vancouver, graduating in 2001
and immediately embarking on a career in animation filmmaking and teaching. Governed
by a fastidious need to plan and make lists, he found himself at the mercy of a barrage of
yellow sticky notes covering every available surface of his office by the mid-2000s.
“As an animator, I definitely admit to being a little OCD; I don’t think you can be an
animator and draw thousands of drawings if you’re not a little. I need my life organized,
but I still live in a sense of chaos, so my life is organized by sticky notes and to-do lists that
are scattered haphazardly around my office. I think I was going through a bit of a crisis
because I had just finished a film and was broke. I needed to find work; there wasn’t a lot
of animation work out there, so I became a teacher. All of this was being written down on
sticky notes, to the point where I was feeling really overwhelmed with the fact that these
to-do lists were running my life, and as fast as I was writing stuff down, I couldn’t accom-
plish all the stuff on these lists in time.
“I realized that when I self-reflected on the last 9 years of my life to the point where I
decided I wanted to pursue animation, some major world events had an impact on those
decisions. I had just graduated and was looking for work when 9/11 happened. That’s when
the entire animation industry in Vancouver kind of crumbled again—Disney left town, a
lot of the studios were closing, senior animators couldn’t find work—and so for a recent
graduate, it was the worst time to be in the job market. So I started to look back on that,
starting to sense this connection, and I figured I’d take revenge on these sticky notes,
make a film on self-reflection based on these to-do lists.”
Without a deadline, funding, or a budget of any description, Jeff embraced the organic
nature of the process. The film, titled Yellow Sticky Notes, progressed in fits and starts, the
sporadic nature of his process entirely down to whether or not he felt the impulse to work
on it on any given day. Jeff coined the term “animation meditation,” and the making of the
film became a therapeutic, self-reflective exercise where ideas could flow freely from his
subconscious. This was largely enabled by his production approach, which called for little
more than the sticky notes themselves (Figure 7.11).
“It was all straight-ahead animation, without even a backlight. I don’t in-between; in
fact, I don’t know if I have the patience for it. I like the idea that I can draw from one
drawing to the next, and the next, and the next; I think if you can do that right, you can
capture some really nice animated motion. I was teaching animation at the same time, so
it was a good way for me to get back into just drawing, pen-on-paper, and with sticky notes
themselves being very portable, I could take them wherever I needed to, including hotel
rooms and aeroplanes.
“It took me about 9 months to do all the drawing. When I finished the film, all I had
were these sticky notes stacked about the place; I just arranged them from the earliest
date to the latest date, put them in little sections, spread them across the room, and said,
‘I guess I’m done!’ Then I just sat myself in a dark room with a camera stand and shot it
all. The editing took a few days because it was already kind of in the right sequence; I just
pulled drawings out here and there to make it succinct.”
After he tested a rough cut of the film with an audience of students at a Taiwanese ani-
mation festival, the positive reception inspired Jeff to move past his doubts about the film
and package it properly for festivals.
“I kept saying it was either going to be the greatest thing I ever made or the worst;
there was no middle ground; it would either tank or take off. It ended up winning for best
animation at an Asian festival in Toronto, and the guy who ran What Media saw it and
called me personally to say it was brilliant! That’s when it started to catch on, then when
it hit Tribeca, it just took off; YouTube saw it, and from there, it screened everywhere, won
People’s Choice at Clermont-Ferrand, racked up all these awards, so luckily, it became that
film that resonated with people.”
Jeff having been on the festival circuit since 2000, many years of networking with like-
minded independents served to provide him with a pool of talent to reach out to for assis-
tance. Bringing on board six established animators—Jonathan Ng, Louise Johnson, Todd
Ramsay, Ben Meinhardt, Kunal Sen, and Sean Sherwin—who were willing to give their
time to the project, Jeff assigned each a segment of the film to animate based on his famil-
iarity with their respective bodies of work.
“As a lot of the interviews are historical or are telling a certain story, I had an animator
at the back of my head for each; for example, Louise Johnson is really good at doing paint
on glass, so for a historical story of Japanese internment one fellow was talking about, I
could see it coming alive with that technique. I let everybody animate in their own style,
which I think allowed me a chance to work in my own style too, so I could work with
chalkboards and different hand-drawn or stop-motion elements. It became what I call a
‘candy shop of animation,’ very eclectic in its animation approach.
“I didn’t give storyboards to the animators; I basically just gave them the chunk of the
dialog and asked them to animate it, so for them, they were able to do all the preproduc-
tion, design, animate in their own style, do all the drawing themselves, and do the post;
essentially, they were in charge, because I trusted them in their style and ability. Some
animators would keep in touch with roughs; they’d send storyboards, and we’d go back
Figure 7.13
Still from One Big Hapa Family (Dir. Jeff Chiba Stearns). (Courtesy of Jeff Chiba Stearns,
©2010.)
For anyone who has already dabbled in the often-laborious, anxiety-inducing process of
creating his/her own independent short, the concept of tackling a feature-length project in
the same way probably seems like madness. Surely, it’s too impossible to even contemplate?
133
If it takes you years to make something that lasts 5 minutes, anything above 40 (this being
the official point, categorically, where a short film becomes a feature) will leave you forever
friendless and riddled with every kind of thrombosis your veins can throw at you.*
Well, in some respects, sure. It’s farcical to entertain the idea that going about creating
an independent feature won’t carry with it some significant sacrifices to time, social life,
and (worst-case scenario) emotional and physical health. I hope I’m not overselling the
prospect here.
All that being said, while it is certainly a taxing and full-on commitment, today’s
resources have made it considerably more feasible and less intimidating than one might
initially think. But first of all, there are some realities worth chewing on.
The cold, hard, and most obvious consideration to take on board would be that your
indie feature will never look like a major studio production. It should go without say-
ing that the high-performing merchandise machines put out there by the likes of Disney,
Pixar, and DreamWorks are not going to remotely resemble what you come up with on
your lonesome. That needn’t be a bad thing, as fortunately, we’ve learned from several
major films that, when it comes to features, strength of story and idea can conquer all.
Adam Elliot’s Mary and Max, true to the established style of his earlier independent work,
is stop-motion of the purposefully nonslick variety, yet I defy anyone to claim that it is
neither moving nor hilarious. Ari Folman’s Waltz With Bashir, rendered in a distinctly
nonmainstream animation style by Yoni Goodman, is an undeniably gripping and haunt-
ing account of the Lebanon War that bowled over critics and audiences alike.
The same applies to those operating outside of a studio system altogether, where key-
stone crews and even solitary individuals have proved that the seemingly impossible can
be achieved with enough passion, dedication, and clear thinking. One such filmmaker is
Signe Baumane, who, after a respectable career as a director of shorts, made the transi-
tion to an indie feature. Over the course of 4 years, she successfully wrote, directed, and
animated the full-length film Rocks in my Pockets, largely from her chilly Manhattan loft
(Figure 8.1).
Following on from the success of her Teat Beat of Sex series brought up in the previous
chapter, for her first feature, Signe instead turned her attention toward an altogether more
heavy-going subject: hereditary mental illness, including, but not limited to, observations
of her own bloodline’s propensity toward depression, anxiety, and, on occasion, suicide.
Created ultimately as an exercise in learning to better understand and live with her own
suicidal thoughts, through her wit and intuition for visual interpretation, the end result is
funny and thoughtful and has been met with critical acclaim.
A main motivating factor for Signe to take on such a large-scale endeavor can be attrib-
uted to many years spent as a protégé of Bill Plympton once she moved from Latvia to
New York. Bill’s much-documented history as an artist and filmmaker stands out as being
one of the most prolific, with over 40 short films and 8 features produced independently
over the course of his 30-odd-year career. Once his work as a newspaper cartoonist and
* This happens, people. I once heard tell of an animator who nearly did himself in when he developed auxiliary
vein thrombosis in his shoulder after cramming in too much track reading in one go. So, if you’re planning
on an all-nighter or several, treat it like a long-haul flight and try to throw in the odd break.
illustrator evolved into a fondness for short-form animation, the rate of his initial output
was the first sign that his own independent feature was not out of the realm of possibility.
“I started making animated short films in 1985. I did a film called Boom Town; then I
did a film called Your Face (1987), which was a huge hit; it got an Oscar nomination and
made a lot of money, so I gave up illustration and started to make animated shorts. I did
a whole bunch of them: How to Kiss (1989), One of Those Days (1988), 25 Ways to Quit
Smoking (1989), and Plymptoons (1990). I put them all together on a videocassette—they
didn’t have DVDs back then—with some of my earlier shorts that I did in college, and I
realized that I had an hour’s worth of animation!
“It occurred to me that I’d almost made a feature film in the last 3 or 4 years without
even trying. Of course, it had always been my dream to work at Disney on some big feature
film, but then the thought occurred to me—I can make my own film; who needs Disney?
The films were making money, plus I was doing a few commercials, so I had the finances to
spend on a feature film. I did a storyboard with a friend of mine, Maureen McElheron; we
did the script together, she did the music, and I just started drawing. It took about a year
and a half to make the film.”
This hard work resulted in The Tune, a musical comedy released in 1992. Steeped in hal-
lucinatory visual motifs and incorporating elements from short films produced concur-
rently, it served as a crucial first long-form outing, one that wears its naïveté on its sleeve.
Figure 8.2
Still from Cheatin’ (Dir. Bill Plympton). (Courtesy of Plymptoons, ©2014.)
Figure 8.3
Sita Sings the Blues (Dir. Nina Paley) poster. (Courtesy of Nina Paley, ©2008.)
Harsh Realities
Realizing one’s own limitations is vitally important during such a huge undertaking as
an animated feature. In the case of Rocks in my Pockets, the success of the film depended
in many respects on the skills of others. For Signe Baumane, film has always been a col-
laborative enterprise (Figure 8.4):
“For a long time, people were asking me, ‘You make your own short films; why do you
need a sound designer when you can do sound yourself?’ Or ‘You work digitally; why do
you need a cameraman?’ The reason is because I like collaboration; I like when I get given
a hard time.”
Collaboration provides new perspectives, ways of working, and practical solutions that
would otherwise never be brought to the table. The Rocks in my Pockets crew consisted
of Signe’s friends, colleagues, and enthusiastic interns, whose specialist expertise proved
crucial to the final film’s overall watchability.
“We had the voiceover director, my boyfriend, Sturgis Warner, who directed the film’s
narration. He is also a theater director and, because he works with new playwrights, was
able to give me opinions and feedback on the script to get it in shape while I was writing it.
“Wendy Zhao was one of the first people who came on to work on the film. She started with
coloring, but she also composited and edited the film and did a lot of other things. Our color
designer was Rashida Nasir. As I didn’t have time for all of the micromanagement, I would
approve the colors, but Rashida would choose them. She had an interesting and very different
sense of color than myself, so it took a while for us to get on the same page, but I liked working
with her because I liked how she tried to sneak her color sense in with my own sensibilities.
Sometimes it worked, and sometimes it didn’t, but I liked that challenge, that other point of view.
“Then after that there’s a collaboration with a sound designer, Weston Fonger, followed
by one of the most amazing collaborations, with the film’s composer, Kristian Sensini.
He brought so much to the project that I, to this day, am thankful. I had told him to use
the spoken voiceover as a soprano in a music piece. Not only did he do that, treating the
voiceover as the main lead of a melody, but he also at times harmonized his instruments
with the voice! It was just mind-blowing.”
Sita Sings the Blues was, by contrast, a more solitary endeavor, Nina Paley eschewing
many of the established protocols of film production for gut instinct.
“It was absolutely not traditional filmmaking. There was no storyboard. I didn’t know how
to make a feature, and so I got books about screenwriting and asked people I knew who had
worked on features. They suggested I should write a treatment, which I tried, but I eventually
realized that it really just wasn’t good for the film, so I abandoned all of what I had written.”
Io
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Figure 8.4
Rocks in my Pockets script excerpt with notes on timing. (Courtesy of Signe Baumane.)
Instead, Nina built the film in increments, matching lyrically germane Annette Hanshaw
songs to sequences from The Ramayana as before, until she finally had 11 completely ani-
mated musical numbers to craft a film around. These vignettes all share the same relatively
simple digital cut out style, the characters constructed in segments attached by animatable
pivot points.
“I never pictured the whole thing at one time; I pictured little pieces of it at a time
and would execute what I saw. It starts with cycles—I really like Macromedia Flash, not
the most part, hugely limited, in some instances taking a backseat to the narration and
story. While this is mainly to serve the long running time and ensure the completion of
the project itself, the film remains charming and watchable throughout for several rea-
sons. Consistent with Signe’s approach to prior short films, the action is a mix of literal
interpretation of the stories being told intercut with abstract, metaphorical concepts to
help elucidate each character’s state of mind. Adding real depth to the action is the atypi-
cal approach to layout, for which the 2-D character animation is composited onto pho-
tographed (and occasionally animated, using stop-motion) physical sets sculpted out of
paper-mache (Figure 8.7). While this approach blesses the film with a unique visual per-
sonality all of its own, it represented one of the more intimidating aspects of production.
“The areas that I had no expertise in whatsoever, where I didn’t even know where to
start, were the most nerve-wracking. The first was the lighting of the sets—I can cre-
ate paper-mache sets, and I can draw, but the skill of lighting or the talent and knack to
understand it, I don’t have at all. As a camerawoman, I knew what looked good, and I
could make pretty decent pictures, but I couldn’t even begin to set up the lights. So Sturgis,
because he had a better sense of lighting, was able to help me to light the set. Otherwise, I
don’t know how that would have happened.
“The other part was creating the voiceover, which was very intimidating. I did Teat Beat
of Sex with my voice, so you would think, Oh, just go ahead and read it, right? But Rocks in
my Pockets is a 90-minute narrative, it has to have an arc and consistency and drive because
people have to stay with you for that length of time (Figure 8.8). So again, I asked Sturgis to
direct the voice. We worked on it for 7 weeks, 5 hours a day, and then we read it in front of a
small audience of 30 people. It was really nerve-wracking. I never ordinarily have stage fright,
but I had stage fright for a week before the presentation, which lasted until it was over. I was
so nervous, almost to a point where I felt that I would faint, because I am not an actress. After
all, you can’t cram in 7 weeks and think you’ll be as good as Meryl Streep; that’s ridiculous.”
Aside from working through hurdles of production that seem daunting, the realistic
completion of a long-form independent feature hinges on a particular level of dedication
one may not be prepared for. In the case of Sita Sings the Blues, Nina’s symbolic commitment
to the film gave her a vital psychological push to stick with it, with unanticipated benefits.
“It took 3 years of work spread over 5 years of time, starting in 2003. So when I worked
on it in earnest, it took a little under 3 years, but I had already made the first short and the
character designs and things like that. I learned a very important lesson by committing
to Sita Sings the Blues: I bought a ring, I ‘married’ the film, and I just decided, for richer
or poorer, that the film would be my priority. I wasn’t going to worry about money so
much—I had enough savings at the time from freelancing to last me about 8 months—but
what happened from making that commitment was I no longer took low-paying jobs that
took a lot of time. It emboldened me to charge more money when those jobs came in. If
somebody said ‘no deal,’ that was fine, I would use the time to make my movie, and the
result of that was I got some really great high-paid gigs! By having that attitude, that was
the first time in my life I got really good gigs; I was kind of amazed by that.”
As someone who has worked on features since before the digital revolution, Bill
Plympton’s perspective on just how much more achievable such projects are today holds
particular weight (Figure 8.9).
Figure 8.9
Bill Plympton animates “Thug” from Cheatin’. (Courtesy of Plymptoons, ©2013.)
Figure 8.11
Rocks in my Pockets thumbnail boards to final stills comparison. (Courtesy of Signe Baumane,
©2014.)
good thing, so I learned early on that yes, sharing the work while it’s in progress is a really
good thing in terms of building interest for it.
“I like to share things as I finish them. Occasionally, I’ll seek feedback for a particular
design, and I’ll just post it on my blog or on Facebook or Google+ and ask people what they
think of something. I don’t want feedback on everything, and the great thing about using
the Internet is I can only ask for feedback on specific things. Of course, what this means is
that people will be offering me unsolicited feedback, but I’ve gotten better at ignoring infor-
mation that’s of no use to me while gleaning information that is useful to me. It’s great hav-
ing a bunch of people that are following my work as fans, and when I want feedback, I can
get it; it’s a luxury. Otherwise, it’s like I’m totally in isolation, in a vacuum, because I work
all by myself. If I worked in a studio, I would have studio colleagues to show it to; I’d be
part of a team; and even if it was a secret from the rest of the world, there would be enough
encouragement, probably, to keep me going. But for a number of reasons, I don’t work that
way; I work alone; I pretty much need to work alone. So my studio is the Internet!”
* http://rocksinmypocketsthemovie.wordpress.com/
* https://vimeo.com/plymptoons
Figure 8.14
Cheatin’ (Dir. Bill Plympton) drawn animation to final film comparison. (Courtesy of
Plymptoons, ©2014.)
Figure 8.15
Still from Cheatin’ (Dir. Bill Plympton). (Courtesy of Plymptoons, ©2014.)
155
Figure 9.1
Still from Virtuos Virtuell (Dir. Thomas Stellmach/Maja Oschmann). (Courtesy of Thomas
Stellmach, ©2013.)
were well aware that the high quality standard they hoped for the film would be far easier
to achieve with more than self-funding alone (Figure 9.1).
“I had to produce a film which could go to festivals; that was why it was necessary to get
this high quality,” Thomas assures. “The film had to go to cinemas; that was the only way
could I get funding. On the other side, we had some patrons from the city, because the idea
was to also produce this film for the exhibition of Kassel’s Louis Spohr Museum. At the
end of the day, we managed to get roughly half of the production budget, from companies,
banks, and the mayor, for example.”
Funds were gathered from a variety of sources, patrons including the Federal Govern-
ment Commissioner for Culture and Media, the Hessian Film Fund, companies, banks,
stores, and individuals, not to mention the Louis Spohr Museum itself. Thomas and Maja’s
own financial contributions came not through dipping into existing funds as much as
countless unpaid hours working to finish it. This was made possible by limiting the film’s
crew to just themselves. While it might seem that bringing on board a larger crew would
have reduced the overall production time down from 3-plus years, it’s worth remember-
ing that the entire aesthetic and emotion of the film hinged on a very personal system of
communication and idea generation—an artistic folie à deux, almost—that, if extended
to salaried outsiders, may have both cost money and protracted the length of production.
156 9. Funding
case, I often collaborate with other European countries, especially France, who have been
very good to me—they are a cinephile country, and there are a lot of people there sitting
on money, so to speak, who really appreciate what I do. So a film like Lonely Bones (2013),
for example, was only financed by French money; I didn’t get any financing from my own
country, but France was there. But for a film like Splintertime (2015), there were three coun-
tries involved—Belgium, France, and Holland—and some television money. That’s basi-
cally how we’d gather all the little bits and pieces of funding together” (Figure 9.2).
The additional streams of funding are again owed to the snowball effect of each Rosto
project being more visible and aesthetically polished than the last, a mutually beneficial
arrangement for both artist and production company that sees him more than happy to
continue a professional association with Autour de Minuit for the foreseeable future.
“While I’m often being told that I’m one of their ‘trophy’ authors, I’m always being
reminded how lucky I am to be with a distribution/production company that has become
synonymous for quality work out there. So I think we both not only enjoy each other’s
company; we also benefit a lot from it.”
It is something of a rare case, however, for outside funding to not contribute significantly
to the creative side of the process. In the world of mainstream cinema—or any form of
marketable art, for that matter—there is an inevitable correlation between the level of out-
side financial assistance and the amount of creative control a filmmaker has to relinquish.
Sometimes, this is a good thing (think of all the director’s cuts of films you might have seen
that only serve to belabor or convolute the story, paling in comparison to its tighter theatri-
cal release), though the idea of having your vision as a filmmaker curbed is, in principle,
an idea that most people will not be especially fond of. This is especially true in the case
of independent films, where the potential to profit from and market your finished film is
significantly less. One example of an independent project that became a different beast over
time through its changing funding circumstances would be the series of StoryCorps films
Figure 9.2
Still from Splintertime (Dir. Rosto). (Courtesy of Studio Rosto A.D./Author de Minuit/S.O.I.L.,
©2015.)
Figure 9.3
Sketches for unproduced StoryCorps film Ralph Donald by Rauch Bros. Animation. (Courtesy of
Rauch Bros. Animation.)
158 9. Funding
On reflection, Mike and Tim have a keen sense of the benefits of self-funding and its
inherent freedoms, though in comparing the two situations, they acknowledge that with
the development of the series came a number of undeniable perks. The most advanta-
geous of these was being able to bring on board serious talent in the form of animated
television industry veterans, such as background designer Bill Wray and storyboard art-
ist Stephen DeStefano, whose combined TV credits include such projects as The Ren &
Stimpy Show, Samurai Jack, The Venture Bros, The Mighty B!, and The Avengers: Earth’s
Mightiest Heroes.
Bringing on board these artists was an unexpected outcome of initially pursuing recent
graduates to work on the show. When scheduling conflicts arose that saw Rauch Bros.
without a crew right before production began on the first group of StoryCorps shorts to
receive funding, panic soon gave way to ambitious logic, as Mike recalls.
“What we would have done when we hired our background artist would be to then
specifically show him lots of Bill Wray’s work, to put across what we wanted to carry over
into the series. So I thought, What do I have to lose at this point? I’ve got nobody else on
deck; I might as well shoot for the seemingly impossible—which was to get Bill onto this
production.”
Fortuitously, Mike happened to live in the same building as animation historian, Amid
Amidi, who was able to put Rauch Bros. in contact with Bill Wray. With some resource-
fulness, they also managed to reach out to fellow Spümcø alumnus Jim Smith, who would
contribute to several StoryCorps shorts as a layout artist.
“I e-mailed both of them, and they called me back within an hour agreeing to come
onto the project! That was a pretty huge surprise to me; I remember just literally pacing in
circles in my apartment, almost running and jumping up and down. That was a lesson in
not selling yourself short when it comes to your creative vision of what you want to do and
who you want on your team. You might as well just go for it instead of telling yourself that
it’s not going to work out.”
Even without outside funding, this lesson is one that should be taken on board and
can apply to other areas of production as well, such as casting for your film (as we will see
in Chapter 12). As well as guaranteeing a more authentic end result than simply having
someone replicate these artists’ style, in many respects, their experience and advanced
artistry would not just be confined to their respective roles but bleed into the production
as a whole.
“Even the quality of our character design vastly improved once we did have money
and a team to be able to produce these things,” Mike acknowledges. “Stephen DeStefano,
for instance, was never hired as a character designer, but the quality of design in his
storyboards—sometimes before we had even established certain design concepts—was so
strong that it heavily influenced the look of many StoryCorps shorts.”
As Tim describes, this ripple effect was also the case with the background art that
Bill Wray would produce for the films. “Over the years, I feel like I’ve learned so much
just through observing Bill’s work, seeing how he handles simplicity and creating focus
and tension and using color, so it’s been invaluable to have had funding. People complain
about having less creative control, which is true, but you also learn and grow as an artist.
There are always advantages to every experience you have if you embrace it fully.”
There remain, from Mike’s standpoint, clear benefits in taking on film projects com-
pletely independently, with an unfettered approach to direction and animation style,
Figure 9.4
The raw edge of 2007’s Story from North America (Dir. Garrett Michael Davis/Kirsten Lepore)
did not prove to be as present in its 2013 successor. (Courtesy of Garrett Davis/Kirsten
Lepore, ©2007.)
160 9. Funding
writer, composer, performer, designer, and animator with the hope of ensuring a film that,
although a more “produced” affair with higher production values, would maintain the
outré spirit of the original. Ultimately, Garrett would wind up approaching the process of
this follow-up in an entirely different way.
“I made a full-on animatic for it, in contrast to Story from North America, and then the
whole thing was animated in 2 weeks, compared to the 6 or so months we spent on the
original. It was also animated in Flash as opposed to on paper, but (collaborator) Ben Jones
had the idea to do all the backgrounds on paper. They were then painted in Photoshop, and
the result was amazing.
“Mostly, I learned what I already knew, that you don’t need a studio to make some-
thing good. And it’s probably easier to make something good without a studio, if you have
vision.”
In the absence of former collaborator Kirsten Lepore, Story from South America fea-
tures a larger team of animators and designers: “Working with any kind of crew was
totally new for me. It was fun, and I really enjoyed what the background designers did
especially. They were all really young kids who just got out of CalArts, and everyone was
scared of being fired.”
Though it proved somewhat difficult to maintain the tone of the piece (“I didn’t even
really know what the tone was”), the final result was not entirely satisfactory to Garrett,
but with a fairly tight production window available, compromises had to be made.
“I allowed individual people to contribute their own ideas, and I didn’t shoot anything
down. Ultimately, I just wanted everyone to have fun working on it. There is always a
degree of letting go that has to happen on any collaborative project, but I much prefer
working alone or with one other person. The more people, the more diluted the vision
gets, unless you are a tyrannical director—which I may become someday, but I wasn’t at
that point.”
Despite the lo-fi approach to its predecessor, the time restraints on the development
and production of Story from South America ultimately outweighed the benefits of the
additional funding and manpower available for it. Embarking on a piece of music that
was more of a “skeleton of a song,” one not “totally resolved, lyrically or musically,”
as opposed to the sturdier “Spider Song,” on which the first film was built around was
another major drawback. The newer song also suffered due to unforeseen schedul-
ing issues conflicting with Garrett’s personal process when it came to performing the
piece.
“I had been growing the fingernails on my right hand out pretty long because the song
used this specific finger style that I came up with. The producer kept telling me, ‘Tomorrow
we’re going to record; be ready.’ So I kept my fingernails. It kept not happening, so after a
couple of months of that, I figured it was never going to happen, so I cut my nails, because
they were annoying me. The next day, we were recording, and we were rushed because we
only had 20 minutes in the booth. I got gigantic blisters on my fingertips because I had no
nails and couldn’t even play the song properly.”
In Garrett’s mind, it remains clear which of the two works best as a film: “Story from
North America is far better in every way. The sequel for me is more about an experience
of becoming a part of the larger animation world. Through ADHD, it’s been aired on
American television; my friend told me once that it came on the TV while he was eating in
an Ethiopian restaurant. That gave me a really nice feeling.”
Figure 9.5
Adam Elliot with Ernie Biscuit puppet. (Courtesy of Adam Elliot, ©2015.)
162 9. Funding
Figure 9.6
Still from Ernie Biscuit (Dir. Adam Elliot). (Courtesy of Adam Elliot, ©2015.)
“I’ve always been aware of filmmakers who’ve been ‘developed to death,’ and I didn’t
want to be one of those. So I think after about the third year, when we had started to raise
some of the money, we had sales agents and distributors all interested and enjoying the
script, but they all said it wasn’t family-friendly enough. We were very lucky to make Mary
and Max; if we tried to make that film today in Australia, there would be no way we’d even
get half of the budget, because the average Australian budget has now gone from eight mil-
lion to one and a half million, and that’s just tragic.”
As Adam and Brian persevered with the pursuit of feature film funding, the writ-
ing incrementally etched itself onto the wall as the proposed budget would continu-
ally diminish. Having started at AU$40 million, considered a modest sum to strive for
in the world of features, the hypothetical funds eventually dropped to a tenth of that
amount. With no viable way to create a film that would remotely resemble Adam’s vision
as scripted (the final act as written hinged on a dynamic and elaborately animated chase
scene) for $4 million, a rethink was in order. So as not to severely compromise the aes-
thetic and tone of the film, Ernie Biscuit was reinvented as a companion film to Harvie
Krumpet (Figure 9.6).
“I said to my executive producer that I was throwing in the towel, that I was going to
reinvent the script. I was determined it would get made, but I thought it would probably
work as a short if I could get the script to under half an hour.”
Observing the changing tide of independent film, it occurred to Adam that other film-
makers were beginning to take matters into their own hands in a way they hadn’t before.
Proactivity and entrepreneurial ingenuity served as an inspiration to Adam, especially
when coupled with the realization that concessions need not be a negative thing. In truth,
the absence of funds and resources, and by association, being beholden to the demands of
those who provide either, can be a major positive.
A Collective Effort
Depending on the circumstances, crowdfunding can be something of a dirty word. To
many, it can be an empowering process to seek out something that excites us and be able
to seize the opportunity to play a part in getting it made. It provides a platform to commu-
nicate directly with artists on a personal level, and it humanizes the production process.
With public and general film funds so dishearteningly depleted, it has frequently been a
boon to not just independent animation but the animation industry as a whole. So why is
there a stigma attached to it nowadays?
As with anything that has been around for more than a handful of years, crowdfund-
ing is just as susceptible to mishandling and misinterpretation as any other form of online
transaction. It really should not be underestimated just how much of an undertaking a
crowdfunding campaign really is. Even animation studios have been known to struggle
with the influx of customer relations if they aren’t appropriately prepared.
In this section, I want to take a look at five successfully crowdfunded projects showcas-
ing a range of funding goals. These are as follows:
Project: Armikrog
Creator: Pencil Test Studios, Inc.
Goal amount: $900,000
Amount raised: $974,578
Year: 2013
Platform: Kickstarter
164 9. Funding
Year: 2013
Platform: Kickstarter
One of the primary benefits of crowdfunding is the ability it affords the creatives at the
helm of a project to retain complete creative control. When external funding or investors
are brought in, inevitably, there will be a proportionate obligation to allow their input on
the project itself. Certainly, this can be advantageous if these contributions come from a
place of experience or, at the very least, a set of fresh eyes, but that is never a guarantee. On
the flip side, it can be a process that carries with it the risk of tarnishing an original vision,
if not destroying it completely. The desire to eschew this reliance is, as touched upon previ-
ously, one of the main lures of independent animation in and of itself.
Later on in the book, we will explore the origins and development of Armikrog, an
independent, interactive stop-motion animated adventure game by Doug TenNapel
(Figure 9.7). In a similar vein to his cult success The Neverhood, which was one of the
Figure 9.7
Still from Armikrog. (Courtesy of Armikrog, ©2015.)
166 9. Funding
their walkaway amount (which, after much research, was determined to be $900,000), this
was not a feasible option; it was, literally, all or nothing. Fortuitously enough, the even-
tual funds raised came to $974,578, exceeding Doug, Mike, and Ed’s walkaway figure by
enough to commit the team to the project, though without much buffer or wiggle room.
“At $975,000 it was probably the most difficult way to make Armikrog that you could do
(Figure 9.8). We had to get very creative with financing and free work. That story is never
told because, to the public, how amazingly and easily we did it is all supposed to be some
big magic trick. It’s not. It’s very difficult, it’s very grueling, it costs the team everything,
and they’re doing it because we believe in what we’re doing. We love it!”
On a basic level, the fans who are contributing to the production costs are essentially
treating the exchange as a preorder. Based on Doug’s successful track record in the video
game world with the 16-bit classic Earthworm Jim and The Neverhood franchise having
developed a dedicated fan base on PC and PlayStation, fans who had grown up on his work
were now financially solvent and eager to affordably support a project such as Armikrog
that would scratch their nostalgia itch.
“We didn’t know if the fans would show up or not. They really surprised us with how
many of them did. You’re getting $25 at a time for the most part; there are very few big
spenders in there. That there were people donating from across the world who just didn’t
have a dime, yet were scraping it together to buy a copy of the game, that part of it was
amazing. When it went on sale, our fear was that maybe our fan base was exactly 18,000
people, that we had tapped all of them and no one else would buy it! If 18,000 people
already have their game, our top, most rabid fans would be satiated by just delivering them
what we said we’d deliver. So it did have to sell.”
Simon’s Cat, as explored earlier in the book, is something of an animation phenom-
enon, whose independent roots have led to unforeseeable mass adoration. Following her
Figure 9.8
Still from Armikrog. (Courtesy of Armikrog, ©2015.)
Figure 9.9
Mr. Plastimine crowdfunding backer poster. (Courtesy of Daniel Greaves, ©2014.)
168 9. Funding
than if we took the plunge and tried crowdfunding. Going with Kickstarter’s all-or-nothing
model also meant that if we didn’t raise the funds, we didn’t owe anything to anyone.”
Although Simon’s Cat found success on Indiegogo, a crowdfunding alternative to
Kickstarter, from Emma’s perspective, their more flexible model—in which all money
raised goes to the creator regardless of whether a goal is met, and therefore, all obligations
to the funders should also be fulfilled—can be more useful for campaigns offering presales
of new products.
“If you’re trying to make a film and you need a certain amount of money, you might
only get £500 out of £25,000. You have to plan how you will honor your promises to the
people who did support your campaign, by fulfilling the perks or rewards offered, despite
not having the funds to complete the project you set out to do. I don’t feel that it’s worth
the risk or the potential stress and work involved.”
The risk element was present in both campaigns, even when considering how much
more visible and topical Simon’s Cat is as a franchise. As the audience for Daniel Greaves’
Mr. Plastimime was less defined; there was more allowance within the campaign itself to
be tongue-in-cheek and appeal to a broad range of potential backers. Courting an existing
and comparatively voluminous fan base with the Simon’s Cat campaign called for a more
specific approach (Figure 9.10).
“Simon’s Cat was a lot easier because I was better prepared after the Mr. Plastimime
campaign. We also have a highly engaged audience and a large social reach with 1.5 mil-
lion likes on Facebook, et cetera, so in that respect, it was a lot easier to put our focus on
existing fans. When it came to Mr. Plastimime, Dan didn’t have an online following when
Figure 9.10
Simon’s Cat plush reward for Off to the Vet backers. (Courtesy of Simon’s Cat Ltd, ©2014.)
Customer Etiquette
One of the hardest things to get a handle on for most new to crowdfunding is precisely
how you go about directly soliciting funds. For Emma, the answer is the most obvious, yet
also the most laborious and time-consuming, approach:
“Social media is a fantastic tool, but direct e-mail communication gets a far higher
response. Be personal and make your e-mails individual and specific to each person, so it
takes ages. You can send out automated, e-mails but I do think that when you’re asking for
money, especially if it is people that you have never contacted before or you only know to
a certain extent, you need to be personal about it; it’s just that it takes so long. Even if you
have a template e-mail, you still have to personalize each one, even if it’s simply adding
their first name at the beginning, so just be mindful that there’s no mass-mailing every-
one. You should think about who you’re talking to and how to speak to them. That’s why
you can’t always necessarily have blanket communication across all your target audience;
you should tailor it to the different types of people you’re trying to reach, categorizing
groups if you can. It’s about putting in the preparation and planning before you launch,
which takes time but improves results.”
The human race, delightfully idiosyncratic though we are, is not always the most
understanding bunch. Higher-profile campaigns always run the risk of facing criticism,
constructive or otherwise, especially if an audience has their own preconceived notions.
170 9. Funding
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Pie-chart from the Off to the Vet campaign to clearly communicate to backers how funds
would be distributed. (Courtesy of Simon’s Cat Ltd, ©2014.)
The visibility of Simon’s Cat inevitably carries with it an assumption that it has access to
funds that would render crowdfunding redundant (Figure 9.11).
“There was definitely a backlash to the campaign’s target amount. First of all, there’s a
complete misunderstanding of how much work goes into Simon’s Cat, because it looks so
simple. People don’t realize that it is traditionally hand-drawn animation, from roughs to
cleanup, so there wasn’t much of a public understanding of how much production costs.
We don’t believe in paying people a pittance just because they should feel like they’re get-
ting something out of working on a project that’s popular; we think people should be paid
a fair wage to reflect their skills, so that obviously bumped up our budget. We also believe
in delivering quality perks, so a great deal of the money we were trying to raise went to
the items that people were then going to receive, including UK postage costs—it’s amazing
how quickly some things can actually add up.”
These cost accumulations boil down to the fact that Simon’s Cat operates on a business
model that puts the public first, insomuch as it produces new content on a semiregu-
lar basis to an exceptional standard of animation rarely seen on broadcast television and
puts it out into the world for free. Granted, advertising revenue does exist, but not to the
extent that would facilitate any project more ambitious than the company’s standard fare.
A YouTube film produced for somewhere between £10,000 and £20,000 carries with it its
own cash flow risks and takes considerable time to break even on.
Another significant oversight often made by those whose crowdfunding campaigns failed
is that the obligations to the public don’t end when a campaign draws to a close. Some back-
ers may very well have no interest in the film being funded and simply gave their money in
exchange for the incentive, as they would any online store. So, while some of your audience
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Simon’s Cat decals perks for Off to the Vet backers. (Courtesy of Simon’s Cat Ltd, ©2014.)
may happily accommodate delays in the knowledge that it’s for the benefit of an animated
masterwork they want to see turn out as good as possible, others may be simply disgruntled
that the perk they paid for is not wending its way to them on time. As this stage of the pro-
cess goes hand in hand with the production of the funded film itself, having a campaign
manager in place to help deal with such warring stresses is hugely important (Figure 9.12).
“We always try and respond to e-mails as quickly as possible, treating it as typical cus-
tomer service. At peak times, we have been sent 300 e-mails or more in 1 week, that all
need to be replied to. You can’t take people’s money and ignore them. The main frustration
for me at the time was when we had criticism from fellow animators, very talented anima-
tors who were saying that they could do it far, far cheaper. These individuals, I feel, are
undermining themselves, their own talent, and also the animation industry as a whole by
saying how little they are prepared to work for and pay others to collaborate.
“It’s really important not to launch until you really feel that you are ready and your
diary is clear for the campaign duration. You end up living and breathing crowdfund-
ing when the campaign is live—it probably sounds a bit dramatic, but it took me about
2 months to recover from the Simon’s Cat campaign because there was so much riding on
it. So much work goes into it that it becomes immensely stressful and immensely personal
as well because you feel like you’re exposing yourself. It’s been extremely important to
me that the fans that chose to support us have a positive experience from it, which I hope
people have done from both of the campaigns I’ve managed.”
Combined Resources
PES, an animator whose creative process will be scrutinized in Chapter 13, also used crowd-
funding to successfully guarantee the completion of his 2014 film Submarine Sandwich
(Figure 9.13). The film, in which athletic equipment substitutes deli meat in the construction
172 9. Funding
of the titular sub, is the third of what has been dubbed his “Food Trilogy,” following Western
Spaghetti (2008) and Fresh Guacamole (2012). The film drew funding from several sources,
firstly himself in the gathering of props and set pieces that were essential to the aesthetic he
hoped to achieve.
“The big purchase I had made up to that point was the deli case; I had bought that
because I had been watching the eBay space for over a year. I thought it was gonna be easy
to find an old piece of deli equipment that had a bit of personality, that matched my notion
of what this cool deli could look like. I always loved the old scales, all that white porcelain
and enamel equipment, that real old-school, New York deli feel, and I thought I could go
to a junkyard of delis and have my pick of the litter.”
It transpired that the deli junkyard of his dreams proved somewhat elusive, and pro-
curing the exact type of deli case required for the film, eventually came down to over a
year spent scouring eBay listings. When one that conformed precisely to his style demands
finally appeared, he bought it instantly, the expense and space it took up in his living room
more or less committing him to following through on the film itself.
“I was starting to collect the boxing gloves and the athletic equipment that would go in
the case, but that process is also one that extended over months. It’s not like you can go to
one shop and say, ‘I’d like 30 old boxing bags, all off-white.’ I had to shop for those one by
one and find specific vendors. So that sort of hand-picking was going on, which made me
confident to approach Nikon for support.”
With PES’s strong track record of high-quality viral hits under his belt, the camera
company became a film sponsor, which offset the budgetary concerns associated with pur-
chasing new technical equipment. By timing the proposed launch of the film with a new
Figure 9.13
Submarine Sandwich crowdfunding promo image. (Courtesy of PES, ©2014.)
174 9. Funding
fellow independent animator Don Hertzfeldt. In 2012, the second film, Fresh Guacamole,
was commissioned by the cable network Showtime as part of their “Short Stories” series,
a scheme that also commissioned original work from animation directors Bill Plympton
and Cyriak.
“All three of these situations have allowed me to make films without making any cre-
ative compromises, so there’s no real difference in that respect. Crowdfunding was a
head-scratcher because it was a really positive experience and it is wonderful to be a little
bit more connected to the fans, but it’s so much more work than just making a film! You
really have to take into consideration that it exponentially creates work. I try really hard
to focus on the quality of the film, but it really is like running a pop-up business for 6
months.”
Another perceivable advantage of the crowdfunding process is the ways in which incen-
tivizing can be another creative outlet, rather than a chore. When it came to the rewards
for the Submarine Sandwich campaign, PES used it as an opportunity to indulge a desire
to experiment with building a merchandise element around the project (Figures 9.14
and 9.15).
“It doesn’t really just come from the idea of wanting to make money; it’s more that I
studied printmaking for 4 years, I love making prints and shirts, so crowdfunding was an
outlet for some of my other creative interests.”
What makes Submarine Sandwich especially noteworthy as a crowdfunding case study
is its near-immediate success, reaching its target well within the first week of the cam-
paign. While this would seem, on the surface, to be a dream come true, pragmatism on
Sarah’s part was necessary to keep their obligations from spiraling out of control.
“It just burst out of the gate, got picked up by a lot of blogs, was a Kickstarter Project
of the Day, then after we hit our goal, it just ticked up slowly for the last 3 weeks of the
Figure 9.14
Still from Submarine Sandwich (Dir. PES). (Courtesy of PES, ©2014.)
campaign. I very quickly saw certain reward categories were more lucrative than others,
percentage-wise. Plus you have to subtract the cost of taxes and shipping rewards. The
most popular were the T-shirts and screen prints, which were the most expensive for us,
so if we’d have gotten another $10,000–$30,000 in backing, we’d have almost directly rela-
tive, costs yet it would look like we had more money. So after we reached our goal, one of
the decisions that I made was to back off.”
This means of accompanying the release of his film with an array of products that, to
those who missed out during the campaign itself, would still be purchasable online, was
a bonus unique to the crowdfunding process, as merchandising options are rarely, if ever,
available to creators if corporate funding has much of a role to play. Indeed, when the
same idea was floated to the network during the production of Fresh Guacamole, it didn’t
bear much fruit. Logically, it stands to reason that if a channel has paid for content, they
would rather audiences click through to other such content rather than to an independent
merchandiser. Beyond the excuse to flex his product-making bent, the positives of his
relatively low-key campaign have opened PES to more direct interaction with his fan base
(Figure 9.16).
“Obviously, having people talk about your film for 4–6 months before it comes out is
really cool and, frankly, something I didn’t do too well in the past. When I got the money
for my films, I’d work in the dark and put them online; there wasn’t much of being in
touch with the people who really care about the work and getting to know them a little,
so that was a nice addition of that relationship. So all three situations worked out; they
seemed to be a bit of the evolution of how things are moving.”
Chances are that your means and resources are not equatable with those of the Simon’s
Cat empire, nor as long established in the indie world as PES. So what makes crowdfund-
ing a reasonable option to the less visible, or those just starting out?
Ultimately, it comes down to perspective and a healthy, realistic sense of self. What do
you think your film, and by extension, your talent, is worth?
Be honest. Take the time to systematically break down what your production costs will
be, subtract that amount from what you first came up with, and evaluate again based on
176 9. Funding
Figure 9.16
Still from Submarine Sandwich (Dir. PES). (Courtesy of PES, ©2014.)
what’s left. Now think hard about what you’ve read so far in this section and ask yourself
if it’s really within your capabilities. If you have a crewed studio, or a devoted fan base, or
a team of hardworking friends who think the world of you, then certainly, your options
are going to be more open. But if you’re going solo, which is far from uncommon in the
independent animation world, it may be practical to bring your level of ambition a little
closer to the ground.
Sam Morrison, whose approach to the story we looked at earlier in the book, managed to
round out his Rocket Science trilogy through crowdfunding. Above all, the Jack Hersey films
are personal, auteur film projects whose primary function (alongside being entertaining)
has been to further establish Sam as a writer and director. While his short film work has
been successful, it does not share the same built-in audience factor as PES or Simon’s Cat, nor
is it made more visible by an Oscar-win association, as with Daniel Greaves. The crowdfund-
ing option was therefore approached from a place of relative anonymity.
“We’ve used crowdfunding a couple of times and found it helpful, but set our sights
reasonably low without doing any big promotional stuff.” Naturally, as Sam reasons, a
lower goal amount necessitates lower demands and far less pressure that would needlessly
distract from the end goal of getting the film itself made. “We just sent out little reminders
through social media to people for the duration of the Kickstarter campaign, sending out
little reminders on Facebook and Twitter and that sort of thing, and just managed to get a
couple thousand together for The Patsy.”
Even considering this low-key approach, your accountability to your audience isn’t
ruled out entirely.
“We realized that it’s quite a lot of work when you’ve finished your film and sent your
pledges. There is a whole new wave of stuff, which you should have anticipated, really,
because you wrote them yourself, but it costs money and takes a lot of time. We did them
all, even though I think we’ve been late some of the time, but we do get them done, and
because of the people we’ve got money off tend to be friends, family, or friends of friends,
then nobody, thankfully, has been too angry about us being a little bit late.
“I knew it would be a sort of realistic way to raise a couple of grand, and because we
were putting in some of our own money, basically funding the film, crowdfunding sort
of topped it up and made it viable for Ian and myself to work on it for a long time. We
would have been below the minimum wage or something ridiculous, so crowdfunding
just bumped the overall budget to the point where it became more workable for us, just
because we couldn’t work that long for that amount of money and survive” (Figure 9.17).
To wrap up, here are some important campaign page essentials as outlined by Emma
Burch:
• “Images always go a long way. I do actually feel that we didn’t have enough devel-
opment material on the site. When it comes to film or anything creative, people
want to see the product that they’re actually backing.”
178 9. Funding
• “Certainly, showing where the money’s going to be spent in a pie chart is quite
sobering for the fans.”
• “You have to be short, sharp, but informative—make sure that you don’t repeat
yourself by going over the same facts.”
• “In terms of the tone of the writing, it can be very tricky to get right. Sometimes,
you need to step back from it and return to it later, reread and see how you would
feel if you were reading it for the first time.”
Getting a project off the ground is a wonderful feeling. With a script or concept in place,
officially being able to categorize a project as “in production” is the first step of a complex,
rewarding, exciting—and long—journey. A very long journey, in fact. Long, long road
ahead. Good grief, it’s long. Why did nobody say how long it would be?
This is the point where any lingering romantic notions you may have about an ani-
mated production just being able to come together are cruelly extinguished. When you’re
in it, you’re in deep—and possibly with funders and a crew to answer to. In this chapter
and the next, we’ll look at how some of independent animation’s best and brightest have
soldiered through, whether going it alone, dealing with creative concessions, managing
teams, or being literally separated from their codirector by the ocean. Yes, depending on
the type of project you have set yourself, it can be a long road ahead, but everyone has to
go down it.
Having had to strip down the ambition of his feature-cum-short film Ernie Biscuit,
Adam Elliot was insistent on being directly involved in virtually all areas of production,
not just going back to the auteur roots of his original trilogy, Uncle, Cousin, and Brother,
but delving into entirely unexplored independent territory (Figure 10.1). This approach to
the film was a stark contrast to his previous project, the 2009 feature film Mary and Max,
going from overseeing a large crew to essentially a one-man operation.
“I wanted to do everything, not because I am a megalomaniac but because I felt
that there were certain parts of the process with my previous films I didn’t have a full
181
Figure 10.1
Adam Elliot on the set for Ernie Biscuit. (Courtesy of Adam Elliot, ©2015.)
understanding of. I wanted to learn more about producing a digital film and strengthen
the areas of the filmmaking process I’d always felt were weak points for me—editing and
sound were areas where I felt very inadequate—so by the end of the film, I’d have a better
understanding. Now I certainly know a lot more about editing, things like 5.1 digital sur-
round sound, DCPs, digital cameras, megapixels.”
Though the familiar funding avenues that had allowed his five films prior to be made
had dried up, corporate sponsorship did assist the production in some measure. Making
a deal with Apple to produce the film entirely using their products—Final Cut Pro,
Aperture, and Motion, primarily—covered the hardware and software costs.
“I animated blind in many ways; I just had a Leica camera, one lens, three lights, some
Plasticine, wire, and paint. I had no fully-articulated armatures, I didn’t have any mold
making, there’s no airbrushing, just three paintbrushes, three jars of paint, and that was
it! I had a very limited palette if you want to call it that, which was great; it was very lib-
erating having less choices, just having the basics. It forced me to focus more on what was
important.”
Toward the end of the production, unforeseen personal issues reared their heads and
demanded Adam’s attention. As a consequence, the planned completion date was not met
on time, and while certain festivals were understanding enough—and appreciative of his
sterling track record—to extend their deadlines, the postproduction was not afforded the
time and care Adam wished it could have been (Figure 10.2).
“The biggest regret I have is that the postproduction was severely compromised and
rushed, and that hasn’t sat well with me. But that’s life, a lot of postproduction is rushed,
and you make mistakes. I would definitely get a sound designer in earlier and allocate
more money towards the sound mix—I also would like to have spent more time with
my actor; I just would’ve loved another couple of months of shooting time. I lost my
focus, and I had to make very quick decisions, such as having to finish off the editing
of the film in only 2 weeks instead of having a month. Some of these things were out of
my control, but some of them were in my control, so you learn a lot of lessons. Having
said that, in all of my films, there have been areas where we’ve had to compromise. With
every film I’ve made, I’ve had to think laterally and be a bit of a renegade in terms of
how to get the film completed. With every film, I’ve learned lessons and learned from
my mistakes.”
Moving forward while having the wisdom of hindsight (more on this later) is doubt-
less the best option for filmmakers eager to continue to produce new work. Sometimes,
a project executed badly is worth revisiting (as with Robert Grieves’ Sausage, discussed
in Chapter 3), but when it comes to a largely successful project with mere kinks, most
of which are only visible to the directors themselves, the best way to apply these lessons
learned is toward future works.
Manual Labor
Stop-motion itself is arguably the most difficult animation medium with which to achieve
independent success. Not to denigrate 2-D, computer-generated (CG) images or any other
* This is evidenced by the fact that Ernie Biscuit, a film with comparable production values to 2003’s Harvie
Krumpet, was produced at a third of the budget over 10 years later.
regarding the production realities stop-motion animators must face: “You have to be
willing to work your butt off. Stop-motion takes tremendous patience, dedication, and
time, and if you’re one of the rare few that can take on a whole production alone or with
a small team, you need to be the type of person that can meet a deadline, be reliable,
and have a clear vision.”
In Kirsten’s view, the trickiest requirements when it comes to stop-motion production
(especially if one person is at the helm) are extensive knowledge of cameras; lighting; rig-
ging; fabricating; animating; cleanup post; and a locked-down, highly controlled space in
which to shoot. “I’ve worked most of my life on learning as much as I can in all these areas
and more. There have been many times someone has told me not to bother learning some
very technical thing—instead just to pay a professional to do it down the line—but that
attitude just made me want to learn it more. Almost all of those things I’d been discour-
aged from learning have popped up in random jobs and saved me tons of money since I
already knew how to do them myself.”
For the most part, Kirsten handles every area of her production process herself.
Though this ultimately saves time in having to communicate her ideas to other people,
she acknowledges that the limitations of her own skill set can be a significant downside.
“It can be both exhausting and rewarding. Lately, I have been much more interested
in collaborating and having a studio, since you are able to accomplish much more in a
shorter time span, as well as achieving a product of much higher production value.” Her
current setup is a far more preferable arrangement to the circumstances of her student
short Bottle. Though massively acclaimed, the shoot was far from smooth sailing and was
plagued by “major issues” throughout. “There were unforeseen obstacles at every step of
the way: the snow wasn’t packable, the sand would crumble past a half meter, my camera
remote broke, seagulls constantly stole my props, I was covered in shortening and lard
Figure 10.4
Armature building for Move Mountain (Dir. Kirsten Lepore). (Courtesy of Kirsten Lepore,
©2013.)
• “The real advantage of a studio pipeline is that it includes a step that deposits
funds into your bank account. And also, it allows you to focus on one aspect of
the process rather than having to wear all the hats yourself. It’s nice to only have
to think about storyboards, or only animation, or only design. Thinking about
all of those things is very challenging, but people everywhere are doing it all the
time.”
• “The present ease and accessibility of technology makes it very simple if you
use your ingenuity. You don’t need a studio. You really just need access to a
computer. You don’t need a fancy camera if you have a phone. You don’t have
to storyboard. Werner Herzog has some devastating things to say about story-
boards, and with a much more expanded view on filmmaking in general. If you
watch his films, you know he is involved in something that goes way beyond
filmmaking.”
• “That said, working in a studio pipeline is just like being in school, or boot
camp. You learn a lot, and you sharpen your skills to a very high degree. I’m
an example of the kind of artist I would never think could work happily at a
studio, yet I have, and I do. But to me, it’s more about taking everything you
learn there and then applying it in way more interesting ways in your own
projects.”
• “I throw off the illusory shackle that is ‘being on model.’ If you are doing frame-
by-frame animation, that means every frame is a different drawing, and a charac-
ter is going to morph and change and grow just like a living thing. I do try to place
limitations on that to some degree, but in my opinion, the only reason to ‘stay
on model’ is if someone is paying you to do so. Even then, I find it excruciatingly
painful, and my whole being rebels against it.”
• “Animation is tedious enough as it is. Japanese artists are masters of fearlessly
representing characters in wildly different ways even within the same scene, but
nobody says, ‘Wait, for a second there, I didn’t recognize that character; I’m lost:
shut it off!’ when that happens. This art is supreme illusion, illusion of movement,
illusion of change. People care so much about consistency, about reality, but per-
sonally, I can always tell when I’m watching an animation. I don’t confuse it with
real life, no matter how high-res the CG is.”
• “I’m interested in bringing in a much wider range of things to animation, to the
point where it becomes a kind of life philosophy. I get ideas from dreams. I use
collage in many different ways, a method which has been around since at least
Picasso but still seems untouchable to some people.”
• “I don’t feel guilty about rotoscoping something if I want to. I pack too much stuff
into a scene to even see; I include things that are ‘distracting’; I don’t want people
to ‘get it’ on the first watch. I want them to watch it a million times and see some-
thing new every time.”
Figure 10.6
Production still from Little Face (Dir. Matthew Walker/Benjamin Lole). (Courtesy of Matthew
Walker. Little Face ©2008 UK Film Council/South West Screen.)
Figure 10.7
Costume designs for Little Face (Dir. Matthew Walker/Benjamin Lole). (Courtesy of Matthew
Walker.)
especially his face, because his eyes were just the dots. I would have preferred to do a bit
more expressive facial animation, but I just ended up running out of time. I ended up with
lots of little things that I had to compromise on, so overall, it could have been a lot stronger
film if I’d spent more time on the edit in particular. I think if it was just live action, I could
have spent a lot longer just playing around with things and trying different stuff, and not
having to worry about animating it afterwards” (Figure 10.8).
Outside Assistance
While Sam Morrison’s Rocket Science trilogy of films conformed to convention as far as
his and cowriter Andrew Endersby’s approach to scriptwriting, the animation process
itself proved to be an altogether different affair, relying on a small crew, with the bulk of
the animation taken on by Ian Hickman and Sam himself.
“Obviously, the actors contributed a good deal as well, but there certainly wasn’t a big
production team that moved into place. Basically I was producer, editor, director, and ani-
mator, but I don’t think I credited myself, as I don’t like those films where you see the same
name, over and over. I’m not averse to seeing my name, it’s good, but it felt like a two-man
band once we got past the voice record—essentially, it’s just myself and Ian from then on,
with Andrew periodically looking in to see how things are progressing.”
Other assistance did come in the form of students in search of work experience, thanks
largely to ties with local universities, though some made the approach of their own volition.
“I generally get people contacting me every year from the Bristol School of Animation
at the University of the West of England. I usually say ‘yes,’ as long as there’s something for
them to do. I don’t like people just to come in if there’s nothing happening in the studio,
because then it’s really boring for them, and I feel really self-conscious about it as well. So
if there’s a project they can work on, such as a commercial, then they can get involved, and
I can pay them as well. If it’s a short film, then there probably won’t be money in it, so they
have to decide if it’s good for work experience. I sort of like to feel like I’m helping people
out and not exploiting them; if there’s money in the production they work on, they’ll get
some of it, and if there isn’t, they’ll get some experience.”
Kirsten Lepore’s Move Mountain benefited greatly from artistic collaboration for one
of the film’s most elaborate and appealing sequences, in which the wounded protagonist
Figure 10.9
Still from Move Mountain (Dir. Kirsten Lepore). (Courtesy of Kirsten Lepore, ©2013.)
Figure 10.10
Character designs for Phantom Limb. (Courtesy of Alex Grigg, ©2013.)
Figure 10.11
Phantom Limb color boards by Colin Bigelow. (Courtesy of Alex Grigg.)
focus on. Generally, it was fine, sometimes Skyping, mostly e-mail, a lot of draw-overs. I
just let everyone have my Dropbox password, and we shared a Dropbox; it was cool.”
The end result of Phantom Limb is a film that feels like a singular vision, which, far from
being a slam on the contributing talents who brought it together, is a testament to their
ability to consistently maintain the directorial intent of the film (Figure 10.13). There is,
however, no delusion that a film so successful in its execution can, without funding, sim-
ply come together without massive sacrifice to time and spirit. Though it was a worthwhile
endeavor and an incredibly strong directorial debut, there will always be a personal toll.
“I kind of destroyed myself, sleep-wise, which is definitely one of the things that makes
it hard to dive into it again. It’s one of the reasons it would be nice to have funding; it’s just
that it takes a lot of pressure off that, having to be the bottleneck for everything.”
Work Ethic
The drive and self-determination that led to the successful completion of Robert Morgan’s
Bobby Yeah sans funding or a rigid deadline goes back to his filmmaking roots, when he
was working on his student short The Man in the Lower Left Hand Corner of the Photograph.
“In my last year of college, I just really put my head down. Something I just knew—and
I think this is good advice to students generally—is to spend your student years trying to
make a good film. It’s the most important currency you can have when you leave, to show
you can make a good film.”
This attitude certainly paid dividends. The film performed well at festivals, earning top
prizes, funding for subsequent shorts, and ultimately carving the path of Robert’s career.
This domino effect is the most recurring aspect of almost every notable filmmaker’s story:
Figure 10.14
Bobby Yeah concept sketches. (Courtesy of Robert Morgan.)
“To me, the great, untapped dimension of stop-motion animation, which very few
people have really truly harnessed, is the inherent uncanniness of it. Švankmajer’s done
it, as have the Quay Brothers and some others, but I’m surprised that not more people
have tapped into it. I think a lot of people somewhat miss the point of it as well; they will
try and be spooky, and they end up doing a cartoony version of it which is not properly
uncanny. I think the very nature of bringing inanimate objects to life and that kind of
weird automaton way in which things move in stop-motion animation just lends itself to
creepy or nightmarish filmmaking” (Figure 10.16).
Wisdom in Hindsight
Robert Grieves’ perspective of what one might do differently if returning to a project is of
particular note, having actually gone back and redone the film once before.
“A lot of the things that I would do again, I did wrong in the first place because I didn’t have
the knowledge, so I would say storyboard it better. Don’t rush in; take your time really getting
it right. I put a lot of time into the storyboard; I just didn’t know enough about film grammar.
“It depends on what’s important to you, but I really wanted to make a film where all the
storytelling was 100% visual. Obviously, the music feeds into that, without a doubt, but
maybe one of the reasons I didn’t put the soundtrack on initially was that I wanted a film
that, without the soundtrack, could 100% convey what was going on. I had got it to that
point, where I could sit with people I respected who’d never seen it before and didn’t know
anything about it, who could watch it without the soundtrack, and they fully followed it.
At that point, I knew that the soundtrack would only take it to the next place.”
Something to consider throughout production is to what extent it’s worth it to stay com-
mitted to our original vision if doing so impedes the production itself. In Robert’s case,
there is one area that he concedes would have made the whole process a lot less challenging.
“The easiest thing would have been, by far, to use voiceover and dialog. I think we
worry about dialog taking longer—or I do, anyway—because of having to lip-sync, but lip
sync is a whole lot easier to do than tell every bit of the emotional, narrative thrust through
Figure 10.17
Sausage (Dir. Robert Grieves) backgrounds before and after coloring/texturing. (Courtesy
of Robert Grieves, ©2013.)
Figure 10.18
Still from Ernie Biscuit (Dir. Adam Elliot). (Courtesy of Adam Elliot, ©2015.)
What is it that makes a film a comfortable watch? When considering the various disci-
plines of strong animated filmmaking, these should be simple enough to determine—an
engaging script, appealing characters, a capable sound mix, seamless editing, expertly
refined color palettes, a keen knowledge of dramaturgy and shot composition, and so on.
Technically speaking, the more well-versed a filmmaker is when it comes to the funda-
mentals, the easier a film will be to watch. In the world of independent animation, how-
ever, there are plenty of examples where films have taken an outsider approach, throwing
off the shackles of traditional filmmaking and pushing the envelope to the delight of audi-
ences worldwide. Sometimes, as we will see, films that are outright bizarre, challenging,
and seemingly horrific can, in a perverse way, elicit the same response.
Here, we will look at the ways in which films that are that extra step outside of convention
have been successfully realized. To begin with, it’s worth revisiting the world of abstract ani-
mation and one of its most successful offerings in recent years. Without telling a story or fea-
turing characters in any literal sense, our first case study, Virtuos Virtuell (2013), proved such
a hit on the festival circuit as to pick up over 40 awards during its astounding run (Figure 11.1).
Thomas Stellmach is a filmmaker and animator whose prior filmography includes the
Academy Award-winning animated short Quest (Dir. Tyron Montgomery, 1996), which
he wrote and produced, as well as an extensive portfolio of commercial projects taken on
during his time at the animation studio Lichthof, which he cofounded. Moving on from
Lichthof in 2009 to focus on personal, more artistically driven projects, Thomas would
205
Figure 11.1
Virtuos Virtuell concept sketch. (Courtesy of Thomas Stellmach.)
meet artist Maja Oschmann at an open day of Kassel’s ateliers. As they both studied at
the Art University Kassel, though not at the same time, Thomas was intrigued by Maja’s
abstract artistic approaches, in particular, her propensity toward music visualization,
something the two shared a mutual enthusiasm for. It was not long before a creative affinity
was realized, although there was some acclimation given their contrasting backgrounds—
Maja’s being solely fine art, with little by way of film production experience.
“It took time to understand our different interests and understanding of quality,” says
Thomas of the first handful of months of their collaboration. “That was an uneasy first step.
Then suddenly, we understood one another. I wanted to make a project that achieved a spe-
cial quality, so as to enter the international festivals. In my experience, I try to add more and
more, to get something that nobody has seen before. Initially, that was not easy to explain.”
Once the pair came to an understanding of the scope of this potential collaboration, its
focus needed to be determined. With the essential concept—to create an abstract piece that
would interpret music through a hybrid of fine art, experimental film, and animation—
pinned down, Thomas found inspiration for its source via Kassel’s Spohr Museum, the focus
of which being the life’s work and story of highly prolific German composer Louis Spohr.
“The purpose of the museum is to make him better known and push his name. He
lived in our city for a long time, and he did a lot of work, 170 different compositions; he
composed 10 operas (Faust, for example), a Requiem, a lot of violin concerti—really a wide
range of different kinds of music.
“Because I listen to it during my work, music inspires me very much. I was listening to all
of Spohr’s different compositions, looking for a special kind of style that would be good for
visualization, something which had a variety of dramatic aspects that change throughout.”
The piece that ultimately proved most inspiring was Spohr’s Der Alchymist (The
Alchemist), a three-act opera originally composed in 1829–1830. Shortening the overture
of The Alchemist to a seven-and-a-half-minute piece, Thomas wound up with a brief yet
musically complex basis on which the moving visuals could be constructed. The dynamic
range of the piece, with its wide variety of moods and rhythms, allowed for a film far more
abstract and visually arresting than originally planned.
Figure 11.2
Virtuos Virtuell concept sketch. (Courtesy of Thomas Stellmach.)
Figure 11.3
Virtuos Virtuell concept sketches. (Courtesy of Thomas Stellmach.)
Figure 11.4
Still from Virtuos Virtuell (Dir. Thomas Stellmach/Maja Oschman). (Courtesy of Thomas
Stellmach, ©2013.)
Figure 11.5
Thomas Stellmach retouches and edits thousands of ink film clips together with compositing
software. (Courtesy of Thomas Stellmach.)
Figure 11.6
Maja Oschmann blows the ink with an airbrush tube. (Courtesy of Thomas Stellmach.)
neither amusing nor provocative, more often than not being met with silence. The reason
was relatively simple—that it was ultimately unnecessary. With the assurance that any-
thing over 15 minutes would severely limit the film’s festival exposure, one of the easiest
elements to trim out when excising 3 extraneous minutes was these moments of unneces-
sary swearing, as well as a number of similarly self-indulgent moments, such as shots that
were kept in simply because I liked how the animation looked, or had taken some pride
in sneaking in a visual innuendo. The difference in response from the under-15-minute
version compared to the original was palpable—festival acceptances and positive online
feedback surged, and it was a stark lesson that, despite its remaining flaws, at its heart,
there was a solid little film there that was being held back by needless attempts to milk the
gags and get a rise out of the audience.
I should hasten to add that this does not constitute an outright condemnation of bad
language or provocative ideas and concepts. If a certain visual tone matches up with a
script boasting a foul-mouthed ensemble cast or distinctly adult scenarios, it can be a
very entertaining watch indeed; one example that immediately springs to mind is Pierre
Mousquet and Jérôme Cauwe’s Wind of Share, an unrelentingly indulgent celebration
Odontophobia
Daniel Gray and Tom Brown began working together while studying animation in
Newport in 2003. “He was a young whippersnapper,” recalls Daniel of Tom, “And I was
a mature student there. We ended up working on a project in the second year in a group.
We found that we worked really well together, so we did our final film together and have
continued to work together from then on” (Figure 11.8).
The final film was t.o.m. (2006), a staggeringly successful short that picked up 25 awards
and over 50 official selections in the 2 years that followed. The film’s performance made a
name for the pair, who have since operated under the shared name Holbrooks.* Though both
initially working from a shared space in Wales, they’ve each since moved on to entirely differ-
ent continents—Tom in New York, Dan in Budapest, Hungary—yet have continued to work as
a creative pair successfully, represented by New York production company Blacklist.† The film
itself is a 3-minute, firsthand account of a young boy’s daily routine, beginning with predict-
ably mundane rituals and observations that grow steadily more uncomfortable as the audience
is informed that he methodically strips off various items of clothing at particular locations on
his route to school. Throughout the film, the audience is led to become increasingly suspicious
of the directorial neutrality and intent, until the final shot, when all ambiguity is jettisoned;
upon his arrival at school, the nude child is taunted with aggressive laughter from his con-
gregated classmates. As university students, Dan and Tom’s writing process when it came to
t.o.m. would be largely the same process they would go on to adopt on subsequent projects.
“The way that we tend to write is we’ll overwrite, mostly, and then make the story better
for just using the bits that we like,” explains Dan. “For t.o.m., we started off with this gross
* http://www.holbrooksfilms.com
† http://www.blacklist.tv
Figure 11.10
Still from Teeth (Dir. Tom Brown/Daniel Gray). (Courtesy of Holbrooks/Blacklist, ©2015.)
outright gore but letting the audience’s imaginations fill in the gaps, for maximum impact.
This is best exemplified in one particular shot in which the obsessive lead scrapes a knife
across his teeth (Figure 11.11). The image, when paired with horrendously accurate Foley
work, creates an all-too-palpable sensation in the viewer.
“It almost threatens the audience. Normally, a film will escalate the gore and the dis-
gustingness, so we put that visual there as a false promise, that we’re going to really be this
gross. So there’s this tension, then, of people expecting us to keep ramping it up.
“As far as the development of the story goes, it’s basically an allegory for short-sighted
decisions. It was made around the same time as all the arts funding was being cut.
Animation and art degrees were all being belittled as ‘not necessary,’ so Teeth was origi-
nally about the consequences of making the easy choices of closing these things down.”
Without revealing the ending, consequences remain an important component of the
film’s resolution, though the denseness and heavy-handedness of the sociopolitical anal-
ogy ultimately turned out to not best serve the film. As with t.o.m., the refinement of
Teeth’s final script comes from being pared down from a broader concept, so that only the
strongest ideas at its core remain.
“We kept a lot of the symbolism but made it a little bit more vague, because the more
specific you get with what you’re trying to say, the less enjoyable a film can be. With both
films, we’ve used a pretty visual to hide this dark game we’re playing, so with Teeth…
well, everyone is squeamish with teeth. If someone were to hit their teeth with a knife
or a spoon, you’d say, ‘Can you not do that?’ So the film was a way of tapping into the
audience’s feelings of disgust. Plus, with the sort of message we were originally talking
about, we wanted the audience to be disgusted and angry about it, almost. In a way, it’s
subliminal, which is obviously not allowed in advertising and is frowned upon in general
society—but it’s what filmmakers do, isn’t it? We have to play with the subliminal so as to
be more aware of it.”
Usually, before an animation production can properly begin, not only will the casting
need to have been sorted, but also, the basic dialog track should already be laid down.
This isn’t always the case—films with narration, for example, can get by with a placeholder
track until the postproduction phase—but either way, the process of actually finding the
right performers and getting the best performance out of them may very well fall on your
shoulders when doing things the independent way. In this chapter, you will be presented
with a variety of circumstances that have determined an independent project’s casting
success that should hopefully demystify the process somewhat.
Going It Alone
One obvious time-saver when it comes to casting and directing is to use ourselves in our
work. And why not? Who else will know exactly what kind of performance we want our
own characters to give better than us?
Well, slow down there. Of course, there’s something of a chasm between knowing
what’s best and being able to execute it on our own. Just as we need to know our limitations
throughout the visual side of an animated production, when it comes to the soundtrack,
we need to be equally vigilant—more so considering the increased likelihood that it will
be territory outside of our usual field of expertise.
219
I write from firsthand experience in this regard as circumstances have regularly dic-
tated I go this route for at least one character per each film of mine. At times, this has
proved effective enough, though there are definitely instances where I have regretted doing
so in hindsight. A stilted, horribly affected attempt at a British accent plagues my MA the-
sis film House Guest and is completely at odds with the characterization of the character I
voiced: a gruff, necessitous hunting enthusiast who lives on his own in the woods.
If you are playing more than one character, you may want to take the time to really con-
sider whether or not your vocal range is up to the task. The first independent short I pro-
duced that wound up being successful enough on the festival circuit to sell for broadcast was
The Naughty List, an animated sketch about dealing with higher-ups not pulling their weight
in the workplace, as depicted through an exchange between an anxious, beleaguered worker
elf and Santa Claus (Figure 12.1). Turnaround time was tight, and budget was nil (dueling
circumstances that will be familiar to many, I’m sure), so my workaround was to play both
characters for the animatic, with an eventual plan to redub before lip-sync began proper.
The performances as recorded did not land as two separate characters, instead result-
ing in a voice clearly identifiable as mine affecting a clipped, fatherly voice for Santa and a
Cod–New Jersey drawl for the elf. When it became clear that recasting/rerecording sim-
ply wasn’t an option, I experimented with various processing effects, eventually settling
on simply pitching up the Elf (to accentuate his stature and frantic state of mind) and
pitching down Santa (to accentuate his age and lethargic bulk) roughly 20% each way.
By keeping the adjustment fairly moderate, the cheat is not immediately obvious; pitch-
ing up a voice by a semioctave or higher, for example, will produce an identifiable Alvin
and the Chipmunks effect, while you don’t need to go too far when pitching any noise
down before things start to sound outright demonic. By contrast, adjusting the audio by a
smaller amount merely alters the tonality of the voice so that it becomes far less obvious as
having originated from the same person. This option is what I’ve dubbed “the South Park
cheat,” in reference to the show’s creators Matt Stone and Trey Parker’s use of the same
method in the preadolescent characterization of the main group of children they voice.
Figure 12.1
Still from The Naughty List (Dir. Ben Mitchell). (Courtesy of Ben Mitchell, ©2010.)
Certainly, the more authentic approach is to use a performer with enough vocal capa-
bilities to not warrant any additional postproduction trickery, or to use different actors
per role altogether, but as a means to an end, this approach can be an effective compro-
mise. Even performers as gifted as the great Mel Blanc (the man who originated such
iconic voice performances as Barney Rubble and Private Snafu, not to mention Bugs
Bunny and the greater percentage of the entire Looney Tunes ensemble) made use of this
technique—his characterization of Daffy Duck, for example, does not amount to a great
deal more than a pitched-up version of his performance as Sylvester the Cat.
Taking the lead yourself can be achieved without the digital trickery of such a cheating
little cheater as I, provided you have the chops for it. Hailing from Melbourne, Australia,
animator Elliot Cowan* is another independent artist, on top of those discussed in
Chapter 8, to have created a feature-length independent animation project with minimal
resources. After having spent 11 years in Tasmania working on TV commercials, the call
to return to something more animation focused saw him move to the United Kingdom for
18 months working for Uli Meyer before winding up in New York, where he, too, caught
the bug to make his own animated feature (there must be something in the water).
Earlier in his career, Elliot had developed Boxhead and Roundhead, a concept for a book
package that failed to generate much by way of interest (Figure 12.2). As it turned out, there
* http://www.elliotelliotelliot.com
Figure 12.3
Still from The Stressful Adventures of Boxhead and Roundhead (Dir. Elliot Cowan). (Courtesy
of Elliot Cowan, ©2014.)
* http://sunandmoonstudios.co.uk
Figure 12.5
The Adventures of Bertram Fiddle’s “Count Fulchmuckle” (voiced by your humble author).
(Courtesy of Rumpus Animation, ©2014.)
Figure 12.6
Katie Steed and Aaron Wood of Slurpy Studios with The Fearsome Beastie voice performer
Brian Blessed. (Courtesy of Slurpy Studios.)
Figure 12.7
Still from Teeth (Dir. Tom Brown/Daniel Gray). (Courtesy of Holbrooks/Blacklist, ©2015.)
This generosity is not to suggest that the work and skill set of a voice performer is less
artistically valuable than others who work on a film of this nature, but circumstantially
speaking, it holds some water, especially when considering the actual time and labor
involved. There is an obvious disparity between a handful of days working on voice-over
(VO) for a project and the untold hours its crew of animators and artists will then spend
bringing the performance to life. One certainly shouldn’t approach a big name with the
intention of getting free work out of them, but, in a similar way to Holbrooks and Slurpy’s
respective arrangements, one might be pleasantly surprised by the level of compromise
that can be achieved by pitching a project idea with all of its budgetary limitations worn
on its sleeve.
How you go about sourcing your voice cast is going to depend largely on exactly what
type of production you are putting together—whether your film requires singing, narra-
tion, passion, high comedy, low comedy, understated nuance, or pantomime theatrics is
something to bear in mind when researching available options, as a performer who will
shine in one arena won’t necessarily be able to bring much to another. From their experi-
ence producing both commercial work and creative projects, Aaron and Katie of Slurpy
Studios can acknowledge a contrast between their experience directing the voices for The
Fearsome Beastie and a more corporate project:
“For corporate films, you get what you expect; they’re very quick at turning things
around, and they must audition for hundreds of jobs, because every time we put a job up,
we get 60–70 applications and have to pick one,” says Katie.
“The other thing is that we don’t make the decisions,” adds Aaron, “so we just
have to put the audition up, get a lot of voices, make a short list, and send them on
to the client, whereas I think if you’re casting for a short film, you’re living that film
* It’s especially fortuitous when a big name can both increase a film’s potential marketability and be an ideal fit
for the film, as with the earlier case study of Slurpy Studios’ Fearsome Beastie adaptation.
perpetually lonesome existence, nor the glimmers of hope and depths of despair his episto-
lary relationship with his Australian pen pal Mary bring about. Whether a major feature or
student short, the principles behind Adam’s casting choices have always remained the same.
“With my earlier films, what I’ve always gone for with the narrators in particular are
people whose voices aren’t necessarily obvious or immediately recognizable, but have a
tone or a timbre to them that is immediately likable, not saccharine or overbearing. I really
like the narrators to be anonymous—which is what a narrator is, an anonymous voice—
but a comforting, authentic, believable voice, almost so that in the cinema, the narrator is
sitting just behind you, almost whispering into your ear as you’re watching a film, so that
you sort of forget that he or she is there, guiding you along.”
Narration is a device a lot of filmmakers use, and one that receives some criticism, as
touched upon in earlier chapters. More to the point, it’s a device that Adam as a writer
enjoys, and as he sees it, if it works, then why not use it? The narration used in Adam’s
films is far from a crutch, nor is it overbearing, only ever contributing to the emotion of a
scene rather than distracting from it.
* Though it cannot be denied that there is a skew toward male protagonists when it comes to film in general, as
highlighted by the Bechdel–Wallace test, for example, this oversaturation might be worth considering when
developing your own characters and story ideas.
At the risk of sounding like the type of haggard old bore who sits rocking on his porch while
nursing his inclement weather-detecting joint pains: the times, they are a-changing. As touched
upon in several prior chapters, independent animators are expected to perform to significantly
235
increased expectations as far as presentation, originality, and overall content of their work. If
your film will truly resonate, it will be down to one of two things:
1. The stars aligning in the most gloriously unpredictable way imaginable, where by
happenstance, every stage of production comes off without a hitch and the final
product communicates the genius of your work to a broad audience the moment
it’s put out into the world.
2. The comparatively less exciting prospect of heavily researching your proposed
audience needs beforehand and reconciling yourself with the often excruciating
and stressful juggling act of catering to the hypothetical masses while maintain-
ing your core ideas and creative integrity.
So if you’re confident the first will pan out for you (good luck with that), mazel tov in
advance, and you need read no further.
It’s not completely out of the realm of possibility, sure, but it might not be the most real-
istic outcome to depend on. As for the seemingly dull second option—well, there’s actually
quite a lot to get enthusiastic about, so buck up and get happy. To keep up with the folks
who are putting out work that jolt festival, online, and television audiences awake, the
main thing to try and stay aware of is how exactly audiences and consumers are relating to
new media, and how this directly informs the filmmaking process.
The main spirit of this book, above all else, is to help animation filmmakers real-
ize their full potential. Let’s take pause before I continue: The phrase “realize your full
potential” probably rings familiar, for good reason—it’s bandied about as something of a
catchall in the vast world of “motivational” literature, the kind of phrase that, in its vague-
ness, comes across as all the more accessible. It has many brothers designed to similarly
stir up the “get up and go” of its audience—“Be all you can be”; “Take control of your
destiny”; “MANIFEST”! It makes my fingers ache to even type this kind of thing. Yet,
fundamentally, the reason why these are so prevalent in literature is that they do yield vis-
ible, if largely superficial, results. Positive thinking, clearheadedness, and determination
do, generally speaking, assist tremendously in achieving certain life goals, and books on
the subject fly off the shelves, so I’m in no position to besmirch them. Obviously, if I did
have a book in me on the path to self-actualization, the road to spiritual fulfillment, or the
expressway to emotional empowerment, this wouldn’t be it.
So sticking to independent animation, what exactly do I mean by “full potential” when
it comes to your work?
Ultimately, it’s what differentiates two main attitudes about filmmaking—the “nailed
it!” attitude and the “that’ll do” attitude.
Figure 13.1
Still from Submarine Sandwich (Dir. PES). (Courtesy of PES, ©2014.)
was made authentic, innocuous, and humorous in a way that endeared him instantly to
audiences of all types. There’s nothing perceivably dirty about the film, the attention to
detail of the movement relating the cavorting furniture to animals in the wild (on the
street, even) rather than any kind of threatening or debauched behavior. Yet so easily, an
idea of this kind could misfire if in the wrong hands, or executed with a more lacklus-
ter attitude. Comedic animation that relies on its subject matter alone oftentimes means
that the animation itself is rendered crudely or hurriedly; not so with Roof Sex. PES’s
animation style and, perhaps most importantly, beautifully observed timing elevate the
film as something noteworthy. The same applies to the greater part of his filmography,
which includes Game Over (2006), a montage of familiar retro video game scenarios rec-
reated using household objects; Kaboom! (2004), in which a military air strike is similarly
conveyed using trinkets and other found miscellany; and his “Food Trilogy” of Western
Spaghetti (2008), Fresh Guacamole (2012), and Submarine Sandwich (2014), whose fund-
ing circumstances we touched upon in Chapter 9.
As is often the case, PES first acknowledged a sense of the greater impact his film work
had on the world through their online viral success, especially when considering he was
not the source.
“At the time of Game Over, I was just releasing them as QuickTime files on my website,
and this amazing thing happened where people just came to the site, ripped the files, and
threw them up on YouTube. At any given moment, you could look on YouTube and see a
hundred different versions of Game Over.”
The film had amassed millions upon millions of hits spread out over its multiple post-
ings. Acknowledging that the online video craze was not about to die away any time soon,
PES made the executive decision to release his own work via his own channel, ideally as a
means to steer the public toward his other work, while at the very least guaranteeing they
would be of an ideal quality standard.
Figure 13.3
Still from Western Spaghetti (Dir. PES). (Courtesy of PES, ©2008.)
Figure 13.4
Still from Kaboom! (Dir. PES). (Courtesy of PES, ©2004.)
Figure 13.5
Submarine Sandwich concept artwork. (Courtesy of PES, ©2014.)
Figure 13.6
Still from Submarine Sandwich (Dir. PES). (Courtesy of PES, ©2014.)
“Transitionally, I might say I would start the film by picking my bread out, cutting it,
and putting it down without revealing the submarine, as I had this notion that if I held it to
the end, it would be more of a satisfying conclusion. Almost all my films have that priority
on the ending, that sort of exclamation point at the end that makes watching the entire
thing essential, or you miss out. There’s all sorts of different examples of that, such as Fresh
Guacamole, with the chip being dipped and cracked at the end. I think when I animate
objects, people are used to looking at certain structures that are familiar in one way, and
then all of a sudden, I do something different with them; there’s a sort of unexpected qual-
ity that makes people want to know what happens next.”
While it is never fair to expect an artist to choose a favorite piece of work, when objec-
tively assessing his back catalog to date, PES is able to impartially acknowledge one film in
particular that fired on the most cylinders at once.
“I think Fresh Guacamole was one of those ideas that worked out particularly well; the
puzzle of it fell together in a ‘total’ way that I have a particular fondness for. I’m too close
to Submarine Sandwich to truly evaluate it fairly, but the nature of using a deli slicer was
the challenge, because with a knife—which Fresh Guacamole is really about, a knife—
there was a little bit more transformative magic. A deli slicer is more challenging in that
“For animated shorts, most of the films will, at this stage, be rated four and a half
or above; films rated five will be the absolute best we’ve seen, which will come to about
3 films out of 1500! For student shorts, generally, films with a four and above get into the
competition. Once we have those lists, then we evaluate whether or not we have enough
variety in the programs. We try to make great film programs that have different kinds
* http://www.shortoftheweek.com
Figure 13.9
Sausage (Dir. Robert Grieves) would go on to receive a Vimeo Staff Pick as well as Cartoon
Brew and Short of the Week Picks of the Day. (Courtesy of Robert Grieves, ©2013.)
The number of platforms available to independent filmmakers of any medium and genre
is bigger than ever before, and growing exponentially. Certainly, the days of physical home
media could draw to a close soon, with dwindling retail outlets in keeping with consumer
demand. The many high-definition (HD) streaming or digital download resources avail-
able in their absence more than compensates, with the perks of supplemental features
intact and even improved upon.
The National Film Board of Canada (NFB), an institution who pride themselves
certainly as a hotbed of innovative auteur filmmaking (although the unique funding
circumstances afforded by an enviably arts friendly Canadian government sets their
work outside of the independent spectrum), have taken tremendous initiative in their
marriage of exciting new film ideas and how their audience experiences them. Parallel
to an inclination toward interactive experimentation (explored further in Chapter 17),
ground was broken with the development and release of NFB Films, a multiplatform
app archiving over 2500 of the film board’s titles, many of which represent their much-
admired animation output. Another groundbreaking app released in 2013 is McLaren’s
Workshop, which effectively repurposed the most compelling content of what had
255
Figure 14.1
Show Me The Animation app screengrab featuring Risehigh (Dir. Adam Wells). (Courtesy of
Show Me The Animation.)
previously existed as a large and costly—though nicely presented—DVD box set. The
translation of the content to an audiovisual celebration that audiences can experience
on their iPad (while boasting interactive elements, at its heart, it remains an anthol-
ogized celebration of pioneering experimental filmmaker Norman McLaren’s work)
serves as an early indicator of the direction home media is going and the shape it will
take.
The ripple effect of these innovations is already visible. The UK-based organization
Show Me the Animation,* which began life in 2006 as a semiregular series of informal
independent film screenings in the South West, has grown to provide a valuable means for
animators to showcase their work online. The organization is an offshoot of Wonky Films,
an award-winning animation, illustration, and digital studio, the latter practice serving as
an outlet for the Show Me the Animation app, a digital distribution platform for indepen-
dent animated shorts (Figure 14.1).
The app itself was helmed by interactive developer Jake Hobbs, whose involvement with
Wonky began as part of a doctoral project focusing on audience engagement and mon-
etization in digital environments. His work at the studio included the broadening of the
* http://showmetheanimation.com/
Remodeling
Undoubtedly, there will be issues with ego, competition, pride, and the odd splash of
schadenfreude amongst any industry—we animators are sort of human beings, after all—
though independent film has generated a sense of online community and solidarity that
has helped to offset this. Certainly, thanks to the community spirit of platforms such as
Vimeo, the potential for open lines of discussion, feedback, and collaboration is particu-
larly great.
“It’s what I like about it,” enthuses curator Jason Sondhi. “Around 2009, it seemed
Vimeo had arrived, which caused me to look back at the previous 2 or 3 months’ worth
* http://everythinganimated.tv
† http://thepegbarandgrill.com/
‡ http://www.depict.org
One filmmaker who certainly embraced the challenge and, in turn, reaped the rewards
of DepicT! is 2010 winner Aidan McAteer, who used the competition as an excuse to make
his first independent animated short since his college years.
It was also an opportunity to create something that would provide a refreshing change
from his day job, which, at the time, was as an animation revisionist on the hugely popular
My Little Pony reboot My Little Pony: Friendship is Magic.
“To be fair, it’s a really good show, but it wasn’t the most creatively fulfilling; I was tak-
ing other people’s scenes and tweaking them, so if there was something the directors didn’t
like in a shot, I would make changes. It was paying the bills, and I was happy to have it, but
there were a lot of sparkles and pink fluffy clouds involved, which wasn’t really my thing.”
When that year’s edition of DepicT! came across his radar, the feasibility of a 90-second
passion project without creative boundaries but a motivational deadline to work toward
held great appeal to Aidan. On top of that, the idea of taking his own personal measures
in broadening his filmmaking experience had long-term potential.
“People who are really good at stuff, who make strong first films, have inevitably been
making ‘short films’ all their lives. I know that if you look at any good feature film director
that you could name—Spielberg, del Toro, the Coen brothers, whoever—they’ve probably
all been making films since they were 10 or 11 with Super 8 cameras. So when the time
comes to direct a feature, it’s actually not the first film they’ll have made, which I think is
how they turn out so well. That was something else that I got in my head as well, so even
if it didn’t turn out to be the greatest thing in the world, I’d have made a film and built on
my experience, and when I would move on, the next one would be even better.”
Not only did this investment of Aidan’s time and creative energies prove worthwhile
when it came to winning the main DepicT! prize and subsequent exposure; it provided a
Figure 14.3
Still from The Gentleman’s Guide to Villainy (Dir. Aidan McAteer). (Courtesy of Aidan McAteer,
©2010.)
Group Effort
There is constant scope for change, adaptation, and exploration in the world of anima-
tion. Films that might be considered conceptually avant-garde can remain fundamentally
entertaining. In the following case studies, we’ll examine prominent independent shorts
from out of left field that, in their inventiveness, have helped to revitalize short film as a
medium, beginning with the contemporization of an old, established technique.
Jeff Chiba Stearns equates the process of an Anijam to the collaborative “Exquisite
Corpse” games of the surrealists, in which words or imagery are contributed by multi-
ple artists without knowledge of the preceding contribution, to create an unusual final
result. Applying this approach to animated film for the first time of note was pioneering
Canadian animator Marv Newland, who brought 22 animators together to work on his
1984 short film concept Anijam, ultimately coining the term. The film features a single
character trapped in a hallucinatory world, each animator in turn granted reign over said
character’s plight in his/her own style, with no knowledge of the events of the film outside
Figure 14.6
David Fine and Alison Snowden work on Yellow Sticky Notes: Canadian Anijam. (Courtesy
of Lily Snowden-Fine.)
Figure 14.7
Chris Hinton (with assistant) works on Yellow Sticky Notes: Canadian Anijam. (Courtesy of
Katherine Reed.)
Figure 14.9
Original cel from Bill Plympton’s Guard Dog (2004)—one of the unexpected perks of involve-
ment in Guard Dog Global Jam was receiving a drawing from the original film. (Courtesy of
Plymptoons. From the author’s personal collection.)
New Perspectives
Sam Taylor and Bjørn-Erik Aschim met while studying at Arts University Bournemouth.
Immediately following their graduation, they began work together on Sylvain Chomet’s
traditionally animated 2-D feature The Illusionist, which was being produced in Edinburgh.
After 7 years of experience working alongside each other, the desire to make a film of their
own began to take hold.
“Neither of us had actually done anything of our own,” Sam recalls. “I think we were
sick of asking permission. Getting funding sounded like it would take forever, and doing a
postgraduate course would have been expensive, so we just started. Not quite understand-
ing what we were taking on was probably helpful. It took 2 years and a massive amount of
help from some incredibly generous and talented people. We funded it ourselves through
sporadic periods of freelance work.”
The greatest enemy of an independent production’s success is hesitation. Considering
how many films exist only in the hypothetical limbo of would-be creators’ fantasies, very
little is lost in taking the first steps to begin a film before the certainties of funding or
production are set in stone. In the case of Sam and Bjørn’s short Everything I Can See
from Here, finished and released in 2013, taking such a plunge proved to be the right move
(Figure 14.10).
Though the end result is visually sophisticated and indicative of an elaborate produc-
tion pipeline, the duo’s approach was relatively simple from the outset, sharing the load
for the most part.
“Bjørn did all the painting and backgrounds in the film. Beyond that, I think we both
did a bit of everything, from character design through to animation, storyboarding, com-
positing, promotion, and so on. We might not have achieved a perfect state of collective
consciousness at all times—there were certainly disagreements—but I think the process
of talking this stuff through was beneficial for a number of reasons.
“First, it forced us to justify our creative decisions quite specifically in each case. It also
allowed us to get to know each other better and taught us about efficient methods of col-
laboration. I discovered, for example, that defining an illustrative style is something that
is very difficult to collaborate on; it’s so intuitive that it’s difficult to talk about and always
ends up coming back to questions of taste. In our recent work, we’ve generally assigned
character design to one person in the team, which results in more of a distinctive and per-
sonal flair. It’s our taste, but hopefully, it also engages people.”
As is often the case with the animation world, Sam’s primary education came more
from working on The Illusionist than from the university studies that preceded it. The pac-
ing of Everything I Can See from Here, which boasts a number of protracted, drawn-out
shots to build atmosphere, is particularly informed by Chomet’s film (Figure 14.11). For
Bjørn, additional sources of inspiration came from his prior work for Aardman and Sony
for the computer-generated (CG) animated feature Arthur Christmas.
“The presentation of ideas, the packaging of your drawing is something that becomes
very important when you work on larger-scale productions. Directors and heads of depart-
ments just don’t have time to react to something that isn’t clear or doesn’t read properly
at first glance; they have dozens of meetings, and tons of decisions need to be made every
day. Ideas need to be visualized quickly and efficiently; being ambiguous or unclear kills
your drawings instantly! It’s heartbreaking when you’ve got a lovely rendered painting to
show but nobody reacts to it because they don’t understand the idea behind it. It’s defi-
nitely something that I’m more conscious of now that I’m pitching ideas to my colleagues
or to clients. Also, making a film means you’ll have to talk about it for a long while after
its release. If the idea is in any way unclear to yourself when you make the film, you will be
constantly reminded of this whenever someone asks you a question about it.”
One unique quality of Everything I Can See from Here stands out to the audience imme-
diately, that the film’s aspect ratio has been purposefully subverted to 9:16 as opposed to
the standard uniformity of 16:9. While the filmmakers wryly acknowledge the prevalence
of many contemporary viral videos being filmed in this fashion (unknowingly, for the
most part) using smartphones, what might initially come off as gimmickry proves to be
an ingenious, contemporary spin on a viewing experience, which has been so adopted by
mobile devices (Figure 14.12).
“The film is very specifically made for an audience of people who watch things online
using their phones and tablets. This is reflected in the portrait aspect ratio and the fact we
released the film online immediately,” asserts Sam.
“We decided to make it portrait format halfway through the boarding of the film,”
Bjørn adds. “We were both reluctant to redo the boards, but it was too good of an idea, so
we went for it. It was a fairly straightforward process after that, actually, no major prob-
lems. Max James van der Merwe, our 3-D animator, flipped his monitor on the side and
did the alien animation that way, which worked pretty well!
“I had just gotten an iPad, and when we did our first test on the device, it felt right.
It was a different experience than watching it on a normal screen, almost like a moving
comic, which was something that we got very excited about. It felt like not a lot of people
had explored this form of storytelling yet.”
The completion of the film was assured by corralling a team of 11 additional volunteer
animators and a 13-person cleanup crew from a pool of creatives enthusiastic to see the
project come together from the strength of its premise. A similar sense of enthusiasm
for the end result pervaded the online community, earning the film the aforementioned
coveted Vimeo Staff Pick and exposure to an audience of hundreds of thousands thanks
largely to word of mouth and social media. While this was hugely beneficial to the duo’s
visibility and reputation as artists, Bjørn’s take on the future monetary potential of this
form of exposure remains grounded (Figures 14.13 and 14.14).
“I think the sharing of videos online, in tweets, on people’s timelines and Tumblrs has
definitely opened up platforms for people who normally wouldn’t have one, to get their
vision across. I think that it’s hardly a model that is sustainable for an artist though. The
exposure is great, and there’s value in building an audience, but there’s practically no
money to be made and very little incentive to keep making short-form content beyond the
pat on the back and a ‘like’ on your video. There’s been attempts at getting people to pay
and donate money for short-form content online, like Vimeo’s Tip Jar or PayPal’s ‘donate’
button, but apart from crowdfunding, there seems to be no sustainable model that could
even get close to financing something like a short animated film.”
To Sam, the exposure’s primary benefit is also the spectrum of feedback and encour-
agement first-time filmmakers are given access to. “It’s interesting how different forums
Figure 14.14
Everything I Can See from Here character turnarounds. (Courtesy of The Line, ©2013.)
have very different responses to the film. Vimeo is almost always extremely positive,
which is partly a function of people wanting to self-promote. Some of the animation blogs
had slightly more critical opinions, a lot of which was really insightful and instructive”
(Figure 14.15).
“Social media is a great tool to get people interested in what you are working on,” Bjørn
adds. “We’re experimenting more and more with journaling our process online and being
completely transparent about the filmmaking as we go along. Animation takes a long time
and can be an isolating process. You just want to share something, get some kind of feed-
back, and the Internet is great for that. But there’s value in keeping a bit of secrecy about
your work as well; the magic can quickly fade if you’re sharing everything.”
“I had started working on a film that wasn’t really going anywhere,” recalls Greg, “and
wanted something that could be improvised. The idea of 365 just popped into my head one
day, and I just kind of started it without really thinking about it. The idea was that I would
post an image every day on Facebook so people could follow it that way” (Figure 14.17).
Once several of these images had been posted, Greg noted a visible interest that started
to spread throughout social media. As with the primary motivation behind such work as
Figure 14.17
Still from 365 (Dir. Brothers McLeod). (Courtesy of The Brothers McLeod, ©2014.)
Figure 14.18
Still from 365 (Dir. Brothers McLeod). (Courtesy of The Brothers McLeod, ©2014.)
habits, a film made up of 365 random, 1-second sight gags could easily be unwatchable.
Greg attributes his own sense of such concession to having worked alongside his brother
for so long.
“Storytelling-wise, most of my short films have been nonnarrative in a traditional
sense, and 365 isn’t at all. I think you naturally find rhythms, little tropes and little ideas.
Codswallop had something of an emotional arc, as Myles works a lot in television, where
you need to know story structure, so all the things he writes for have beats you have to
hit. Myles really enjoys working with three- or four- or five-act structures; if you can get
it right, it’s fantastic.
“We always do a talk about how you might have a subconscious idea that will just pop
into your head, but to make it work in a film, you have to consciously twist it. So there are
bits like that in 365 where, at the ends of a month, I would sometimes consciously slow it a
bit, and at the very end, there’s definitely 4 seconds where I knew I had to give people that
relief. So even though I do a lot of subconscious work, I still have to somehow organize it
so it isn’t just a load of stuff on screen. The issue when you’re doing something that’s very
heavily scripted is that it’s a different mindset, where you have to heavily storyboard, cre-
ate an animatic, and know what it’s going to be before you’ve finished. With a film like
Phone Home, that is absolutely the right thing to do, because the comic timing had to be
perfect. If I had done just any old thing, it wouldn’t have worked. I like working either way;
it keeps it fresh depending on what the project is.”
At this point in the book, it should be more than clear just how unfettered one’s approach
to an independent animated film can be. Not only that; the platforms and avenues avail-
able for your work are constantly evolving to accommodate these leaps forward in both
technology and artists’ progressive approach to their creative concepts. In the upcoming
chapters, we will be further exploring just how conceptually broad an independent anima-
tion project can be and how recent advances in technology are making the experience of
viewing them more immersive than ever before.
Next we will explore the ways in which independent animation has embraced the mixed-
media approach, something that has, over time, become a significantly more viable option
for auteur production. Prior case studies have touched on this, such as Signe Baumane’s
tactile, handcrafted sets and stop-motion environments for Rocks in my Pockets, against
which her signature 2-D character animation is juxtaposed. The longtime staple of com-
bining live-action with computer-generated (CG) animation is also no longer the exclusive
domain of mainstream cinema, as seen in Matthew Walker’s Little Face and The Outpost’s
Endtrip (see Chapter 16) amongst others, not to mention the variety of stop-motion pro-
cesses that define the work of PES. Here, however, we’ll be looking at a handful of artists
especially known for taking the combined approach throughout their respective bodies of
work, showing just how adaptable and (at times) self-aware animation can be.
The first director whose work we’ll look at is Daniel Greaves, whose 1991 short
Manipulation would go on to win the Cartoon d’Or and an Academy Award the follow-
ing year (Figure 15.1). Evocative (as many films have been, to varying degrees of success)
of the 1953 Chuck Jones classic Duck Amuck, Manipulation is an early example of the
artist-versus-creation concept going one dimension further into more metaphysical terri-
tory, as the abuses inflicted on Daniel’s hand-drawn, 2-D animated figure grow consider-
ably more complex, involving real materials animated using pixilation and stop-motion.
Several sequences in the film (including its final moments. in which the animated victim
seemingly breaks free of the confines of the page) foreshadow the visual premise of the
279
Figure 15.1
Still from Mr. Plastimime (Dir. Daniel Greaves). (Courtesy of Daniel Greaves, ©2014.)
director’s later short Flatworld (1997), produced for the BBC with a grander budget and
scope. In this film, the protagonist Matt Phlatt, his pet cat, and their fellow inhabitants of
the strange titular universe are traditionally animated in 2-D, albeit as cutouts that stand
upright in a stop-motion environment of handmade sets. Beginning with a series of wryly
executed nods to the process itself (e.g., shaving with a pencil eraser, turning sideways on
to negotiate narrow openings, etc.), the film becomes progressively more elaborate, with
an electrical storm opening portals through which television characters (also tradition-
ally animated but composited into the action to suggest more dimensionality) appear and
wreak havoc, thanks to their own set of physical laws. To achieve the overall effect, all of
the half-hour-long film’s 2-D animation was first animated on paper before being photo-
copied and glued onto meticulously cut-out cardboard (with corresponding replacements
required for each different frame of animation), to be then posed within the set and filmed
as stop-motion.
“I suppose it’s a kind of inherent restlessness in myself, that I keep wanting to try differ-
ent things,” Daniel reflects. “I quite like the challenge of doing something that’s slightly out
of my comfort zone and then learning from it. The bigger picture is to then accumulate all
of these skills because they might spark something really special one day, when I’ve got all
these techniques under my belt, as it were. That’s why I jump from one thing to the other.
“I find that one film informs the next, so when it comes to an experience I’ve had mak-
ing a film like Flatworld, which was incredibly labor-intensive work with cutouts involved,
I know that I probably wouldn’t do again! It looked good, and it was exciting at the time,
but once I’ve done something once, I want to do something relatively different and learn
something else.”
The British Academy of Film and Television Arts (BAFTA)-nominated film is
part of a strong legacy of work produced by Tandem Films, the production company
Figure 15.2
Mr. Plastimime campaign page promo image. (Courtesy of Daniel Greaves, ©2014.)
points built into the physical puppets as a guide, similar to the compositing approach
of the National Film Board of Canada’s (NFB’s) 2007 stop-motion film Madame Tutli-
Putli (directed by Chris Lavis and Maciek Szczerbowski), which would instead overlay
live-action eyes to bring a more “human” performance out of the puppets. In the case
of Mr. Plastimime, this hybrid approach was crucial to taking each character’s range of
expression to a place that would not have been achievable using stop-motion on its own.
“The animators said it would have been really difficult to sculpt the eye blinks and
subtle expressions with these squashy shapes. I was quite concerned that they would have
looked a bit blank, so I think it was worth taking a chance, even though it cost more.
The thing is, the characters are in the film pretty much 80% of the time, so you’ve got to
take perspective into account. We didn’t use any technical, clever tracking devices; every-
body just had to use their eyes and match it up, which was tricky because the eyes change
depending on the angle of the camera.”
Using Flash, the eye and mouth animation was applied straight-ahead to the stop-
motion footage, with the opacity level brought down a touch so as to not be solid colors
(Figure 15.4). Being able to discern Plasticine textures through the 2-D overlays keeps the
end result from being jarring or incongruous—for the most part, the facial animation
comes across almost as having been physically painted onto the puppets themselves.
Harkening back to the days of Manipulation and Flatworld, Mr. Plastimime also
indulges a certain degree of metaphysical humor in its references to the physicality of the
animation itself, something of a Daniel Greaves trademark.
“I don’t do it consciously, but it has been pointed out—people say, ‘Your films really are
about the process of animation.’ In Mr. Plastimime, you become aware of the technique
when he walks into a lamppost and the Plasticine squashes, for example (Figure 15.5).
You can’t pull the wool over the audience’s eye—they’re pretty clued up as to how these
Figure 15.5
Still from Mr. Plastimime (Dir. Daniel Greaves). (Courtesy of Daniel Greaves, ©2014.)
Duality
Chris Shepherd, whose collaborative adaptation with David Shrigley Who I Am and
What I Want (2005) we learned of in Chapter 4, is another UK filmmaker who has fre-
quently combined animation processes to remarkable effect. Two primary examples from
his extensive filmography that come to mind are Dad’s Dead (2003) and The Ringer (2013),
both of which are rooted in live action and visually emboldened via an assortment of
captivating animation and visual effects. Although these films have a distinct visual edge,
they succeed for both being strongly told stories.
Figure 15.6
Still from Dad’s Dead (Dir. Chris Shepherd). (Courtesy of Chris Shepherd, ©2003.)
Figure 15.7
The increasingly demonic “Johnno” of Dad’s Dead. (Courtesy of Chris Shepherd, ©2003.)
shot against green screen, later keyed, filtered, and composited into 3-D CG environments
by a team of visual artists at ADV Studios in France. Last, a form of rotoscoping was
applied, tracing line art over every frame of the characters—a process that took over half
a year—resulting in a striking, “moving-poster” effect. While the film’s strictly live-action
sequences are strong enough in terms of the writing, direction, and performances to be a
compelling film, as with Dad’s Dead, the visual garnish allows for a very effective insight
into the main character’s emotional conflicts and turmoil.
“Live action and animation are very different,” Chris reasons. “Something you show as
being quite harsh in live action, you can put it into animation, and it can become funny or
quite mild, so there are all those considerations. If it’s a dark comedy, you might not want
it to become too heavy, so by showing it like a cartoon, it just deflates it and almost brings
a sense of sarcasm to it (Figure 15.9).
“All the films are different, but when I wrote Dad’s Dead, it was as more of a straight
play. Then when I did the animatic, I would think about parallel narratives and ways to
subvert the main narrative, building it up over time. When it came to The Ringer, I would
see the film as I wrote it, the idea of this parallel world that would be animated.”
Another shared trait with Dad’s Dead, though buried perhaps a little deeper, is The
Ringer’s tragicomic sensibility (Figure 15.10). The humor, underplayed though it is, keeps
the film from being maudlin melodrama. Danny’s attempts to bond or find common
ground with Chris, for instance, are strangely endearing for being utterly devoid of logic.
Toward the end, when the film’s main narrative (now intertwined with that of the fictional
universe within) goes from threatening to poignant, the shift in tone is felt all the more.
“I feel that with comedy, you can convey something quite dark while keeping the audi-
ence on board. Even when I try to be serious, the films always end up being funny; it’s
Figure 15.10
Still from The Ringer (Dir. Chris Shepherd). (Courtesy of Autour de Minuit/Polkadot Produc
tions, ©2013.)
Splintering Off
One particular series of independent, mixed-media projects from the Netherlands serves
as a prime example of how storytelling and a multitude of art forms can come together to
form entire creative universes. The work of Dutch artist Rosto is legendarily grand in spec-
tacle and the talk of many a major festival, combining rich soundscapes; arresting musical
compositions (from avant-garde to straight-ahead rock); a plethora of epic, sometimes
metaphysical interwoven story strands; and unforgettable visuals. While Rosto’s later
projects boast bolstered production values through significant financial support from a
variety of funding bodies, all of his work retains a crucial independent and artistic spirit
at its core.
Animation has always been an important part of Rosto’s process, going back to his
childhood and a home studio setup involving his father’s 8 mm camera and friends who
would financially contribute to material costs so as to be involved. The technological limi-
tations of the time put his animation inclinations temporarily on hold. “It took forever to
do all the animation, shooting all these cels and then sending it off to a lab and having to
wait 3 weeks for it to come back—only to discover that it was all out of focus and underlit!
After a while, I gave up and started to shoot horror movies in my teenage years.” With the
advent of video briefly reigniting a predigital enthusiasm for filmmaking, it wasn’t until
the arrival of the Amiga (“a miracle machine!”) that animation was permanently brought
back into his life.
“I first started doing the drawn-animation thing again, then very slowly, the hybrid
approach came in. By now, I was a more stubborn young man who decided that I don’t
have to choose to become a 2-D animator—or graphic designer, or musician; I can actually
combine all these things!”
The mixed-media roots of Rosto’s highly complex artistic universe can be traced, at
least visually, to his online web series Mind My Gap (Figure 15.11), which takes the form of
a multimedia “graphic novel” detailing the troubled journeys of Diddybob and Buddybob,
best friends and presenters of the fictional television show Living Interior. The story begins
in a 1998 Flash-animated webisode Map1: Highway, which sees Diddybob on a mysteri-
ous road journey, having left his life and Buddybob behind, for reasons unknown. Set to
mostly still illustrations and rudimentary animated sequences, the narration and dialog
are unforgiving, at times coyly self-aware of their impenetrability, yet the story is absorbing
enough to entice the viewer into attempting to fathom its mysteries. The saga concludes 15
years later in 2013 with the two-part, full-blown live-action/CG metaphysical epic Map13:
XIII and Episode13: XIII (episodes 25 and 26 of Mind My Gap, respectively). These two
concluding chapters are best known on the animation festival circuit as the single piece
Lonely Bones, itself the second part of a parallel series of short films (Figure 15.12).
Before exploring those, however, it’s worth examining the long path to Rosto’s status as
one of Amsterdam’s most successful and intriguing independent artists. Though Mind My
Gap is where the story ultimately begins, the creative seeds were sewn some time before
through music, not animation.
“The graphic novel was actually inspired by songs I had written in the mid-1990s,”
says Rosto, “although I didn’t realize at the time that my entire career would spring
from it! When I wrote the first songs around 1995 with the band The Wreckers—as we
were called back then—it was all very intuitive. The only thing that I knew was that
it was about landscapes, crossroads—there was no concept behind it other than those
elements.”
Several years later, as both the 1990s and The Wreckers as a real-life band were com-
ing to an end, these compositions became the springboard for something altogether more
complex. From the very first episode, it is clear that Mind My Gap does not follow any
established patterns or frameworks that Flash-based web animations were known for at
the time. Certainly, it makes use of the advantages of the medium—the addition of sound
effects, music, and recorded performances helps tremendously in the adaptation from its
original print incarnation, as does a certain level of interactivity, allowing the viewer to
switch from one narrative strand to another. Though the official website self-effacingly
refers to these early episodes as “obsolete,” the concept of this type of digital storytelling
“a dinosaur” in an era where the Internet has “evolved into a dominating household com-
modity,” they are a valuable study when it comes to several areas of artistic development
and approaches to storytelling. As Rosto recalls, “This was basically right after the birth of
the Internet. I was pioneering, while not really understanding what I was doing. You have
to understand, this was the 1990s—the Internet seemed like it might be here to stay, but we
didn’t know at the time whether or not it was just hype.”
Though not “tech-savvy” by his own admission, Rosto’s motives for embracing the
Internet’s potential in a manner far removed from the glut of web animators rising to
popularity at the same time came from seeing a documentary on the subject. “I realized
a couple of things. First, that this was probably going to be big, and the ‘big boys’ would
probably try to hijack it and make it theirs. So we, the ‘little people,’ had to be there first—it
was like the Wild West, basically; whoever gets there first claims their territory.
“The other thing I realized was that even as an independent artist or filmmaker, you’re
never truly independent, because you need the money people on your side. Even if you
don’t do it with big budgets, if you make your own small guerilla projects, you still need
the blessing of curators, festival directors, or whoever else might own a platform where
whenever I’m creating something. It was a 3-minute little sweet nothing, but for me, it was
a breakthrough.”
The film certainly succeeds as a natural progression of the graphic novel webisodes,
combining the simple yet affecting visual of the Langeman’s disembodied CG head sing-
ing his lamentation against a backdrop of densely composited typographical elements, fol-
lowing an introductory scenario combining both asset-based and hand-drawn digital 2-D
animation. While the film would not achieve the same success as those that came after, it
laid an important foundation for the subsequent works to build on.
“After Beheaded was (The Rise and Fall of the Legendary) Anglobilly Feverson. In Mind
My Gap, there is an episode where the ‘director’ character refers to a storyboard for his
film. People thought I was just messing around, but it actually was a real storyboard for
a real film that was, I suppose, my breakthrough. Anglobilly finally gave me a spot in
the independent short filmmakers’ landscape.” Further cementing this spot was the con-
cluding film, 2005’s Jona/Tomberry, which went on to win a major prize at the Cannes
International Film Festival. This trilogy of films embraced the established characters and
sense of structural lawlessness from the graphic novel universe while adding additional
elements, such as a hallucinogenic reincarnation of Rosto’s 1990s musical outfit, later to
be rechristened Thee Wreckers. Paying tribute to the band from whose music these stories
had sprung, the animated counterparts of band members Wrecker Walley, Wrecker Folley,
Wrecker Rooney, and Wrecker Rosto are shackled and chained demonic spectres who
quickly become a key visual of Mind My Gap’s expanded universe. “I had now immortal-
ized them by taking their ‘souls,’ making them into characters, and doing a studio project
of all the songs that we wrote in the 1990s, this time recording them properly.”
The strength of this visual concept, paired with the crucial role the songs played as a
catalyst for these adventurous film ideas, ultimately led to another supplemental story
strand, a tetralogy of shorts in which Thee Wreckers ultimately take center stage. The first
two of these films, No Place Like Home (2009), and the aforementioned Lonely Bones are
Figure 15.14
Still from No Place Like Home (Dir. Rosto). (Courtesy of Studio Rosto A.D., ©2009.)
Figure 15.16
Still from Lonely Bones (Dir. Rosto). (Courtesy of Studio Rosto A.D./Autour de Minuit, ©2013.)
Figure 15.17
Still from Lonely Bones (Dir. Rosto). (Courtesy of Studio Rosto A.D./Autour de Minuit, ©2013.)
Still from Luigis’ Pizzaride (Dir. Florian Werzinski). (Courtesy of Florian Werzinski, ©2011.)
299
warrant being viewed with an added sense of immersion (many of these being animated
features). At this point, producing your independent short stereoscopically is a relatively
straightforward process, with software incorporating it as an option when compositing/
rendering and stereoscopic camera rigs for stop-motion setups easily obtainable. The
question remains: just because it can be done, should it be?
While some festivals are able to accommodate 3-D projection, it is far from standard
practice, so the first major element to consider is just how focused your plan of action will
need to be if you actually want a film to be seen stereoscopically, in a theatrical setting.
With 3-D home viewing never having taken hold in a major way, outside of a festival or
cinema environment, there are other viewing options that allow for 3-D shorts in a more
portable sense, such as displaying films as moving stereograms, in which the two necessary
images required to create the illusion of depth are simultaneously screened side by side. To
achieve the stereoscopic effect, the viewer needs to physically cross or outwardly diverge
(depending on which side is which) their eyes so as to blend the two images, though this
is not an especially comfortable practice for many and becomes increasingly less advisable
the larger the image. Also, who wants to sit watching a film cross-eyed?
This essential principle is easier facilitated by processes such as Google Cardboard,* a
budget option for experiencing films and apps in 3-D on mobile devices. The loose and
adaptable premise allows viewers to construct their own wearable goggles that direct each
respective image from the 3-D project to the corresponding eye, essentially transforming
the device into a makeshift virtual reality (VR) headset. The higher-end versions of this
are professionally manufactured gaming headsets themselves, whose main applications
are designed to be interactive experiences, though experimental film projects in which the
wearer can passively observe the action without actively engaging with it do exist, such
as the multiartist Oculus Mobile VR Jam project Colosse and Maarten Isaäk de Heer’s
Februar.† The world of immersive film is, however, a somewhat separate beast to (though
perhaps a more viable future than) the application of stereoscopy to independent anima-
tion shorts. One area in which stereoscopy will most likely never fully take flight is 2-D
character-based animation. Compositing in a 3-D environment is now a staple of most
prominent software, from Toon Boom to After Effects, but if the graphics are actually
rendered stereoscopically, the illusion of depth will only be applied to a series of flat planes
for each layer, rendering the endeavor somewhat underwhelming and arbitrary. There
have been some instances where the level of atmosphere and visual innovation has been
well served by stereoscopic projection,‡ though these have proved rare exceptions. When
applied to a more conceptually adventurous film, however, an assortment of 2-D elements
can be reconfigured in a rather compelling manner.
Though it went on to perform spectacularly as an independent film in its own right,
Thomas Stellmach and Maja Oschmann’s 2013 Louis Spohr tribute Virtuos Virtuell ulti-
mately began life as a commission for Kassel’s Spohr Museum, one of its primary funders
(Figure 16.1). One of the caveats of this arrangement was to create a piece that would
* https://www.google.com/get/cardboard/
† http://www.maartenisaakdeheer.com/
‡ Such as Claire Blanchet’s 2013 NFB film The End of Pinky, whose flat, traditionally animated characters
embrace newer technology, and the decision was made to produce the film stereoscopi-
cally so as to be displayed on an autostereoscopic monitor.*
“That was the main reason that we had this stereoscopic aspect to the project. During
the early days of the project, however, we did some stereoscopic tests and were actually
quite disappointed with the effect. As artists, we were so happy to do the 2-D version, as
it seemed more interesting for the audience to sense the third dimension and not really
see it. We recognized this aspect very early on and we knew that the 2-D version was our
favorite.”
As the stereoscopic angle was one of the primary hooks of the film in the eyes of
certain funders, the hope of proceeding with a 2-D-only version of the film was not an
option. With the digital painting and live-action experimentation with ink (as outlined in
Chapter 11) generated and filmed in standard 2-D, creation of the stereoscopic effect for
the museum-friendly version came during the film’s compositing phase.
“The black ink stroke was drawn first on a graphics tablet in software that simulates
that style of ink, and when it went to the third dimension, I changed the technique. I used
an After Effects plug-in called Particular that also simulates this black ink stroke. With
that, I could move the key frames in three dimensions using After Effects. This effect is
especially visible when the camera moves away; even when watching the 2-D version of the
film you can appreciate the sense of 3-D, more and more.”
As the film is composited on multiple layers, the 3-D capabilities of After Effects made
the creation of elaborate stereoscopic sections of the film a relatively straightforward
* The type of screen that doesn’t require the use of glasses, using lenticular technology to present two (out of
five or more) separate images to each eye, so as to be viewed from multiple angles.
Figure 16.2
Virtuos Virtuell Stereoscopic test footage. (Courtesy of Thomas Stellmach.)
Though having a stereoscopic version of the film arguably served to increase its visibility
and appeal to a certain degree (amongst the film’s major awards were Best 3D Animation
at the Barcelona 3D Film and Music Fest), for Thomas and Maja, the 2-D incarnation of
Virtuos Virtuell remains their preferred version.
“Of course, people are curious to see the stereoscopic version, but I like to say that I
prefer the 2-D version because the audience shouldn’t get the whole, clear picture. They
should have questions about how the film was made.
“In my opinion, stereoscopy is not really necessary, because after 10 minutes or so,
you forget that the 3-D effect is even there. In some cases, they use it very well for special
effects, which can make sense, for the story—The Walk (Dir. Robert Zemeckis, 2015), for
example, or Gravity (Dir. Alfonso Cuarón, 2013). I used it very subtly in Virtuos Virtuell,
which I think people prefer. It’s not present at the beginning; it appears more and more
throughout. For dramatic aspects of the film, it becomes more three-dimensional sud-
denly, and at the end, it goes back to the flat plane, to the ‘paper,’ you could say.”
* http://theoutpost.nl
Figure 16.4
Concept visual for Endtrip. (Courtesy of The Outpost, ©2013.)
With your respective backgrounds, how did you communicate ideas back and forth
during the film’s production?
“We all had different views on the subject, which meant having lots of discussions
about it. We had multiple brainstorming sessions a week to come up with fresh ideas. That
actually made both the process and the film quite dynamic, up to the point where we even
changed the story in a pretty significant way during production. We knew the storyline
would be multi-interpretable, but the three of us had to understand what we ourselves
wanted to communicate in the film. How the audience interprets the film is up to them,
which is what makes it interesting to have discussions about the subject.”
Can you break down the overall division of labor within the production—did any of
the team have particular skill sets they brought to the project, for example?
“When we started with the project, there was no clear division; everyone did what
needed to be done and what made them enthusiastic. As the project moved along, it became
clearer what each of our strengths were. For example, we all took on the role of director,
which sometimes made it difficult to make decisions. Of course, in every production, skill
sets overlap and you help each other wherever you can. Next to that, we all had differ-
ent roles in the production. Koen was mostly doing the compositing, stereoscopic setups,
and solving technical problems. Rick was responsible for the animations and simu lations.
Olivier did art direction, modeling/sculpting/texturing, and lighting the scenes.”
How long did the production last, in total?
“Preproduction—which meant getting our concept, artwork, and storyline
straight—lasted about 6 weeks. The production lasted for about 4–5 months, including
postproduction. We always tried to get the postproduction of each scene done as soon
as they were rendered, while in the meantime, the other members of the team would
work on the next scenes. It’s fair to say the whole production lasted about 7 months”
(Figure 16.6).
In terms of the visualization, can you break down the film’s planning/preproduction
in so far as how you were able to later stay on top of such a visually complex series of
images?
“The planning of the film would change frequently, which had to do with a few deci-
sions we made during the project, one of which was the decision to make it stereoscopic.
We made this choice a few months into the production, meaning we had to make a few
changes visually and in the storyline, because the technique requires changes in the way
we move throughout the scenes. After we got our first storyline straight, we started art-
work to complement our concept. When we had our concept approved, we started the
storyboard and animatic, which took quite some time to get the way we wanted. The
single-camera movement made it pretty hard to connect and time the scenes in such a
way the viewers could create any type of storyline for themselves. For every scene in the
animatic we approved, there was concept art to complement it, so as to give us a way to
visualize the trip. We constantly build on top of each other’s work, so there was always
work to be done.”
On that point, how did you come up with the visual ideas themselves? Was there a lot
of research into the mechanics of the mind when under the influence/near death and
so forth?
“We actually researched a lot, from reading people experiences, watching lots of differ-
ent films about life/death/drugs, and watching art created by people under the influence
of different kinds of drugs. We filtered it down to what were, in our opinion, the most
intriguing ways to look at the subject.”
The film begins in live action before the CG sequence comes in to play; why did you
choose to have this mixed-media approach, and do you feel it makes the film more
engaging?
Figure 16.7
Still from Endtrip (Dir. The Outpost). (Courtesy of The Outpost, ©2013.)
with ghosting* becoming the biggest issue. We soon learned tricks to deal with these prob-
lems, and within no time, it became an integrated part of the pipeline. The final stage of
stereoscopic postproduction consisted of several test screenings in a theater, and based on
those, we made several final tweaks” (Figure 16.8).
How have you found audience’s reactions to the use of stereoscopy?
“People have reacted in a very positive way. We think it has to do with the fact that most
people have never seen stereoscopy pushed to its limit. Most movies in cinemas don’t push
the effect of stereoscopy very far, because some viewers are sensitive to the effects. It can
result in headaches, which of course cinemas don’t want their audience to suffer from after
watching a 90-minute movie. Because our film is relatively short, we can push the effect
much further.”
From your perspectives, has there been any change in audience’s attitudes to 3-D films
in the few years since the film was originally released?
“We think it has become a well-integrated part of today’s cinema experience, but not
enough experimentation is being done. It has become quite a generic and bland addition
which most movies could easily do without.”
Do any of you have any personal feelings about the use of stereoscopy, and are there any
types of film in particular you feel it is best suited to (e.g., certain genres, animation
over live action, experimental projects over narrative, etc.)?
“It’s probably best suited to short film experiences, which can be performances, theme
park rides, and of course, short films. The technique definitely adds to the film but has to be
pushed further to add to the storyline/experience of the film. For example, art-house mov-
ies with a slow-paced narrative would have no reason to use the technique” (Figure 16.9).
One assumes that the preferred viewing experience of the film is in 3-D; do you feel it
is still successful as a film when viewed as a 2-D projection?
“The answer to that question is an easy one. After we finished the movie, we didn’t really
know what to think of it. That’s probably not so weird when you know that if you work on
* An unintended side effect where one eye is able to pick up on visual material intended for the other.
something for so long, you become blind to the qualities of your own work. Eventually, we
decided to post it on Vimeo and make a list of websites to promote the film. After 2 days,
the 2-D version of the film got 20,000 hits and became a Staff Pick, after which it went viral.
Right now, the film has been viewed over 700,000 times, so it’s safe to say that the 2-D
experience is definitely successful even though we think the 3-D stereo version is better.”
From critical and audience feedback you have experienced firsthand, what do you feel
it is about the film that has resonated so positively with people?
“The vibe and confronting setting of the film. We start out by sort of confusing the
viewer, letting them think about the situation so as to make it personal. The opening
scenario is everyone’s nightmare and probably one of the reasons a lot of people don’t even
want to think about taking drugs: losing control. Also, the backwards camera movement
makes it scary as far as what to expect next. It is our visualization of a trip a lot of people
have never experienced, yet it triggers everyone’s interest on what it might look like. Of
course, the film is very subjective to our imagination, but isn’t that the case with every film
ever created? It also leaves the viewer with a lot of questions that only they themselves can
answer.”
Can you explain the ways in which the completion and reception of this film has been
beneficial to your careers and visibility?
“I think it kick-started our teamwork. We know exactly what to expect from one
another, which helps in building a team. Everyone has strong points and weaknesses that
complement each other. After the film, we started freelancing and hiring one another
whenever we could. A few months after graduating, it made us decide to get together
and work alongside each other. Our cooperation has been successful enough to start
a 3-D animation studio that we still run successfully today. The Outpost was born in
2014, and we have had the honor to work on great projects with a lot of talented people”
(Figure 16.10).
Figure 16.11
Luigis’ Pizzaride poster. (Courtesy of Florian Werzinski, ©2011.)
“There was one professor in particular who is also an art director at a famous German
company; he encouraged me to do a 3-D movie. Most other people would say, ‘Oh no,
don’t do it; it’s too much work; you need more render power and more time; everything is
more difficult.’ But for me, it was interesting.”
Beginning with a series of tests, initially just through a combination of rudimentary
CG sequences rendered out to be viewed with traditional red-and-green anaglyph glasses,
the immersive potential of Florian’s film idea grew in appeal as something he was keen
to explore in more detail. What elevates the film beyond the perceived gimmickry of 3-D
is that, at its core, the animation, timing, and approach to cinematography are very well
observed, paying tribute to all manner of cinematic chase sequences. Also, contributing to
the film’s immersiveness, is the attention to detail when it comes to the environment itself,
owed to Florian going the extra mile and visiting Italy, where the film is set, to establish a
firsthand visual frame of reference.
“I’ve always liked the approach of going outside, not just sitting in front of a computer.
You have to see the world to make your movies a little bit more interesting. There are many
things that can generate new ideas for the film itself, all the small details that make the
film a little bit more authentic, so I went to Italy for roughly 10 days and shot a lot of pic-
tures. I used them to help with the design of the movie. Even if it doesn’t look real, it feels
like Italy, a little bit, and that was the aim. So I think it’s a great thing to go somewhere new
and experience it for a while.”
The approach to the stereoscopy itself was largely down to trial and error. As a result,
Florian concedes that certain shots and visual approaches seen in Luigis’ Pizzaride would
not necessarily pass muster with a professional visual effects (VFX) studio production.
Figure 16.13
Luigis’ Pizzaride stereoscopic animatic still. (Courtesy of Florian Werzinski, ©2011.)
Figure 16.14
Still from Luigis’ Pizzaride (Dir. Florian Werzinski). (Courtesy of Florian Werzinski, ©2011.)
Constructing the interactive PLUG & PLAY app in Unity. (Courtesy of Michael Frei.)
It’s often been pointed out that Orwell’s vision in his 1949 novel Nineteen Eighty-Four of
an interconnected society without privacy has indeed panned out, but the role of calculat-
ing governmental forces drumming a hive-mind mentality into us is not the cause, having
taken a backseat to our newly developed need to be visible to the world. Mankind, as it
317
turns out, is far less collectively at ease when not being seen than when we’re screaming,
“Look at us!” Orwell evidently didn’t predict the deep-seated emotional comfort that high
numbers of vlog subscribers and social media followers would induce, the near-sighted
fool.
This state of affairs has bled into how we engage with the world around us, to the point
where entertainment sometimes just isn’t entertaining enough. A night in watching tele-
vision rarely goes without by a session of pithy, hashtag-accompanied editorializing over
social media. As smokers might fidget in a conversational scenario where they’re unable to
light up, the rest of the world does likewise when it’s socially indecorous to reach for their
phone as it temptingly vibrates with news of how many “likes” their pithy editorial remark
has received. Our brains—or simply our fingers—have been reconditioned, it seems, to be
constantly occupied, and alongside the exponential rise of video games, from hyperreal,
decade-spanning franchises to cutesy, faddish ephemera, is an interesting and relatively
new trend within animation itself—interactive storytelling.
Interactive media may have hit a stride within most of our lifetimes—some of you
readers may even have muddy, half-buried memories of the long-long-ago, a troubling era
before every household had even a dial-up connection to the internet. Nowadays, how-
ever, digital interactivity has gone to the other extreme, becoming a component of pretty
much every child’s cognitive development; there’s something vaguely eerie about seeing a
drooling infant intuitively know exactly how to swipe at a tablet browser to get to the next
Morph episode, but that appears to be where we’re at. We may be witnessing the dawn of a
new evolutionary stage, in which being attuned to technology in such a way advances our
entire species; or it may be that our utter dependence on constant stimuli via our smart-
phones will in fact become a worldwide pandemic of crippling addiction that will lead to
our utter annihilation as a species. Tomato, tom-ah-to, we’ll cross that bridge when we get
to it. In the meantime, how do we take advantage of it as animators?
Perhaps unsurprisingly, the world of independent game development has proved one of
the most ideal bedfellows. In many respects, there is a sense of mutual intent, to creatively
appeal to a niche (while potentially voluminous) audience and to serve as a platform to
showcase ability, work ethic, and talent to potential employers.
Adventurous Spirit
One happy resurgence has been that of the point-and-click adventure game. Developing
from entirely text-based, choose-your-own-adventure-esque journeys going as far back as
the late 1970s, increasing graphics capabilities soon allowed for a visual element, initially
just digital illustrations in games such as Wizard and the Princess (1980) and then, over
time, becoming interactive computer environments, set apart from platformers or shoot-
‘em-ups in that the characters are less controlled than puppeteered—point to where you
want your protagonist to go, or what object you want him/her to interact with; click to
make it happen; and let the inevitable surge of godlike power go to your head as you watch
events play out. In that respect, it’s like a much faster and more instantly gratifying version
of the animation process itself.
I’m sure that plenty of you are familiar with the type of game I mean. Having been
established by video game pioneers Ken and Roberta Williams, development companies
such as LucasArts powered the medium forward, from its blocky roots with games like
* As with Earthworm Jim, the rights to The Neverhood remain out of Doug’s hands, and so a direct follow-up
would not be a legally viable proposition.
Figure 17.1
Armikrog gameplay footage. (Courtesy of Armikrog, ©2015.)
on Earthworm Jim with the big, bulging, Tex Avery eyes. I didn’t know if we could pull that
off, so I did a couple of drawings for Mike demonstrating how we’d mold the clay to look
like he’s looking right, looking left, surprised, eyes closed and stuff.”
Next up was scripting the introductory movie the team would present to not just their
intended audience but also potential funders. In terms of division of labor, Mike and Ed
took the reins on the crowdfunding campaign itself, something Doug was happy to take a
back seat on following his own Sketchbook Archives campaign a year previously. Instead,
Doug focused his energies on the game design itself, the approach taken being a balance
of new and old.
“We were loosely trying to fit it within the Neverhood game mechanic of point-and-
click adventure, mostly because that was the easiest thing to do that would show off our
animation. So we shot that intro movie over a period of about a month; I flew out to
Colorado Springs for about 2 weeks to pencil test and build the sets and work on the ideas.
We shot it, and it just looked crazy, but there was always just that nagging thing in all of
our guts of How much are we just gonna copy The Neverhood? I really kept veering away
from that, as I really wanted to create something new. I made The Neverhood, so I knew
that the style was going to be similar to it, but I didn’t want to get caught copying our-
selves. Even when you use the same people, it would be easy to just copy The Neverhood
and do a knockoff—that just is not in my vocabulary, if you know where I come from.
That’s just not how I do it.”
Writing for a short film is hard enough, and writing for a feature is a tremendously
ambitious undertaking. Writing for an interactive story, with all its potential variables and
protracted length, is an entirely different kettle of fish.
“The story has to be way more editable. Mike and Ed did a lot of editing and a lot of
the writing on their own. They don’t need to call me to tell me a line’s not working out if
Figure 17.3
Armikrog gameplay footage. (Courtesy of Armikrog, ©2015.)
“not smutty enough” for most remaining online avenues catering to the 16- to 24-year-old
male audience, it became clear that Bertram Fiddle would be a harder sell than anticipated.
“We then considered doing a Kickstarter to fund our own series. We estimated that
we’d only need £800 to do a whole series—our budgeting has never been a strong point—
so luckily, we didn’t do that. Afterwards, it kicked around for ages; we continued doing
other work; I continued writing more Bertram stuff; my pile of different ideas and differ-
ent characters continued to get bigger.”
The universe of Bertram Fiddle was further developed during Seb’s participation in
Animation Sans Frontieres, a course that allowed him to develop the project for production,
a step that coincided with studio discussions of the possible merits of branching out into
interactive work. The culture of self-published apps, books, and games as a way of selling
Figure 17.5
The Adventures of Bertram Fiddle gameplay footage. (Courtesy of Rumpus Animation,
©2014.)
Despite being Seb’s creation, by association, Bertram and Joe are also well acquainted.
“You can answer any question about him because the information is already there. Even I
can answer a lot of questions about Bertram. I feel like I know him just because he’s been
in the background for that long as well.”
While the reception of the first game has led to the follow-up entry A Bleaker
Predicklement, Rumpus have not altogether ruled out other avenues for the character, or
even a return to the original proposed web series outings. The game is constructed as such,
coded using the game engine Unity, though the assets and animation itself were largely
put together in the same way they would be in series production. Naturally, for an anima-
tion studio’s first time dipping their toe in unknown waters, the interactive component of
the story presented plenty of challenges, as Seb attests.
“One was I didn’t have a clue what I was doing! There were a lot of technical issues,
and also, it was that when you’re doing an animation, you have complete control over
and the artwork isn’t as good as it could be. We had to consider memory and optimization,
but if we had made them all in Unity, we could have rigged the characters at a larger size.
That one bigger, rigged character would have been a lot smaller in file size than the 200 or
so sprites we made for the animation itself.
“In terms of organization, interactive production is relatively similar to animation:
you need to have folders, you need to know where everything is, because a lot of the
game is referencing files where everything has to be in a certain hierarchy. We did spend
a good week or two just figuring out how the folders should be laid out and stuff. It is
important to be organized, especially if there are a lot of people working on the same
project.”
Reflection
Looking back on the ambition of taking a short film premise and applying it to the
unknown territory of interactive media, Rumpus by and large have a good sense of which
lessons they’ve learned are the most essential.
“Have a plan!” enthuses Dan. “It needs to be a flexible plan, but some kind of plan.”
“I must admit, the planning is something I left to the last minute,” confesses Seb. “It
happens in animation, where you have your last couple of weeks when you get everything
finished, address what needs changing, and you do it. With a game, you can’t really leave it
that long; you need to constantly keep testing and playing; deadlines need to be a lot closer
than you might imagine.”
“Everything you do, you’ll have to learn to spend 2 weeks testing it and making sure
it hasn’t broken, testing what you’ve already done, whether it actually works, if it’s fun
to play, or if it makes sense. This is especially important in an adventure game that’s all
about puzzles; you have to make sure people can actually figure out how to solve them.
A lot of adventure games have an internal logic that only makes sense if you’re a devel-
oper—that if you combine a rope with a bit of bramble, it will make a pigeon—whereas
you would never have thought that unless you already knew it. That’s something that
took a lot of time, making sure things are in a place where people can find them and
you’re not just going back and forth too much. But also, you want it to be difficult enough
to be a challenge.”
One potentially intimidating factor to bear in mind is the cause-and-effect nature of
iteration-based storytelling. The type of playable system that Bertram Fiddle makes use of
demands constant testing to accommodate all the possible story variants as the game is
played, as Dan recalls (Figure 17.8). “One of the things we had problems with was account-
ing for everything the player does, so with animation, you know exactly where the cam-
eras are going to be, what characters will speak at what point, in what order, whereas with
this, you have to make sure that something a character said several chapters ago is going to
be relevant when someone talks about them in the chapter you’re in now, and it hasn’t con-
tradicted anything. Every choice you include exponentially doubles however many more
options there are of things you have to deal with.”
Figure 17.9
Early PLUG & PLAY concept sketch. (Courtesy of Michael Frei.)
Figure 17.11
Still from PLUG & PLAY (Dir. Michael Frei). (Courtesy of Michael Frei, ©2013.)
what we wanted to go for. We definitely didn’t want to turn it into any particular game
genre that was already out there; we just wanted to make an interactive experience that
could really stay true to the film. We didn’t really know how to do that; there was a lot of
experimentation and prototyping, and it took an incredible amount of work in the end. It
was only possible because of how much Mario committed to the project.”
It was clear from the outset that the project would need to be done for the love of the
medium rather than any financial gain. Following a series of working and prototype ses-
sions, Michael ultimately found himself moving to Geneva to work on the final project
with Mario full time from May 2014 to February 2015, when it was released to accompany
the online premiere of the original film. The production of the game itself required a great
deal of experimentation, Michael not having gone into the project with a clear and rigid
concept of how it should turn out. This free form approach was pointedly different from
how he had put together the original film (Figure 17.13).
“I try to figure out everything in my head before I start to animate because I’m a lazy
animator and I just want to animate what I have to. With the game, it’s completely differ-
ent. With almost every scene that is in the movie, we made a prototype; we started just
taking the animation that was the easiest to take out of the movie and tried to make some-
thing out of it. In the beginning, we only had this figure running left and right, trying to
figure out how to interact with it. That turned out to be one of the most difficult scenes,
in the end.”
The interactive experience was gradually pieced together by each scene from the film,
deconstructing them from how they were originally presented and reconstructing all the
pieces together in Unity. Out of necessity, certain work arounds needed to be developed,
such as modifying the frame rate from the original film’s 12 per second (considered way
too slow by today’s standards for interactive media) to a more accommodating 60. As
Figure 17.14
Constructing the interactive PLUG & PLAY app in Unity. (Courtesy of Michael Frei.)
“When I show the film at festivals and I get comments about a film, they are always
filtered. Because you’re in a room with the audience, there’s a certain social dynamic that
changes depending on which country you’re in. I find it very interesting to watch gameplay
videos; there are lot of videos of people playing through the whole PLUG & PLAY experi-
ence and they will just tell you what they think, unfiltered. It’s very funny to be in some-
one’s head as they play; it’s interesting how different it is to the reactions I had gotten before
(Figure 17.15).
“I think there are some flaws maybe that we already know of, but it’s quite funny that
people don’t really see them. Another critique we got which was surprising to me was
there were people thinking I had just made a game to make money, that it is either too
expensive or too short. These are the main complaints you get online.”
Cues from the world of corporate commissions are also identifiable. The viral sen-
sation Dumb Ways to Die, a chucklesome, catchy public awareness film commissioned
to promote railway safety, proved it had life beyond the original film with an interac-
tive game series for handheld devices, basing an assortment of fast-paced minigames on
the characters and premises of the original film. In this instance, the gaming element
is more of a thrust, with the level of challenge continually increasing throughout, thus
tempting its audience to break their prior records, a staple of gaming that goes back to the
dawn of coin-slot machines and has remained to this day. Similarly, symbiotic relation-
ships between independent shorts and accompanying games are on the rise, one defining
example being London studio Animade’s Ready Steady Bang franchise.* With it starting
life as a basic one- or two-player reflex-test app, the sprite design of the dueling cowboys
each player commandeers is minimal yet fluidly animated, with 30 comically animated
* http://animade.tv
Figure 17.16
Diagram indicating one possible outcome for Singing Christmas Hedgehogs. (Courtesy of
Ant Blades/Birdbox Studio, ©2011.)
Here we will look some contemporary examples of independent films that stand out for
having a particular visual edge, whether through dynamic use of color; contemporary
design sensibilities; or inventive approaches to shot composition, cinematography, and
dramaturgy. Granted, virtually every film that has been discussed is visually striking, to
some degree, and in truth, I could dedicate some words toward each on the matter in the
instances where I haven’t done so already. In the interests of simplification, I will limit my
indulgence in this regard, beginning with one of our earliest case studies, Adam Elliot.
The instantly identifiable nature of Adam’s sculpture work also goes hand in hand with
a particular sensibility when it comes to his use of color. When used at all, in fact, color is
sparse and often heavily desaturated. This resistance against a “chirpier” visual approach
began with what Adam refers to as a “purist ideal” during film school that he would only
make black-and-white films (“I was a minimalist at 25—I was full of ideals!”). This deter-
mination was followed through with his first trilogy of shorts Uncle, Cousin, and Brother,
though when the opportunity to tell a broader story came about, he found that matter not
entirely in his hands.
“By the time I got to Harvie Krumpet, I was convinced by the government funding bod-
ies that I couldn’t keep going with black and white, that if the film was going to have any
commercial potential, it had to be color. So I gave in.”
It’s hard to say whether or not sticking to his guns would have made a better or worse
film. Despite its tragic side, when compared to the quiet, bleak universe of his first three
341
darkly comic offerings, there is a far sunnier disposition to Harvie Krumpet, with more
outright comedic beats and a notably feel-good ending. That the world of the film is one
of color—albeit desaturated to the point of being near-monochrome—does not feel like a
negative thing, or one that goes against the film’s artistic intent. Certainly, the presumed
commercial potential paid off, the film winning an Oscar for Best Animated Short Film
in 2004.
The domino effect of this success ultimately led to 2009’s Mary and Max, a film
that boasted its own unique color palette (Figure 18.1). Set alternately in New York and
Australia, the look of the film shifts from black and white (with occasional instances of
spot-coloring for effect) to a sea of beiges and browns, respectively.
“With Mary and Max, I put up a battle again; I wanted it to be completely black and
white, and they said no. So I suggested that maybe Max’s world could be black and white
using color as a device, that we could create these two different color palettes, and one can
be grayscale, as New York in the 1970s was a very concrete environment, and the other can
be brown, as Australia at that time was very brown. Everyone had brown carpet; Mission
Brown was the most popular color at the time.
“With Ernie Biscuit, I wanted the film to have a nostalgic, photographic (as in an old
photo album) feel. I wanted it to have a heavy vignette round the edge; I was even going
to add scratches and more dust to the final grade, but in the end, I resisted that. Then also,
Figure 18.1
Original “Max” puppet demonstrating use of spot coloring in Mary & Max (Dir. Adam Elliot)
on display in Annecy, 2014.
because I wanted to clear my head of color, I wanted to go back to black and white. The film
is set in 1966, which was precolor television in Australia anyway.”
Though Ernie Biscuit wound up a companion film to Harvie Krumpet rather than Mary
and Max, the black-and-white world Ernie occupies is at odds with the muted color world
of Harvie’s. Yet more than anything, the story itself is what binds the two, as similar tales
of migrants adapting to life in Australia. More importantly, to have produced Ernie Biscuit
in color simply to be consistent with its cinematic sibling would go against Adam’s fond-
ness for his chosen aesthetic (Figure 18.2).
“I love high-contrast-looking films; I love black. I see watching a film as a multisensory
experience; there’s the aesthetic, but there’s also the poetic nature of the dialog, but also, I
want people to almost ‘smell’ and ‘taste’ certain scenes. Of course, they’re not actually doing
those things, but I want it to be a full sensory experience. I love films where one of the ele-
ments is taken away, so you have to rely on your other senses. Another thing about black and
white that’s very honest in a way is that you can’t hide as much. Every film I make, I would
prefer it to be black and white, but just because I love black-and-white films and I love nar-
rated films, though for purely selfish, indulgent reasons.”
Rising High
Now let’s switch focus to an artist with an altogether different slant on design, not to
mention story and visual execution. Adam Wells has, in recent years, taken on a series
of self-started, auteur projects with his own visual edge owed largely to his background
in computer-generated (CG) motion graphics (mograph). A champion of Cinema 4D, a
software package with its feet firmly planted in both the animation and mograph world,
Adam gravitated toward it for its array of advantageous character animation solutions.
“I actually didn’t want to do any character animation really at all, because it was really
hard to do, so my solution was to mainly do little loops with simple characters and see if
I could tell a story using looping images. I enjoyed working in motion, and Cinema 4D,
Figure 18.5
Still from Fake Expectations (Dir. Adam Wells). (Courtesy of Adam Wells, ©2014.)
children’s stuff. People who are into independent film and animation tend to be, I always
feel, drawn to more traditional aesthetics because it meshes more with the personality of
independent animation.”
The complexity of Adam’s work is owed in many respects to multiple sources of inspi-
ration beyond just animation and design. The physical impossibilities of Brave New Old’s
key visual motif, made possible through a combination of CG modeling and extensive
masking and compositing in After Effects, took inspiration from the high-concept physi-
cal manipulation of the video game Portal (Figure 18.6). Adam’s 2013 film Risehigh, a
20-minute miniepic where the audience travels up a tall building, glimpsing the goings-
on inside each apartment along the way, was informed in part by Terry Gilliam’s Brazil.
Predominantly, Adam’s key visual concepts and approaches to production are born out of
a passion for theater and set design. The progressive work of troupes such as Punchdrunk*
and You Me Bum Bum Train,† who take pains to further the art of immersive theater by
combining interactive environments and installations with traditional performance, is
of particular resonance. Oftentimes, it is the visual concept for a film’s environment that
serves as the first germ of Adam’s creative process (Figure 18.7).
* http://punchdrunk.com/
† http://bumbumtrain.com/
“Whenever I have an idea for a set piece, I’ll generally end up designing films, stories,
and ideas around that set piece, which is probably a naughty way of doing it. It may be why
some things hang together differently to how they would in other people’s films, but I like
it. There’s a good core to build off of, and set pieces always help me with that.
“I’ve tried different things on different films, just because I’m trying to figure out what
works really well. In Brave New Old, I went through it in a very linear way; I just kept
storyboarding the plot with rough setup ideas of things I had been brooding about for
a long time. There were also visual remnants from commercial pitches that never went
anywhere that I thought were great mysterious ideas, people pulling levers and stuff like
that. The cube-headed characters were designed for simplicity’s sake, trying to determine
what I could technically achieve at that stage, to make them as simple as possible so I could
animate and manipulate them in many ways. I kind of got stuck at the end and decided to
make it a quandary everyone in the audience could stroke their beards to.”
Were it not for the themes introduced throughout the film and the visual sophistication
of the closing shot, the perceived absence of an ending would most likely not be successful;
even when dealing with conceptual abstraction, a film needs structure, something Adam
gave extra consideration toward with his follow-up film.
“Risehigh was a bit different. I kind of arced that out a little bit more, came up with a
beginning, middle, and end, and drew what were almost flow diagrams for the characters
(Figure 18.8). I knew where I wanted them to go, where I wanted them to start, and how I
wanted it to look. I then filled in all the blanks in a spreadsheet, which went from bottom
to top as with the building in the film, so every floor of the building was represented by a
rung on the spreadsheet that had a description of what would happen on that floor. The
other stuff is made up as I go along, slightly. Generally, I’ll see little visual ideas that I’m
keen on and try to think about how I can integrate them into a plot.”
The structural nature of CG animation brings with it several creative benefits. The free-
dom to tinker with the film’s environment before, during, and after the animation itself
brings with it significantly more options than composited 2-D animation and especially
stop-motion, where there’s very little opportunity to return to the film, so to speak. Adam’s
process has proven conducive to embellishments and experimentation, creating densely
populated and detailed environments that invite repeat viewing. “Generally, before I start
building, there’s not much room for improvisation, but most of the films I’ve made up
until now, I’ve built as physical spaces. The Circle Line, I had built as a giant shopping
mall, and when I built that, there was a lot of ‘real estate’ that I hadn’t quite worked out
yet that wasn’t super important for the plot. It’s almost like leaving a page out of a book; I
go back and fill those bits in, which can be really hard, although I think that may be one
can be pretty difficult. I really enjoy modeling with music on, which is controversial because
lots of animators don’t, but I get more done because I can just relax and do the work, then go
back and fix things without music on if I need to. But if I didn’t have the music or the pod-
casts, I wouldn’t get it done, because I wouldn’t be entertained while I was doing it.”
We all may find ourselves in a better position when freelancing, as we can allocate, as
Adam does, a certain amount of time to our film work. If a work lull appears every once
in a while, it’s a good use of one’s time and keeps the creative muscles relatively flexed.
“It’s tough work on days when you just want to sit around and play video games, but
once you’ve done it enough, you develop this mentality where you feel like you’re failing
if you’re not doing it.”
The need to work does not necessarily have to be constant either. It’s far more advisable
to let your personal work benefit you when the time is right, rather than force it and risk
burnout. As long as our creative impulse remains, it’s a good idea to take the odd break
and absorb what’s around us every once in a while. As Adam points out, “You have to fill
up your brain with stuff before you can spit more stuff out.”
Retro Vertigo
While Adam’s work features the odd nod to the past, his filmography is rooted in its
contemporary sensibilities. Yet great things can also be achieved when marrying the
tropes and conventions of animation’s golden age with the edgier, more frenetic pacing
of our current film landscape. Montreal-based Benjamin Arcand’s Wackatdooo grew
from a series of animation experiments made during his work breaks, centered around
a traditionally styled, 2-D animated dancing cat created for the fun of it. Pleased
with the outcome, it occurred to Benjamin that an entire animated, musically driven
short “about a cat going crazy and dancing around” could be a very real possibility
(Figure 18.12).
“I had tried to make a short film before and had to stop at a certain point, because it was
pretty hard. So Wackatdooo was a challenge I set for myself, whether or not I could do a
film on my own, with no production company or money whatsoever.”
Having not followed through on the earlier attempt at a completed short, Benjamin
credits his intervening industry experience as the guaranteeing factor of Wackatdooo’s
success, as well as a clearer knowledge of how one’s ambition for a project can be more
realistically achieved. Although the finished film holds together perfectly, the preproduc-
tion process was something of a staggered affair.
“I started to storyboard it, but mostly just as rough story panels on pieces of paper. I
was just getting the heavy ideas out, still working on it when I had breaks, until the point
where I decided, Okay, let’s do this—I think around February 2012. I started to do the
boards, going with my thumbnails I had done and building the story straight-ahead in the
animation software, not using storyboard software, just the animation timeline.”
The freeform, unrestrained mania of the film is influenced by such early animation
pioneers as Ub Iwerks and the Fleischer brothers, with the sight gags and overall visual
quality serving as an ode to Warner Bros. animation stalwarts Tex Avery, Bob Clampett,
and Chuck Jones, not to mention the contemporary filter applied to their approach by
The Ren & Stimpy Show creator John Kricfalusi (“After seeing the episode ‘Stimpy’s
Invention,’ I knew that animation was what I wanted to do for a living”) in the early
1990s. This is perhaps most notable toward the end of the main musical segment, where
the frantic nature of the fantasy world becomes an increasingly overwhelming nightmare
(Figure 18.13).
While the production of Wackatdooo would be assisted in many respects by the music
at its core (see Chapter 20), another major contributor to its visual appeal is the bold and
inventive approach to its use of color (Figure 18.14). As the piece increasingly gives way to
fantasy elements, color palettes alternate between highly saturated analogous schemes and
more understated complementary schemes, with occasional monochrome backgrounds
jumping from one point of the color wheel to the next with each shot—sometimes even
within the same shot as the fantasy gives way to manic hysteria. What gives these freer,
more playful instances of color use more impact are the comparatively restrained and dis-
ciplined palettes of the bookending “real-world” scenes, an area assisted in by fellow artist
Edith Lebel.*
* http://edithlebel.blogspot.com/
“Sometimes I like to do everything because every aspect is fun, but also I think it gives a
film a nice touch to bring a different vision to it. I went and looked for the strongest people,
and Edith is very strong with color, and she wanted to do it, so I was happy. Another rea-
son would be that it helps with the workload—I mean, just painting the city background
would have taken me forever—but I do think the film is better with an outsider vision.”
Maintaining the spirit of the original test sequences from which the film developed,
Wackatdooo was animated straight-ahead in Toon Boom (with textural and film grain
overlays to enhance the richness and retro vibe of the film), flying in the face of the con-
ventions of animation where previs and meticulous planning are considered crucial. This
manner of tackling the visuals pairs well with the overall vibe of the production and the
events being depicted—the film begins as a cathartic, postworkday dance session, the lines
between reality, fantasy, and dreams are blurred to the point of nonexistence, until the
main character’s morning alarm brings him back to the real world. As such, the absence
of a need for continuity allowed for Benjamin’s approach to each shot to be more or less
unfettered, save for a certain degree of visual continuity to keep the film anchored on a
subliminal level (Figure 18.15).
“Animating straight-ahead doesn’t suit every kind of film story, but mine was pretty
simple. I think the main advantage to the animation was that sometimes, scenes were
created purely out of ideas for transitions—‘let’s see what we’re going to do next’—from
shot to shot. So I like the straight-ahead approach, although it can create some conti-
nuity problems in a way, and of course, you need to wrap it up at the end. I had some
trouble working out how the film was going to finish—all I knew was that I wanted him
to wake up, so at the animatic stage, I left the ending a bit open, when the alarm clock
is ringing.”
The coda of the film manages to tie everything together with a cleverly paced, three-
punch ending that frees the musical-enthusiast cat from the hell of his job by sending him
instead to the hell of his fantasies, to his eternal delight. Bookending the main musical
number of the film with two “real-world” scenarios that are playfully subverted by the
time the credits roll proves an effective means of lending the project more substance from
a story perspective; though the bulk of Wackatdooo is a wordless dance number, the over-
all piece works structurally as a film (Figures 18.16 and 18.17).
“I think that sometimes, when there aren’t enough limitations, you find yourself going
in all directions without enough structure, but in this film, at least I had a small setup. It
wasn’t a crazy story with thousands of characters, so since it was pretty simple, it worked.”
As with many of these case studies, the time and effort spent on the film have been
advantageous to Benjamin’s career and future prospects, as well as his own personal artis-
tic development.
“I’ve been contacted for a couple of projects and job opportunities, and there are pos-
sibilities to maybe pitch for short programs at major networks. The main benefit was that
I came away from the project with more skills; by making the film, I’ve improved much
faster than if I had been just working on some TV show. I decided to not take on any work
for a period of time while working on the film, and at first, I was a bit scared about losing
opportunities, that maybe it was going to be hard after the film was done, but now, things
are even better than before.”
Figure 18.17
Wackatdooo jump sequence. (Courtesy of Benjamin Arcand, ©2014.)
Late Nights
Few collaborative projects so encapsulate the spirit of independent animation while
confirming the creative possibilities this book celebrates like Ghost Stories, a multiartist
anthology quietly worked on between January and September 2013. The film’s genesis was
the coming together of 15 like-minded animators based around the globe, corralled by
illustrator/animator Scott Benson to form a loose collective known as the Late Night Work
Club.* As contributing director Alex Grigg recalls, “The first seeds of the idea began with,
appropriately enough, a series of late-night conversations over social media” (Figure 18.18).
* http://latenightworkclub.com
“Scott had put up this tweet that just said, ‘What if there was a Nobrow* for animation?’
I thought that was an amazing idea, so I just replied to him that he should definitely do
it. I still don’t know if that affected him at all, but I had done some LoopdeLoops† he had
seen (almost all of my professional work that someone sought me out for specifically had
a nucleation point with LoopdeLoop, for some reason), so he sent me an e-mail saying,
‘We’ve got some of these people involved; do you want to be part of it?’ I saw the list of
people, and it sounded amazing.”
Alex had been working in animation for roughly 4 years, and his experience had largely
been limited to commercials, feature work, and assisting on other people’s shorts. As he
had reached a point where he was able to take time off from paid work, the opportunity to
direct a film entirely of his own was met with tremendous enthusiasm.
“I had just moved to London, which was a huge influence on me, getting out and doing
my own stuff, finishing my own work for the first time. Having been in Australia previ-
ously, the only people who made and finished personal work were people who got funded
by funding bodies. That seemed to be the only way to do things, and then I got to London,
and everyone I met was in the same position as me; they’d all be freelance animating by
day, but they’d all have finished films or interesting projects to their name, without having
to wait for permission from anyone. So it was kind of a perfect storm of timing, for me:
* The publishing company Nobrow Press began life in 2008 as a collective of contemporary artists who
specialize in design-oriented graphic literature.
† http://www.loopdeloop.org/—a popular animation challenge based in Melbourne, Australia, where
animators the world over are invited each month to create and submit looping animations with the possibility
of valuable online exposure should their work be selected as the winner of that month.
PHANTOM Ll M B
Figure 18.19
Phantom Limb character sketch. (Courtesy of Alex Grigg, ©2013.)
Figure 18.20
Still from Phantom Limb. (Courtesy of Alex Grigg, ©2013.)
Figure 18.21
Excerpts from the Phantom Limb storyboard. (Courtesy of Alex Grigg, ©2013.)
Filming stop-motion animation for Planet Six. (Courtesy of Andy Martin, ©2013.)
365
to actually commit, and as we’ve seen and will continue to see, follow-through is more
vital to a film’s success than any funding scenario or distribution plan.
One project that truly demonstrates how independent work can be truly comparable in
quality to that of studios is Andy Martin’s The Planets. An exception to the earlier-touched
upon philosophy that an animation career can hinge entirely on a smash-hit student film
right out of the gate, Andy came into his own a fair while after his graduation, working
within the freelance sector until his skills and ability eventually led him to be taken on by
Strange Beast, a division of London-based Passion Pictures.
Andy incrementally segued into animation from studying motion graphics (mograph),
itself branched off from graphic design. Growing up with an enthusiasm for the character-
driven children’s fare of Peter Firmin and Oliver Postgate such as Bagpuss and The
Clangers, it’s no surprise that his 12-part anthology film The Planets is notably character-
driven with supremely palatable visuals and a light, general audience-accessible sense of
the absurd. It began life in January 2013 as an illustration project in which he made a point
of drawing something new in his sketchbook every day, cleaning it up in Photoshop, and
posting the results on Tumblr; several weeks in, it was suggested by one intrigued follower
that the visuals he was coming up with would look impressive in motion (Figure 19.1).
“I had a week where I wasn’t doing anything, so I animated the first planet and thought
it would just be its own little special thing. Then I changed the whole style for February
because I knew that to stay interested, I would need to mix it up. After I animated the
second one, I figured I had something here, that it could be a series, something that would
provide a deadline at the end of each month. By putting up something new every month,
people might start getting interested, and by changing the look every month, then I’d stay
interested in what I was doing and have a big catalog of styles that I’d done and different
directions of animation I’d explored.”
This method also pushed Andy to hone his skills as a storyteller, working on the fly to
write achievable stories in the limited time (working alongside a day job as well as real-life
Figure 19.1
Character sketches for Planet Two. (Courtesy of Andy Martin, ©2013.)
Figure 19.2
Character concepts for Planet Nine. (Courtesy of Andy Martin, ©2013.)
his authenticity as a filmmaker. The film doesn’t contrive to be child friendly, nor fashion-
ably design oriented or edgy; it simply is what it is, from sketchbook to the screen (Figure
19.4).
“I usually just make stuff that isn’t that offensive!” Andy muses. “In my own work,
stuff with lots of swearing or sex and violence doesn’t naturally come out of me. I like it in
other people’s work, but I think if I tried to do something like that, it would feel forced and
would be awful, because it wouldn’t represent who I am and the kind of thing that I would
want to make. I really love films like David O’Reilly’s The External World, but I could
never make a film like that; I could never push it as far as he could, so mine tend to become
quite family friendly. The Planets seems to appeal to adults as well as kids, which I think
is good because I don’t really aim them for kids, but kids seem to like my sense of humor.”
The accessibility of a film like The Planets to younger audiences highlights what gener-
ally separates the wheat from the chaff when it comes to effective children’s programming.
It is easy to pander and condescend to children (perhaps even difficult not to) if they are
your intended audience. Yet the films, shorts, and television shows that stand out are the
ones that invariably make a point of not doing so. Oftentimes, it is merely the absence of
sex, violence, and other adult themes that deems content to be engaging to children. From
the uncompromising verbosity of Oliver Postgate’s writing in the 1960s and 1970s to the
unabashedly vanguard premises of more modern shows such as Sarah Gomes Harris’s
Sarah and Duck or Grant Orchard’s Hey Duggee, children evidently respect not being
talked down to.
“If I tried to do The Planets as a film for kids, trying to think of stories that would appeal
to boys aged 7 and 8, I would probably start patronizing, and it wouldn’t appeal to them;
it would be all wrong. I’ll more likely do something that I think is a funny idea, stories
reflective of aspects of life such as war, reluctance, regret, belief, all these starting points;
they then become really simple ideas and jokes that appeal when I show other people. If I
thought, Okay, this is going to be targeted at this specific age group, I would just fail miser-
ably! Whereas if I do something that does appeal to them, then that’s a happy accident”
(Figure 19.5).
Staying Power
While there is laudable perseverance when it comes to filmmakers like Andy Martin, to set
themselves an unshakable goal that ensures their commitment for an entire year (such as Greg
McLeod’s 365 project discussed earlier in the book), a short film idea can be just as well served
with a slower-burn approach. As Rumpus Animation’s belief in their own Bertram Fiddle’s
strength as a character eventually bore fruit (though, in its interactive form, not in a way
they had anticipated), Emma Birch and Peter Williamson’s short film script Being Bradford
Dillman also took nearly a decade to successfully adapt into an animated short (Figure 19.6).
Emma, whose creative partnership with Peter began when she joined the Soho-based,
independent stop-motion studio Loose Moose, used writing as an exercise to keep her
creative juices flowing, having found herself largely settled in the admin side of animation
Figure 19.7
Still from Being Bradford Dillman (Dir. Emma Burch). (Courtesy of Emma Burch/Loose Moose
Ltd, ©2011.)
generally, I’m very proud of it, as a first film, and because it took so long to get into production,
I’m just glad that we completed it! It ended up being a little bit rushed towards the end as time
and money ran out, but I figured that it’s better to have a finished film people will enjoy than
an unfinished masterpiece that nobody’s going to see. Something I’ve always carried with me
that Pete once said is not to dwell and just make sure any lessons learned you apply to your
next project. You just have to keep moving on and keep learning from your experiences.”
As aggravating as spotting mistakes can be—especially if it isn’t until after the film
is done and out there—a strong story will make great strides in masking them as far as
the general public is concerned. We are all, as Emma reasons, only human at the end of
the day. On reflection, the protracted production of Being Bradford Dillman was the best
thing for it, and as a back-burner project, it had the opportunity to mature creatively as
Emma and Peter themselves did, as well as resulting in a more considered, fleshed-out
story (Figure 19.8). The experience of the studio environment itself also played an impor-
tant part in the film’s maturity, Emma cutting her teeth by osmosis through observation
of directorial talents such as Ken Lidster and Ange Palethorpe.
“I don’t think you jump on your first idea and then be impatient to make it,” Emma rea-
sons in summation. “Development is essential, I think, to make strong and compelling work.”
A similarly protracted development process also served to benefit Daniel Gray and Tom
Brown’s 2015 film Teeth, the first pass at the story being written nearly 8 years previously
during a train journey returning from the Annecy festival. In the interim, Dan and Tom,
collectively Holbrooks, would largely work on commercials, though as the years went by,
they would see the expectations of advertisers transition from short, simple messages to
elaborate, sometimes quite lengthy endeavors with parallels to short film production.
Projects such as Parcel* for Red Cross New Zealand and Safe in Your Hands† for Allstate’s
* http://www.holbrooksfilms.com/red-cross-parcel
† http://www.holbrooksfilms.com/allstate
Hurdles to Overcome
Whether alone or as part of a team, there will always be factors at play that can sap the joy
out of a production. Returning to our first case study, The Dam Keeper, even the directorial
duo Robert Kondo and Dice Tsutsumi’s shared experience at a company as high profile as
Pixar did not completely steel them for what lay ahead when they embarked on the film.
What kept The Dam Keeper afloat and has since ensured the formation of the duo’s studio
Tonko House was the realization that their creative affinity could withstand the test of a
film production’s hardships (Figure 19.10). As Robert candidly explains, “We learned how
to be honest with each other at the core level of the filmmaking; it wasn’t just two art direc-
tors agreeing with each other. When we were making our personal project together, we
fought a lot; we agreed; we disagreed and went through a lot of things together. I realized
this is the kind of stuff that you need to start something with a partner who you can trust.
I realized, ‘If Robert agrees, I think I’m ready.’ ”
When the two found themselves working together as art directors during their time at
Pixar, they often found themselves unified on most fronts, sharing very similar aesthetic
tastes. Once they stepped outside of the studio environment and into their own first per-
sonal project, the scenario shifted quickly.
“I always explain it as two artists trying to make one drawing, but both of them have
one hand on the pencil. It was really a difficult thing to figure out how to collaborate in the
beginning, given that neither of us were writers and hadn’t written really anything; this
was a first foray for both of us into writing something of this nature, so we had to learn
how to write at the same time we were trying to figure out how to work together. That
brought out a lot of insecurity in both of us, I think.”
Considering that Robert and Dice began The Dam Keeper at a point in their careers
where they both felt fairly comfortable and that they were in a place where they could
experiment creatively, to suddenly find themselves in new territory both unfamiliar and
demanding took some acclimation (Figure 19.11).
“There was a lot of back and forth of trying to figure that out, a lot of arguments, dis-
agreements, and insecurity, which always creates a specific temperature that is not always
comfortable. A lot of the doubt came from the fact that we’d had such a good relationship
up until that point, then all of a sudden, we were pushed into this other paradigm of our
relationship, every minute of it questioning, Are we going to finish this thing?
“It almost became a daily thing: If we can make it through today, if we can be better
today than we were yesterday, then that’s good enough. Ever since then, it has been about
either making our relationship or ourselves as individuals stronger. That’s why I continue
to enjoy working together. Every day can be its own challenge, in its own way, but we fig-
ure things out as we move forward.”
We’ve seen examples of independent production that have put aside a traditional pipe-
line. Doing so has, in many instances, proved beneficial to an auteur project given that it
carries with it a new set of disciplines that, depending on circumstances, might only serve
to get in the way of the progress of the animation itself. In the case of The Dam Keeper,
however, Robert and Dice were already familiar with the hierarchies and processes of fea-
ture film production, and as such, replicating a similar environment for their own project
(which, while remaining strictly independent, amassed over the course of its production
a crew of over 70 contributing talents) proved to be the best way forward (Figure 19.12).
“I think it definitely helped us, understanding the 3-D CG animated feature pipeline.
Because of being employed at Pixar and having familiarity with it, we actually did involve 3-D
with our process, because we had access to people who were very eager to help. Animation was
a world that we were unfamiliar with, that we wanted to build as much time for as possible, so
anything we were able to do to speed up that process was essential. We actually did do previs
Figure 19.12
Director Dice Tsutsumi reviews animation during the production of The Dam Keeper.
(Courtesy of Tonko House LLC, ©2014.)
Figure 19.13
Still from Planet Eight. (Courtesy of Andy Martin, ©2013.)
It’s said that an animated film’s music and sound make up the greater percentage of its
effectiveness. This proclamation may irk some of you who have bled, sweated, and cried
through countless hours of animation production, only for some noisemaking outsider to
swoop in and be granted more than half of the credit in what may take a fraction of the
time you’ve put in. In spite of this, the statement remains painfully accurate, and possi-
bly even understated. As many an auteur, independent, student, and even studio film has
proven over the years, whether your animation consists of virtually-inanimate stickmen
or rivals the production quality of a Disney feature, a botched sound mix or music score
can make it unwatchable.
Outsourcing
When it comes to finding a composer for your film, be discerning, if possible. When
turning to friends, students, young professionals, or those who’ve even carved a career
in sound or music for themselves, there remains the same potential for lack of talent or
ability you’ll have doubtless witnessed in your own industry. You want to find yourself
engaged in a creative partnership that will benefit the production, not just pad out one
another’s curriculum vitae (CVs).
Referring to an earlier case study, a strong example of this principle is the constructive
relationship between Melissa Johnson, writer and codirector of the autobiographical film Love
381
in the Time of March Madness, and the film’s composer and sound recordist, Albert Behar
(Figure 20.1).
“Albert converted his bedroom into a hip sound studio with a really beautiful, old-
fashioned microphone, and I got into this makeshift booth (his mattress and boxspring
propped up on their sides—with red velour curtains draped over them to ‘make it sound
better’) on the hottest day of the summer. It was just brutally hot, so swampy that we
would have to take breaks where we would put on the air-conditioning unit in his wall
and crowd around it to cool down so we wouldn’t pass out. I’d practice my lines and then
turn it off and do 5 or 6 minutes of recording. Then we’d turn the air conditioning back
on and cool down again.”
Having frequently collaborated on projects that preceded Love in the Time of March
Madness, Melissa cites their rapport and mutual respect for one another’s craft as being
conducive to their creative process.
“I love working with Albert—we have a long history of collaborating together. I know
his music very well; when I heard what he came up with for March Madness, it got me fired
up: ‘Yep, that’s exactly right!’ Sometimes when we were stuck in production, I’d go off and
play the music by myself to get back into the right headspace.
“Those moments, those are the true moments where you connect with your artist
friends, where it’s not about the money; it’s not about awards or anything external. If I’m
going to entrust the story of my love life and a range of funny and painful and awkward
moments growing up, who do I really trust to represent me in a way I’m really comfortable
with? Without question, I put myself in exactly the right hands, with Robertino and Albert.”
Figure 20.1
Still from Love in the Time of March Madness (Dir. Melissa Johnson/Robertino Zambrano).
(Courtesy of High Hip Productions/KAPWA Studioworks, ©2014.)
A Composer’s Perspective
Generally speaking, this book has focused more on auteur film work produced outside
of a school or university environment, with some exceptions (notably in Chapter 16).
While student films have significant parallels with independent films, and are often up
there amongst the best work doing the rounds any given year, I’ve largely veered toward
nonstudent films with this book so as to paint a clearer picture of what independent
filmmaking circumstances are like once “out in the world.” When considering music,
one recent exception where the creative union of directors and musician is particularly
harmonious would be Anna Mantzaris and Eirik Grønmo Bjørnsen’s Volda University
College graduation film But Milk Is Important (Figure 20.2). The film’s composer, Phil
Brookes, first met Eirik Grønmo Bjørnsen during the latter’s Erasmus exchange period at
the University of Glamorgan in Wales. Their creative partnership began with Phil scor-
ing Eirik’s student film The Crow Who Wore a Suit and Worked in an Office in 2011, with
But Milk Is Important to follow in 2012. The film is a 10-minute tale of a man stricken
with social phobia, exacerbated when the building caretaker who helps with his errands
dies of a heart attack. Left to fend for himself, the man finds a strange, otherworldly
creature constantly appearing by his side. Though initially comedic in the scenarios that
follow, where the creature attempts to force the man into social situations, this progres-
sively gives way to a sense of trepidation as the man’s attempts to evade this pursuer grow
increasingly more frantic. While wonderfully animated and constructed, the musical
score stands out as being particularly strong and contributes tremendously to the recon-
figuration of the film’s overall mood. The following interview with Phil Brookes gives us
some valuable insight into this side of the production (Figure 20.3).
Have you found that being an independent musician has been a good fit when working
with independent animators?
“I’ve found so many parallels, which is why I’ve loved falling into this line of work so
much. Most of my projects have been animation, which just feels like a natural fit for me
because animators seem to work from the ground up; they’re pretty much responsible for
their whole creative vision. Especially the stop-motion animation I’ve been working on—
they can completely create their own sets and build their own models. I completely relate
to that because we’re both coming from the same place, so it’s almost like it leaves more
room for the creative part, which I love.”
What is your musical background?
“I basically grew up teaching myself everything I know. I didn’t really get on in an
academic environment, so I didn’t take music for GCSEs, for example; I just picked up my
brother’s guitar one day and started playing it. Then eventually, I did go to university to
study, and that’s where I met Eirik.
“There was an animator’s pitch evening where hardly any other musicians went
along. I hadn’t looked much into animation before or even into making music for film,
because it was something that seemed so out of my grasp. When you think of film
music, you think of John Williams and Danny Elfman, big budget, huge scores—I
never thought that was for me. When I watched Eirik go through his storyboard on
this big screen, I really related to him, and so I got in touch with him and started mak-
ing music.
“I worked with him on The Crow Who Wore a Suit and Worked in an Office. Then even-
tually, he went back to Norway to start working on his graduation film with Anna and
recommended me, so that was really cool.”
In the case of either film, were you involved at all during the production, or only once
the final animation had been completed?
“Obviously, stop-motion animation takes a long time, so if they had finished it before
giving it to me to work on, that would have added more time to their process. So basically,
I started working with the storyboard, which was just sketches. Then eventually, I would
get drip-feeds of scenes that they’d finished so that I would be able to pick up on the actual,
final timing. If I needed to match anything musically with the visuals, then eventually, I’d
do it with the final piece, but I started composing pretty much when they started working.”
What would you say are the main advantages to working in this manner?
“I do feel like sometimes, music can be the last thing on a filmmaker’s mind. Because
it’s postproduction, sometimes it can be a last-minute thing, but the way that it worked
with Anna and Eirik (and then after that, a film I worked on called Three’s a Crowd with
Trevor Hardy, another stop-motion animator) was they let me in at such an early level, I
felt like I could do a much better job. I became a part of the furniture, a part of the atmo-
sphere of their story, which was an amazing feeling.”
As well as complementing the animation itself, your score brilliantly interweaves with
the film’s sound design, especially as the film progresses and gradually becomes more
“First and foremost, I like to establish a friendship with people—that’s how I work
anyway. Generally, animations—like Trevor, Eirik, and Anna—are just really nice people,
so that really helped. They were always so open minded to anything that I did, and if I
sometimes went overboard and added too much—or came up with something that was a
bit underwhelming—they’d really explain themselves in such a way that I could under-
stand. We’d created our own dialect, that always helps, because musicians, animators,
and directors can have different ways of speaking that probably don’t mesh all the time. I
eventually learned about the animation process but to begin with involving any technical
terms I wouldn’t have known. Similarly to them, if I started going on about BPM or other
music-specific terms, it would have been confusing. So it was establishing a relationship in
terms of what both parties were comfortable with. Being respectful of one another’s vision
and creative process usually goes a long way.”
By contrast, what type of attitudes or behaviors have you encountered that have com-
plicated the process?
“Unreal expectations and devaluation of the musical process has been a problem some-
times, especially when you’re starting out and you’re working with people who are also on
the same level. I’m not quite sure if all universities or film schools teach this sort of thing,
but most of the film students I’ve worked with are amazing, while some of them haven’t
Being Selective
As pivotal a role as music can play in a film, in some instances, it achieves more in its
absence. Adam Elliot’s student short Uncle, along with the companion films Cousin and
Brother that followed in swift succession, is notable for being almost entirely without any
music whatsoever. Rather than a preplanned artistic choice, the reasoning behind this was
largely the same as that which determined the minimal look of the films.
“As a student filmmaker, you have to be very economical, so with Uncle, my aesthetic
was purely based on lack of money. None of the characters walked, and they talked very
little, and similarly, I just knew that I wouldn’t have money to purchase music rights. I
could have gotten some friends to compose something, but I’ve never been a fan of com-
posed music, because I like to know what I’m going to have well in advance.”
The absence of music in Adam’s original trilogy does not come across as a budget-
ary choice, however. Allowing William McInnes’s understated performance as the films’
narrator to sit in the sound mix on its own, accompanied infrequently by minimal Foley
work, on top of the ever-present audible film hiss (another artifact of the time period in
which the films were made, again perhaps an unintended result of the small budget but
responsible for an atmosphere that would be near impossible to recreate authentically with
a digital sound mix), adds tremendously to the solemn tone of the film. Although certain
limitations remain, the added resource makes for a sudden contrast when it comes to
Adam’s lengthier 2003 short Harvie Krumpet. In a way similar to how the increased bud-
get affected the visual production values and color palette, the soundtrack also comes
across as more ambitious in its scope.
“I think it wasn’t until Harvie Krumpet that I was brave enough to start using music,
and in that film, the music came first. I knew that I wanted Pachelbel’s Canon in D Major
in it somewhere because it’s such a cliché, and Respighi’s Ancient Airs and Dancers as
credit music, but I also knew I wanted the song God is Better than Football, God is Better
than Beer because that was such a ridiculous song I used to sing at Sunday school when
I was forced to go to church. So all of that music ended up in there. Then with Mary and
Max I’ve always been a big fan of Penguin Café Orchestra. It’s such nourishing music,
universal and timeless and all those things that I love. I know it had been used a lot
in advertising and documentaries, but to my knowledge, nobody had ever used it in
animation.”
In a rare instance of true filmmaker indulgence, a significant chunk—$300,000—of
the film’s budget went toward the music rights for Mary and Max. It was undoubtedly
a worthwhile investment, as the aforementioned nourishment of iconic Penguin Café
Orchestra tunes Perpetuum Mobile and Prelude and Yodel became a huge part of the
Figure 20.5
Still from Sausage (Dir. Robert Grieves). (Courtesy of Robert Grieves, ©2013.)
* For clarification, the last thing you actually want to do is merely present a composer with a bunch of pre-
existing songs to plagiarize. It should go without saying, but it’s alarming how many clients and fellow auteurs
have had so shaky a knowledge of the world of music licensing and copyright as to potentially land them in
trouble.
place that the narrative just can’t hit. It’s almost like I want Terry to be in charge of the
psychology of Armikrog, so I just need to tell him what the psychology is, and he figures
it out. It’s angsty; it’s moody; it’s heroic, so there are anthems; it deals with a baby, so
there are lullabies. So he came back with bizarre, layered themes that weren’t what I
expected, but he got it!”
Other options available to filmmakers in need of a musical accompaniment to their
film, if not a meticulously composed score, can be relatively affordable, if not outright free,
though this can be perilous too. Grabbing a piece of music you like from a website that
lists it as “free to use” is not exactly a binding legal contract, so it’s always best to do that
extra bit of homework to make sure that slotting a piece of production music into your
film is in fact legal to do. If you have some spending money, purchasing tracks to use from
online production libraries won’t break the bank necessarily, though there are a fair few
formalities that can eat up a lot of time if you are working without a dedicated produc-
tion manager to handle that side of things. For the sake of argument, the most advisable
low- to no-budget approach is to canvas online royalty-free music libraries that will often-
times charge a single fee for either a single piece of music or library collection. Another
alternative is to eliminate the middleman and go straight to the source, as Aidan McAteer
found himself doing when on the hunt for the perfect piano accompaniment to his silent
movie–era tribute A Gentleman’s Guide to Villainy.
“I’ve never met Kevin!” Aidan says of the film’s music scribe Kevin MacLeod, “but he’s a
fantastic man.” Via his online outlet Incompetech,* the composer licenses his own music,
a practice among composers that is becoming more and more common. In instances such
as short films with credits sections and online video descriptions that allow for him to be
* http://incompetech.com
Self-Sufficiency
The aforementioned serves as another example of the ever-rising benefits of intercon-
tinental collaboration and how independent creatives the world over can support one
another. Of course, it’s entirely possible that you happen to have your own clear under-
standing of sound design, score composition, or both. In my auteur film work, I’ve often
found that having a sideline career in music and sound production has facilitated the
easiest path to a finished film. Taking on these roles on top of directing the film is a
time-saver in the sense of eliminating lengthy discussions on what you aim to evoke.
Now, I’m not suggesting that everyone go out and train themselves to be composers or
sound artists, and truth be told, it may be the best thing for your film for you to step
aside and let someone else take on the role rather than spread yourself thin. If a film of
mine, for example, called for country music, folk songs, or an elaborate, classical score,
I would not think twice about bringing in a composer more suited to these genres, as I
know they are not my strengths. Sometimes, going it alone is the most suitable route for
your film’s identity.
Andy Martin, himself a musician as well as an animation director, was able to apply his
own ability when closing out his anthology film The Planets, by rounding off his year-long
endeavor in traditional film fashion, with a musical number.
“None of The Planets was particularly well planned except for the last month, Planet
Twelve in December, where I knew exactly what I wanted to do: I knew I wanted it to be a
song (Figure 20.7); I needed it to tie everything up, to include what we’d seen and it have
some finality to it so you knew this was the end, a full-stop.”
After a first pass at a song in July, deemed unlistenable when played to his family, his
second attempt proved a lot more fitting and thematically in-line with the rest of the film.
“It has a bit of pathos and melancholia as well as being quite funny, which is what I
wanted it to be. I gave myself a little bit longer to animate that planet as well, because I
didn’t have another one starting afterwards.”
Supporting the notion that relinquishing control even with a musical background of
one’s own can be the most advisable option, Benjamin Arcand’s Wackatdooo benefited
from handing over the reins to a composer he instinctively knew would do a better job.
With music ever-present throughout the film, Benjamin originally timed the animation-
in-progress to a placeholder soundtrack in the form of jazz standards from the early twen-
tieth century, knowing that the final accompaniment would be in the same stylistic vein
and tempo. Using this as a springboard to help inspire how the beats were timed out, this
straight-ahead storyboard organically morphed into an animatic (Figure 20.8).
“I did a couple of the scenes using the placeholder music. There’s a double-bounce walk
at one point where I knew I wanted that tempo, so I stuck to it. Let’s say it was an eight-
frame beat; I would write it down, and when it came time to record the real song, I asked
the composer to keep the music to the tempo, using a metronome.”
Figure 20.8
Wackatdooo character animation. (Courtesy of Benjamin Arcand, ©2014.)
Figure 20.9
Still from Wackatdooo (Dir. Benjamin Arcand). (Courtesy of Benjamin Arcand, ©2014.)
“Generally, I do the music first and then animate to it, but I can switch between the two.
The animation might kick off an idea that I think would be nice to add punch to in the
music; then I can go back to the music and do them in tandem with each other. I try and
do funny stuff, and I think having a sense of musical timing helps with comedy timing. I
think they usually work hand in hand: you’ve got a buildup and then a release with music;
it’s the same with a joke. Also with storytelling, when you want something that feels plain-
tive and emotional, there’s a way of doing that with music (switch it to a minor key and it
feels sad; a major key, you’re upbeat). Similarly, with design and storytelling, you can take
these basic elements and fundamentals and apply them to both things.
“I think having different disciplines helps give your work an individual tone to it. The
music side for me gives my films just a little touch that’s very much my thing. If I used an
outside sound designer, I’d probably have a beautiful soundtrack, probably better than
what I can do, but I think it would lose that feel of what I have when I do it myself. How you
want something to look and sound is not necessarily how it will come out, but in striving
to do that, you can achieve your own unique style.”
This philosophy is especially relevant to the film work of PES, in keeping with the care-
ful approach taken with his animation, which we explored in Chapter 13. While the choice
of bric-a-brac and household objects used to represent, amongst other things, food prepa-
ration certainly goes a long way in terms of selling the film as believably surreal, the true
suspender of disbelief is the diligence when it comes to his sound design. It is a process
that appeals to both him and his audience.
“I think there’s a particular degree of fascination with the sound design that I do that
brings it together. It takes one thing and makes it believable. Very realistic sound design is
something of an unsung hero that makes the images come to life, and it really makes the
jokes come alive. It makes something happen in the viewer’s brain that I think is interest-
ing, which is that you’re seeing one thing—a grenade, for example, with someone cutting
into it—but hearing an avocado.”
* I could wax hypothetical about the possible neurochemical reasoning behind this, but I am no neurochemist,
for many reasons including that I’m fairly certain “neurochemist” is not a profession, or even a word at all.
Figure 20.12
Still from 365 (Dir. Brothers McLeod). (Courtesy of The Brothers McLeod, ©2014.)
* “A truth whispered among animators is that 70% of a show’s impact comes from the soundtrack.” —Michael
Dougherty, The Animation Book (Ed. Kit Laybourne, 1998)
Figure 20.14
Still from John and Karen (Dir. Matthew Walker). (Courtesy of ArthurCox Ltd, ©2007.)
Figure 20.15
Still from House Guest (Dir. Ben Mitchell). (Courtesy of Ben Mitchell, ©2008.)
is that the remaining sound can be distorted as a consequence; if the hiss is quiet, the
difference won’t be too noticeable, but if filtering out loud ambiance, your end result will
wind up sounding horribly muffled or underwater. A combination of software capability
and the recording itself will be at play here, so it’s worth evaluating whether or not this is
the best solution on a case-by-case basis.
For very short sound effects, you may not need to filter out the hiss for its minimal
duration, but it’s crucial to take out any before or after hiss so your sound effect isn’t
essentially screaming out to the audience, “Oh, hi guys! I’m not from around here! What’s
shaking?” The hiss will be easily identifiable as part of the waveform itself and, as such,
easy enough to isolate and silence. To eliminate the risk of a pop effect (more on this next),
you may need to bookend the effect with a very brief fade-in and fade-out.
This largely explains why the audio on a vinyl record will start to crackle and pop over
time—the frequent running of the needle over the groove of the record, whose shape has
been etched in based on the waveform of the recorded audio, will eventually cause physi-
cal wear and produce tiny gouges, which have the same auditory effect as the jumps illus-
trated in the previous figure. Okay, we get it—I’m old.
What’s most infuriating about this issue when left in is just how much of an easy fix
it is. Even if the sound required is sudden and abrupt, applying the smallest fade or even
manually editing the points of your waveform will take no time at all and have no auditory
effect save for eliminating the pop itself. Some software even has an automatic means of
detecting these pops and clicks and will do it all for you in one pass, so there’s really nil
excuse. Smooth out your pops, people!
After weeks, months, perhaps even years of blood, sweat, tears, and whatever other bodily
fluids you may have sacrificed along the way, it finally happens. After every shot has slot-
ted into the project timeline; after every hair-pulling liaison with various members of your
postproduction crew has borne fruit; after the absolute, final, this-is-it, no-more-tweaking,
definitive render announces its conclusion with its life-affirming “ding”—you’ve done it.
You have yourself a film, my friend.
Bask in it. Give it a watch and revel in its completion. Show it to your folks, your friends,
that barista you fancy; prove that all this time, you haven’t just been making up that you’re
a filmmaker to appear bohemian. Or do none of the above and just catch up on what’s sure
to be a long stretch of much-needed and well-deserved sleep. Contented, blissful sleep.
Now wake up and get going, because it’s not over yet, not by a long shot. Thought you’d
make a film and the rest would all slot into place, did you? Ah, sweet delusion. Allow me
to bring you back to crushing reality.
Much as a curmudgeon like myself enjoys delivering bad news, in truth, this reality is
not especially crushing, nor does having a finished animation shackle you with obligation.
It is, after all, your film, and you can do with it what you wish. You may want to just gift it to
the world as a video upload literally minutes after its completion, which is certainly a route
many have taken and gone on to receive acclaim from. There are even advantages to this,
as touched upon in Chapters 13 and 14 and will be delved into further in the next chapter
from a distribution standpoint. Beyond the concept of distribution, however, is something
405
that many consider to be equally important (if not more so, creatively speaking). For many
contemporary filmmakers, their work may solely belong in browser windows or tablet and
smartphone screens, but to many others—yourself possibly included—the mileage a film
can have, not to mention the life it can lead once out of your hands and in the world, is
something you may wish to be present for. Seeing firsthand how the public receives your
art is one of the most beneficial experiences one can have when it comes to artistic growth.
I’ll ground myself before I start to overromanticize the notion, as my point is simple—
get your film in front of people and be there to see how they react.
* http://www.animation-festivals.com/
you initially approach will increase the likelihood of an official selection early in your
film’s 2-year “life span.”
I’m also not suggesting that the perceivably old-fashioned festival route should be the
only one you adopt out of some Luddite principle, just that it should not be ruled out. The
response you may get from somebody you meet at a festival who had seen your film earlier
that evening may be able to provide uniquely candid feedback at the bar afterward, espe-
cially after a drink or several. Such interpersonal benefits of festival attendance are among
the main draws for Aaron Wood: “Part of my role at Slurpy is, if we have a film submitted,
to go and promote the film in person. Of course, you can do that online, but I don’t think you
Figure 21.4
Still from Ground Running (Dir. Ben Mitchell)—the troublesome second film. (Courtesy of Ben
Mitchell, ©2009.)
Figure 21.5
Still from Love in the Time of March Madness (Dir. Melissa Johnson/Robertino Zambrano).
(Courtesy of High Hip Productions/KAPWA Studioworks, ©2014.)
Figure 21.6
House Guest poster—though oft-rejected, with perseverance it eventually accrued enough
official selections to fancy up the layout a tad. (Courtesy of Ben Mitchell, ©2008.)
Film as Discourse
The festival environment can prompt not just new filmmaking but also active discussion
on the topic. Many festivalgoers will walk away from a film screening or presentation
feeling inspired in the moment, and the hope remains that there will always at least be a
small percentage of those who will act on it and follow through with new work of their
own. Steven Woloshen, whose output would already be considered prolific, was moved to
create an abstract film in the vein of his established style as a reaction to Spiral, a parody
of the abstract film genre directed by Bill Plympton in 2005. Spiral was allegedly inspired
by a screening at the Stuttgart Animated Film Festival of Film-Wipe-Film (1984), a near-
half-hour abstract short by Paul Glabicki, in which the audience grew visibly impatient.
In Bill’s film, the artistic expression of the animated shapes is met with hostility by an
unseen cinema audience, who eventually resort to violence despite the pleas of the shapes
themselves, who insist that they only wish to entertain.
Though the film serves as light satire on a subsection of festival culture rather than any
kind of malicious condemnation of the abstract film genre, Bill initially used the moniker
* In truth, success is such a subjective term that it would be disingenuous to present it as a realistic goal by
everybody’s definition. I define the success of my own work as films that have made people laugh, been sold
for broadcast, and been a tremendous boon to my freelance career; to some, however, the fact that they’ve
not won major awards from certain institutions or achieved online viral success would, by their definition of
success, make them failures. But why you gotta hate?
* This pseudonym was also used in the independent documentary Adventures in Plymptoons (Dir. Alexia
Anastasio, 2011) as the name of a film critic—played by Plympton, who also appeared as himself in interviews,
enthusiastic to condemn the work of Plymptoons.
climate of audience engagement and word of mouth via social media. Even if an audience
is familiar with a film already online in full that has achieved a measure of viral success
or significant media attention, that does not automatically mean that the opportunity to
see it in a theatrical setting won’t be a draw (every screening I have seen of the long-online
Don’t Hug Me I’m Scared films, for example, has never failed to get a strong reaction from
a festival audience). Bringing it around again to a positive note, Story from North America
codirector Garrett Michael Davis has a reassuring take on the long-term ramifications of
a solid festival run and its associated exposure.
“When I was in school, an artist I was acquainted with gave me some really great advice:
Spend your last year of school making something you can ‘take around’ for a while. In
terms of animation, that’s pretty clear—just make a good animation. There are so many
animation festivals that are not as competitive as full-blown film festivals where people
are showing projects that cost thousands or millions of dollars. People should know that
it’s not hard to get your films screened, even if it’s only 5 seconds long. Festivals and events
are always looking for things to screen, and if you make something good, it will continue
to work for you for a long time.”
As we near the end of our examination of the independent animation scene and the mul-
titude of lessons that can be learned from its artists, our last stop will be the matter of
distribution itself. Throughout the book, a number of options have already come up, such
as online platforms to showcase and potentially monetize your films. For some, that is a
realistic option, as indie legend Don Hertzfeldt has found through the online release of
recent projects such as It’s Such a Beautiful Day (the 2012 indie masterpiece that accompa-
nied the launch of Vimeo On Demand) and his 2015 short World of Tomorrow. Speaking
with Skwigly* (in all lowercase, as he is wont to do) in 2015, Don weighs up the primary
digital distribution options available to independent filmmakers thusly:
“i think vimeo genuinely cares about quality of presentation, and their 90% revenue
share to the filmmakers was unprecedented. independent filmmaking is in a constant
state of ‘evolve or die.’ which is good, it probably keeps us from getting too comfortable.
a question that everyone in the industry will constantly be asking from now on is, ‘how
do people want to watch movies these days?’ there are so many different methods to see
something now and they will always be changing with new technology. it’s such a beautiful
day had a long and healthy life in theaters, we did the DVD, it’s on netflix, vimeo, itunes
and, in some countries, television. as long as the quality stays high i want to give people
every possible option.”
* http://www.skwigly.co.uk/hertzfeldt-world-of-tomorrow/
417
Don Hertzfeldt’s vantage point is from perhaps the most conceivably popular end of the
independent animation spectrum, so while it is healthy to aspire to be as accomplished a
filmmaker as he, in terms of an early project paying immediate dividends, one should keep
expectations grounded when approaching such a distribution platform. Observationally
speaking, the pattern a majority of independent animators and filmmakers alike have
fallen into goes roughly along the following lines:
It’s not exactly red carpets and champagne, but it can be immeasurably valuable to your
reputation, career prospects, and likelihood of producing more work down the line with a
wider array of resources, so as to drive your art and passion even further forward.
Mind My Gap creator Rosto is a perfect example of how one’s self-funded roots in
independent animation can, with perseverance and genuine creativity, translate over
time to becoming a valuable commodity in the eyes of funders and distributors alike.
He benefitted from a decade-plus of personal work and auteur projects that made a name
for him with online audiences, a string of bizarrely compelling and successful animated
films bringing him to the attention of the festival circuit and France-based film produc-
tion company Autour de Minuit, an organization founded by Nicolas Schmerkin with a
keen eye for visual innovation and mixed-media projects.
Still from Splintertime (Dir. Rosto). (Courtesy of Studio Rosto A.D./Autour de Minuit/S.O.I.L., ©2015.)
Unexpected Developments
You’ll recall that Aidan McAteer’s first attempt at making a short film since college, A
Gentleman’s Guide to Villainy, was a success as far as its immediate purpose of winning
the annual DepicT! online microshort contest was concerned. This also brought with it a
number of additional perks that afforded him an entirely new perspective on the life of a
short film once it’s in the world.
“I was suddenly a ‘director,’ which I hadn’t really been before! I mean, there was my
graduation film, but everyone has one of those, and I hadn’t really done any real directing
since, just bits and pieces. So that was the first thing, and then it won awards, so I became
an ‘award-winning director’—happy days!”
Thus began a snowball effect that saw the film being selected for a number of high-
profile festivals, such as Annecy. In contemplation of the film being awarded right out of
the gate, the question has at times played on Aidan’s mind whether things would have ever
been able to pan out the same way but in a different order.
“In theory, one shouldn’t have a bearing on the other, but you do wonder whether other
festivals take a film more seriously if it has won awards at a previous festival, if you know
what I mean? I don’t know the answer to that question, but I was thrilled for it to be in
Annecy.”
Realistically speaking, it’s highly unlikely a film will be looked at with complete
impartiality by every single festival selection committee it reaches, especially if it
* The main venue of the Annecy festival—for the record, other major festivals can provide equally valuable
exposure; I just enjoyed typing the phrase “milling about the Bonlieu.”
Figure 22.1
Still from Cheatin’ (Dir. Bill Plympton). (Courtesy of Plymptoons, ©2014.)
Figure 22.2
Still from Rocks in my Pockets (Dir. Signe Baumane). (Courtesy of Signe Baumane, ©2014.)
Figure 22.3
The Naughty List poster. (Courtesy of Ben Mitchell, ©2010.)
Figure 22.4
Cover art for the Virtuos Virtuell (Dir. Thomas Stellmach/Maja Oschmann) DVD/BluRay, sold
via the film’s website virtuosvirtuell.com. (Courtesy of Thomas Stellmach, ©2013.)
* http://www.virtuosvirtuell.com
Every animator can benefit from having a personal library of reference material, whether
to brush up on the fundamentals, to further familiarize ourselves with specific software
processes, or as a means of exploring entirely new avenues. Assuming most will have
started off with such obligatory tomes as The Illusion of Life (Frank Thomas/Ollie Johnson)
and The Animator’s Survival Kit (Richard Williams), here are a few personal recommenda-
tions that deal with the practice of animation itself. Obviously, when it comes to building
up your own resources, you’ll wish to consider which animation role (writer? director?
producer?) you’re best suited to, which medium (stop-motion? 2-D? computer-generated
[CG]?) you dabble in most, what type of project (short? feature? interactive?) you wish
to pursue, and which software (I’ll stop asking one-word questions now) you gravitate
toward. While I could put together a book’s worth of book recommendations—from cul-
tural histories and critical analyses to specific software walkthroughs—when it comes
to the territories this book has covered, the following should further assist you on your
journey, whichever direction you wish to go:
427
Action Analysis for Animators
Author: Chris Webster
Focal Press
ISBN: 978-0240812182
Prepare to Board! Creating Story and Characters for Animated Features and Shorts
Author: Nancy Beiman
Focal Press
ISBN: 978-0240818788
Digital Storytelling
Author: Carolyn Handler Miller
Focal Press
ISBN: 978-0415836944
Hybrid Animation
Author: Tina O’Hailey
Focal Press
ISBN: 978-0415718707
431
Animation hobbyists, 4 Autostereoscopic projection, 301, 302
Animation Sans Frontieres, 324, 325 Autour de Minuit, France-based film
Animation students, 4 production company, 418, 419
Animator, 18
B
Animator In Residence scheme, 36
Annecy festival, 92 Bacon, Francis, 286
Annecy International Animation Festival, 77 Badger Badger Badger
Anthology film, benefit of, 368 original and redesigned, 101f
Apocryphal story of supernatural cat, 36 Badgers, 99
Arcand, Benjamin Barker, Cordell, 265f
Wackatdooo by, 352 Baumane, Signe, 124–125, 134, 147, 149, 422
Armikrog BBC sketch show, 67
crowdfunded projects, 164 Beck, Jeremy, 223
gameplay footage, 320f, 321f, 322f Bee and Puppycat, 101
independent approach to, 320 Behar, Albert, 382
still from, 165f, 167f Beheaded (Dir. Rosto)
Art director, 32 musical piece, 292
Arthur Christmas, 269 still from, 293
ArthurCox (studio), 25 Being Bradford Dillman (Dir. Emma Burch)
Arts Council England, 68 about, 168, 371
Arts University Bournemouth, 269 poster, 372f
Aschim, Bjørn-Erik, 269 still from, 373f, 374f
Assassin Babies (skit from web series Wobble Benson, Scott, 195
Box), 98f Berberian Sound Studio, 400
Astronauts (Dir. Matthew Walker) Bertram Fiddle (Dir. Seb Burnett)
about making of, 25–27, 25f character’s eventual Rumpus design, 224f
importance of music in, 398 Bigelow, Colin, 194, 195
minimum animation requirements, 26 Big Train, 67
nastiness/subtlety of humor, 29 Bike Race (Dir. Tom Schroeder)
storyboard to final film comparison, 29f dope sheet, 118f
Attitudes about filmmaking, 236–245 still from, 119f
Audience, 131, 252 technology for, 121
to 3-D films, 308, 310f Bike Ride
feedback, 309 about, 117
and stereoscopy, 308 Dave King recording drums, 118
Audience–artist solidarity, 132 success of, 119
Audience Award, 247 Bike Trip, 120
Audience interaction Birch, Emma, 371
flexible plan, 328–329 Birdbox, 103
laws of tradition, defying, 329–339 Blades, Ant, 102, 107, 109f; see also Chop Chop;
overview, 317–318 Wildebeest
spirit, adventurous, 318–327 Blanchet, Claire, 71
technical realities, trial and error, 327–328 Bleaker Predicklement, A, 326
Audio editing software, 401 Blog culture, 149–154
Audio track, recorded dialog with a high Blue Heelers, 232
dynamic range, 404f Blue Sky Studios, 32
Auditory anthropomorphization, 398 Bobby Yeah (Dir. Robert Morgan)
Australian drama series, 232 about, 8f, 36, 39
Auteur short films, 43 about characters, 41–42
Autism, 25 character sketch and film still, 38f
432 Index
concept sketches, 40f, 198f Carpark (Dir. Ant Blades)
exterior sequence thumbnail board/ about, 107
concept sketch, 200f stages of production for, 108f
idea generation, 42–43 still from, 93
poster, 37f Cartoon, Joe, 92, 95
Robert Morgan on, 199 Casiokids, Norwegian band, 77
still from, 41f, 201f Casting and performance, 219–233
storyboarded characters to final film Cat Face (Dir. Sarah Darling), 100f
comparison, 42f Catfish, 112
Bonham, Helena Cat Piano, The (Dir. Eddie White and Ari
successful performance in The Grufallo, Gibson)
225 Alex as animator on, 360
Boom Town, 135 Cat With Hands, The, 36
Bottle (2010), 43, 44, 185 Cat with Hands and Invocation, The (2013), 199
Boxhead and Roundhead, 221f Cauwe, Jérôme, 213
Brave New Old (Dir. Adam Wells) Channel Flip, 97
about, 344 Chapman, matt, 97
press shot, 348f Character development in animation, 14–18;
shot render, 347 see also Story development
stills from, 345f Characters played by animators, 220, 223
Brazil, 347 Charles, Craig, 77
Bristol animation production studio, 223 Charlie the Unicorn, 102
British Academy of Film and Television Arts Cheatin’ (Dir. Bill Plympton), 92
(BAFTA), 36, 246, 280 drawn animation to final film comparison,
British accent, 220 152f
British nightmare-weaver, 36 still from, 133f, 136f, 153f, 421f
Brookes, Phil Chop Chop (Dir. Ant Blades)
composing for But Milk Is Important, 383, background colors in Photoshop, 104f
384f, 387f character animation in Flash, 103f
composing for live action, 386 compositing in After Effects, 105f
interaction with sound engineer, 386 still from, 102f
interview with, 383–388 time taken for making, 106
involvement with Three’s a Crowd, 386 Circle Line, The (Dir. Adam Wells)
musical background of, 384 about, 349
Brother (1999), 18 shape of characters, 350
Brown, Parsons, 92 still from, 346f
Brown, Tom, 214 Claymation film, 22
Bru Ha Ha! (2002), 53 Clayographies, 20
Budget option for film viewing, 300 Codswallop, 277
Burnett, Seb, 223 Collaborative projects, 358
But Milk Is Important (Dir. Eirik Grønmo Collonge, Stéphane, 199
Bjørnsen/Anna Mantzaris) Comedic animation, 238
music composer for, 383 Comedy Central web series, 62
poster, 384f Comedy–tragedies, 19
Commissioned work, 107
C
Commitment factor, 140–145
Camus, Albert, 121 Communication with audience, 252
Canadian animation, 262–263 Composer, perspective of, 383–388
Cannes International Film Festival, 293 Compositing software, 210f
Capote (2005), 230 Computer-generated (CG) images, 62, 74, 183
Index 433
Coombs, Melanie, 19 Digital cameras, 184
Count Fulchmuckle, 224f Digital puppet system, 336
Cousin (1998), 18 Digital release, 421
Cowan, Elliot, 221 Digital storytelling, 291
performance as Roundhead, 223 Dinner
Cowan, Philip, 199 digital painting, 106
Creative collaborations, 85–91; see also Music Discipline, 251
and animation Distribution of animation films, 417–425
Creative partnership, 58, 67 Distributors, 422
Creature Comforts, 112 Documentary filmmaker, 112
Credits, 252–253 Don’t Hug Me I’m Scared, 212, 313
Crossing Victoria (2013), 54 3-D projection, 300
Crowdfunding, 164–170, 177; see also Funding DreamWorks Interactive, 319
Cube-headed characters, 348 Dresinen, 77
Curator, role of, 246 Driver, The
Cyanide and Happiness, 107 Savlonic music video, still from, 80f
Czech animation, 81 Drunker than a Skunk, 92
3D Studio Max, 313
D
Dubbing, effects of, 251
Dad’s Dead (Dir. Chris Shepherd) Dub of a Preacherman
about, 284, 285 about, 74
still from, 284f artwork demonstrating visual development
Dam Keeper, The (Dir. Robert Kondo/Dice of, 6f
Tsutsumi) character designs, 75f
animation review during production, 378f still from, 73f, 78f
early development by Robert Kondo, 34f Dubplate Iko, 77
early development drawing by Dice Duffy, Eoin, 251
Tsutsumi, 33f Dumb Ways to Die, 337
reviewing, 376–377 DVDs, sale of, 425
sculpts, 378f
E
still from, 35f, 36f, 377f
visual success of, 35 Eagleman Stag, The, 363
2-D animation, 319 Early PLUG & PLAY concept sketch, 330f
3-D animator, 271 Earthworm Jim, 319, 319f, 323
2-D animators, 344 Eldon, Kevin, 69
Danny and Annie, 115 Elliot, Adam, 134, 162f
Darling, Sarah, 98 as animator, 18
Davis, Garrett Michael, 160 awards won by, 18
about works of, 85–87 Brave New Old (first film), 344
original lyrics for The Spider Song by, 88f casts for films, 230
on Story from North America, 188 character sculpt for Mary and Max, 21f
Dearden, Holly, 80 character sculpts for trilogy by, 18f
Death by Scrabble (Dir. Katie Steed) The Circle Line, 344
multi-award-winning student film, 406 with Ernie Biscuit character sculpts, 19f
still from, 408 Fake Expectations, 344
DepicT!, 259–261 as “golden crowbar,” 18
Der Alchymist, 206 humanity of narration, 20
DeStefano, Stephen, 159 involvement in production of Ernie Biscuit,
DigiBeta, 406 181, 182f
Digital animation processes, 48, 211 national identity in films, 19
434 Index
Risehigh, 344, 348 Feature-length independent animation project,
on set for Ernie Biscuit, 182f 221
works of, 18–25 Feedback, for story development, 145–149
writing process, 21 Festival
E-mail communication, 170 environment and filmmakers, 414
Emmerson, Dan opportunity at, 262
as technical artist, 327–328, 328f and screening categories, 245
Encounters, 259 Festival 2015 edition, mascot in, 248f
Encounters Festival, 246 Film as discourse, 414–416
Endersby, Andrew, 13, 191 Filmmaker Grand Prix, 71
End of Pinky, The, 71 Filmography, 52
Endtrip (Dir. The Outpost), 304 of PES, 243
concept visual for, 304f, 305f Film submission to festivals, 406–412
poster, 306 Flash cartoons, 94
still from, 307f, 308f, 309f Flash iOS publication, 257
English orchestra, 389 Flash SWF file format, 79
Entertainment media, 1 Flat, two-dimensional characters, 350
Eraserhead (1977), David Lynch, 36 Flatworld (1997), produced for BBC, 280
Ernie Biscuit (Dir. Adam Elliot), 20, 23, 23f Fleischer Brothers films, 91
about, 162 Florian nores, 310
aspects of production, 181–183 Flying House, The (1921), 268
Ernie’s character sculpt for, 343f Folman, Ari, 134
experiment with, 203 Food Trilogy, 173, 238, 242
still from, 163f, 183f, 203f Free-form approach, 292
Ernie Biscuit puppet, Adam Elliot with, 162f Freeform of film, 353
Escapism, 24 Frei, Michael
Estonian Academy of Art, 331 first film, 331
Everything I Can See from Here (Dir. Bjørn- and issues with traditional approach to
Erik Aschim/Sam Taylor) animation production, 329–331
character concept sketch to final design works of, 331–336
comparison, 270f Fresh Guacamole (2012), 175, 238, 240, 244
character turnarounds, 273f Friendship is Magic, 261
shot list, 274f Frog in a Blender, 92, 95
still from, 271f, 272f Full-high-definition (HD) masterworks, 249
Expenditure for music, 389 Funding
Experimental film, 54 collective effort, 164–170
External World, The, 369 combined resources, 172–179
customer etiquette, 170–172
F
overview, 155–156
Fake Expectations (Dir. Adam Wells), 346f self-funding, 162
Fantasia, 91 snowball effect, 156–161
Fearsome Beastie, The sources, 156
about, 58
G
concept designs, Katie Steed’s first, 59f
concept visual, 58 Gabriel, Peter, 74
visual development and early CG modeling Game designer, 333
on, 60f Game Over, 238, 241, 243
visual development of children’s house Gentleman’s Guide to Villainy, The (Dir. Aidan
from, 61f McAteer), 261, 261f, 419, 420
voice performer, 225f Germans in the Woods, 115
Index 435
Ghost Stories High-definition (HD) gaming, 319
about, 358 Hinton, Chris, 266
Late Night Work Club artists and, 362, 363 Hobbs, Jake, 256
project, 195 Holbrooks portrait: Tom Brown and Daniel
Gilliam, Terry, 347 Gray, 215f
Glabicki, Paul, 414 Homestar Runner, 95, 97
Gladwell, Malcolm, 98 Horn Dog (2009), 13
Goddamn George Liquor Program (1997), The, Hot Dog (2008), 13
94 House Guest (Dir. Ben Mitchell), 220
Google Cardboard, 300 poster, 413f
Gordon, Seth, 112 rotting antagonist of, 213
Government funding for animation, in still from, 400f
Switzerland, 333 Humor, 22, 29
Grant, Richard E., 216, 226–227 Hypnagogic computer-generated visuals, 304
Gravity (Dir. Alfonso Cuarón), 303
I
Gray, Daniel, 214
Greaves, Daniel, 168, 279, 283f Illusionist, The, 269
Grieves, Robert, 21, 47–51, 390; see also Sausage Incompetech, 391
(Dir. Robert Grieves) Independent animation, 36
Grigg, Alex, 358–360, 359f Adam Elliot on, 5
Grime City P.D. (Dir. Sam Morrison) poster Bill Plympton on, 6
artwork, 17f Chris Shepherd on, 10
Gross, Milt, 115 future of, 2
Ground Running (Dir. Ben Mitchell) Garrett Michael Davis on, 9
about, 410 Kieran Argo on, 7
still from, 410f Kirsten Lepore on, 9
Gruffalo’s Child, The (Dir. Johannes Weiland Nina Paley on, 6
and Uwe Heidschötter), 61 Robert Grieves on, 10
Guard Dog (Dir. Bill Plympton), 13 Robertino Zambrano on, 9
Academy award-nominated, 266 Robert Morgan on, 8
drawing from original film, 268f Ruth Lingford on, 6
Shots from original, 267f Sam Taylor on, 7
Guard Dog Global Jam Signe Baumane on, 6
counterparts, 267f Tom Schroeder on, 8
success of, 268 Tünde Vollenbroek, 8
Guide Dog (2006), 13 Independent animation, journey of
balancing ambition, 189–191
H
manual labor, 183–188
Happiness, 230 outside assistance, 191–197
“Harvie” character sculpt for Adam Elliot’s overview, 181–183
Harvie Krumpet, 231f wisdom in hindsight, 201–204
Harvie Krumpet, 18, 23, 162, 184n, 341–342, work ethic, 197–201
388 Independent animation and mixed-media
Heard ‘Em Say, 91 approach, 279–284
Hersey, jack, 177 duality, 284–289
Hertzfeldt, Don, 13, 175, 247, 417, 418 example from Netherlands, 289–297
Herzog, Werner, 132, 188 Independent films, contemporary examples of
Hesitation, 269 Late Night Work Club, 358–363
High-definition (HD) content, 94, 406 overview, 341–343
436 Index
series by Adam Wells, 343–352 Lebel, Edith, 354
Wackatdooo by Benjamin Arcand, 352–358 Lepore, Kirsten, 43, 43f, 85, 90, 191, 398;
Indiegogo, crowdfunding alternative, 169 see also Move Mountain
Interactive media, 318 collaboration with Garrett Michael Davis, 188
Interactive PLUG & PLAY app, 317f set of Move Mountain, 185f
International animation Festival 2012, 315 works of, 184
Internet audiences, 109 Lesbian, gay, bisexual, and transgender (LGBT)
Internet sales, 421 campaign, 375
Licensing terms, 257
J
Life is Full of Ups and Downs, 107
Jackson, Michael, 74 Limitations in animation film making,
James and the Giant Peach (1996), 162 138–140
Jansson, Tove, 77 Lingford, Ruth
Japanese animation artists, 188 attitude, 129
JellyBug, 99 filmography of, 122
John and Joe, 116 Harvard animation professor, 122
John and Karen (Dir. Matthew Walker) Lip Synch series, 113
about, 26 Little Deaths (Dir. Ruth Lingford)
film’s visual development, demonstrating, about, 122, 124
30f still from, 123f
still from, 399f Little Face (Dir. Matthew Walker)
thumbnail board excerpts, 28f about, 189, 189f
Johnson, Louise, 130 costume designs for, 190f
Johnson, Melissa, 62 on location for, 191f
Johnson, Tony, 80; see also Marzipan Reindeer Live-action documentary films, 62
(Dir. Tony Johnson) Live-action films, 289
Joost, Henry, 112 Live-action point of view, 304
Judge, Mike, 174 Live-action video, 91
Lole, Benjamin, 189
K
Lonely Bones (Dir. Rosto)
Kaboom! (Dir. PES), 238 about, 157, 294
still from, 240f still from, 291f, 295f, 296f
Ka-Chew, 119 Lord, Peter, 113
Kaempfert, Bert, 389 Lost and Found (Dir. Phil Hunt), 61, 61f
KAPWA Studioworks, 192 Love in the Time of March Madness
Kassel’s Spohr Museum, 300 (Dir. Melissa Johnson/
Kickstarter model, 166 Robertino Zambrano), 62
King, Dave, 117 about source materials, 63–66
Kocanaogullari, aziz, 259 nonfictional stories and observations, 124
Kondo, Robert poster, 63f
The Dam Keeper early development by, 34f sketch by Robertino Zambrano, 64f
works of, 32–33 still from, 124f, 382f, 411f
Kricfalusi, John, 94 storyboard excerpts, 66f
KZ Animation, 117 textural effect applied to animation of, 67f
LucasArts, 318
L
Luigis’ Pizzaride (Dir. Florian Werzinski)
Labor-intensive sequences, 26 about, 311–313
Language, 208 authenticity of film’s eventual design and
Late Night Work Club, 358–363 environment, 312f
Index 437
poster, 311f Merwe, Max James van der, 271
stereoscopic animatic still, 313 Messages of story, 18–25; see also Story
still from, 299f, 314f, 315f development
Lynch, David, 36 Metronome, 393
Mexican Stand-Off, 92
M
Miller, Bennett, 230
MacLeod, Kevin, 391–392 Mind My Gap, 227
Macromedia Flash, 94 artwork for Rosto’s, 290f
Madame Tutli-Putli (directed by Chris Lavis online web series, 289
and Maciek Szczerbowski), 282 Rosto’s confidence to progress, 292
Magic Light, 69 self-funded project, 418
Magic Light adaptations, 60, 61 Miss Devine, 116
Mainstream television shows, 184 Mister Plastimime
Man in Lower Left-Hand Corner of Photograph, crowdfunding backer poster, 168f
The, 36 fundraising of, 168
Manipulation, 279, 284 Mixed-media approach, 289, 306–307
Manual labor, 183–188 Money For Nothing, 74
Marcel, King of Tervuren Monster of Nix, The, 227, 419
(Dir. Tom Schroeder) Monsters University (2013), 32, 33
about, 120, 122 Moomins, 77
still from, 120f, 121f Morgan, Robert, 36–37; see also Bobby Yeah
Martin, Andy, 276, 366 (Dir. Robert Morgan)
as musician and animation director, 392, by-products of Bobby Yeah’s improvised
394 story development, 198
Martini, Pink, 389 The Man in the Lower Left Hand Corner
Mary and Max (by Adam Elliot), 18, 21, 21f of the Photograph, 197
Maryland Institute College of Art (MICA), 43, self-determination of, 197
85 Morrell, Sam, 249
Mary & Max (Dir. Adam Elliot) Morrison, Sam, 13, 177, 191
about, 134 Motion graphics (mograph), 366
puppet in, 342f Motivation, 275
Marzipan Reindeer (Dir. Tony Johnson) Mousquet, Pierre, 213
animated music video, 80 Move Mountain (Dir. Kirsten Lepore)
character designs scale sheet, 82f about, 9f, 43
“Holly” character turnaround and assets, armature building for, 186f
85f casting and molding characters for, 187f
opening shot background art, 86f characters for, 192
still from, 81f made out of food, 44
storyboard/shot list, 83 music for, 398, 399f
Massachusetts Institute of Technology (MIT), pre-production phase, 186
123 still from, 43f, 192f, 399
Maverick, 59 Mr. Plastimime (Dir. Daniel Greaves)
McAteer, Aidan, 260, 419, 420 campaign page promo image, 281f
McCay, Winsor, 268 hybrid of stop-motion puppet animation
McElheron, Maureen, 91 and digital 2-D, 281
McInnes, William, 232, 388 still from, 280, 282f, 283f
McLaren’s Workshop, 255 use of Flash to animate facial expressions,
McLeod, Greg, 396 283f
Merry Circus, The, 81 Musical accompaniment, 391
438 Index
Music and animation O
animation majors, 91–92
Off to the Vet campaign, 171f
complementary, 78
Oh, Erick
creative collaborations, 85–91
animation supervisor, 33
individual creatives, 80–85
One Big Hapa Family (Dir. Jeff Chiba Stearns)
music, 74–78
poster, 130f
overview, 74
still from, 131f
Music and sound
One Flew Over the Cuckoo’s Nest, 24
composer, perspective of, 383–388
O’Neill, Heather, 71
noise reduction, 401–402
Online Audience Award, 262
outsourcing, 381
Online community, 249
selection of music, 388–392
Online distribution, 258
self-sufficiency, as musician, 392–399
Online personalities, 78
sound, with editing, 401
Online sharing, 249–252
sound construction, approaches to, 399–401
Online web series, 289
timed audio, 402–403
Operator (Dir. Matthew Walker)
Music and visuals, 51
about script of, 26
Music composer, 382
mockup and final layout for, 27f
Musician, independent, 384
one-sided phone conversation between man
Music videos
and God, 26
advantage of, 75
with restraint and understated humor, 27
Annecy International Animation Festival
Optical printer, 54
official selection, 77
O’Reilly, David, 369
and creative experimentation, 84
Original source text, 60
as promotional tool, 74
Orsini, Daniella, 372–373
N Oscar nomination, 135
Oschmann, Maja, 301
Narration, 20
blowing ink with an air brush tube, 211f
Narrative animation, 82
Ottawa Animation Festival, 415
Narrator, 231–232, 285, 388
Out Holding Hands, 375
Narwhals, 79f
Outpost
National Film and Television School (NFTS), 122
collective of animation and visual effects
National Film Board (NFB) of Canada, 71, 255, 282
artists, 303
National identity in films, 19
interview with, 303–
Naughty List, The (Dir. Ben Mitchell), 220,
Outside assistance, 191–197
still from 220f
poster, 423f
P
Nestelaar, Nina, 294
Neverhood, The, 165, 319, 320, 323 Paley, Nina, 137
Newland, Marv, 262 Paley-Phillips, Giles, 58, 59
Newport International Film School, 26 Paquin, François-Xavier
Noise reduction, 401–402 composer and drummer, 394
No More Questions, 115 working on Wackatdooo
Nonambient sound effects, 403 (Dir. Benjamin Arcand), 394, 394f
No Place Like Home (Dir. Rosto) Paradise Lost trilogy, 112
about, 293 Park, Nick, 112
still from, 294f Parker, Trey, 100
Norwegian band, 77 Patsy, The (Dir. Sam Morrison), stills from 178f
Not about Us, 331 Patton, Mike, 36n
Index 439
Pencil art and digital color layers, 146f Planet Two
Pencil Test Studios, 320 character-based mograph extravaganza, 368
Perseverance Character sketches for, 366f
Andy Martin’s The Planets, 366–371 Plasticine animation, 18, 19
commitment of filmmakers, 371–375 1000 Plateaus (2004-2014) (Dir. Steven
obstacles to production, 376–380 Woloshen)
Personal work, 107 release of, 55
PES, animator, 172 still from, 54f, 55f
Pesapane, Adam, 237 Platforms to independent animation
Peterson, James, 118 group effort, 262–269
Phantom Limb (Dir. Alex Grigg) new perspectives, 269–277
about, 4f, 193 overview, 255–258
Alex’s contribution to, 360–361 remodeling, 258–262
character designs for, 193f PLUG & PLAY (Dir. Michael Frei)
character sketch, 360f about, 331, 332f
color boards by Colin Bigelow, 194f still from, 332f
end result of, 197 PLUG & PLAY app
excerpts from storyboard, 362f concept sketches, 334
notes on, 197f prototyping interactive, 337f
production spreadsheet, 196f in Unity, constructing interactive, 335f,
still from, 361f 336f
Phelps, Sarah, 174 Plympton, Bill, 13, 91
Phone Home, 277 animating “Thug” from Cheatin’, 144f
Photoshop, 65, 161, 360 animation to final film comparison, 152f
Picking, Jonti, 78, 95, 95f blog of, 150
Pierre Poire Productions, 125 own thoughts on matter of distribution, 421
Pixar, 424 Poe’s law, 214
Pixar Animation Studios, 32 Point-and-click games, 325
Pixilation film, 44 Polanski, Roman, 36
Placeholder voices, 222 Portal (video game), 347
Planet Eight Postproduction work, 182
still from, 379f Preadolescent characterization of children, 220
Planet Eleven Preproduction, importance of, 305
character cutouts and still from, 371f Pre-Raphaelite composition of kids, 216
inhabited by frantic alien cyclopes, 367 Puppet animation, 84, 166
Planet Five
Q
cover image, 370f
Planet Nine Quasi-robotic characters, 350
character concepts for, 367f Quest (Dir. Tyron Montgomery, 1996), 205
destructive, childlike superheroes QuickTime files, 249, 259
in, 367
R
Planet One
character sketches and still from, 369f Radclyffe, Dan, 51
Planets, The (Dir. Andy Martin), 3f, 276, Ralph Donald
366–371, 379 by Rauch Brothers Animation, 158f
Planet Six Ratatouille (2007), 32
Claymation society in, 367 Rauch, Mike, 113, 114f, 116f
stop-motion animation for, 365f Rauch, Tim, 113, 114f, 116f
Planet Twelve Rauch Bros., 158
still from, 393 Real life and animation filmmaking, 240
440 Index
Rebuttal (Dir. Steven Woloshen) S
about, 415
Salad Fingers (2004–2013), 97
manipulated footage from Bill Plympton’s
Sapporo Film Festival, in Japan, 71
Your Face, 416f
Sausage (Dir. Robert Grieves)
Recording equipment, 401
about character, 48
Reiniger, Lotte, 136
about film, 44
Rejection of film, risk of, 412–414
audience, 48
Ren and Stimpy, 94
backgrounds before and after coloring/
Repulsion (1965), by Roman Polanski, 36
texturing, 202f
Rickenbach, Mario von, 333
character design sheets demonstrating
Ringer, The (Dir. Chris Shepherd)
poses and actions, 50f
about, 284, 286
duration of, 47
still from, 287f, 288f
early sketches, 47
Risehigh (Dir. Adam Wells), 256f
lobby card art, 45
about, 10f
original storyboard excerpts, 46
CG sets constructed in cinema 4D for, 352f
revised storyboard excerpt, 49f
shot render, 349f
still from, 51f, 389f, 391f
still from, 353f
Vimeo Staff Pick/Cartoon Brew and Short
Rocket Science (Dir. Sam Morrison)
of Week Picks of Day, 250f
about characters, 13–15
Savlonic music video, The Driver, 80f
character sketches/concept for, 14f
Scanline VFX, 311
feedback, 16, 18
Schroeder, Tom
illustration, 15f
hand-drawn animator, 117
lobby card design, 16f
Schulman, Ariel, 112
Rocket Science trilogy, 177, 191
Science of Stage Fright, The, 65
Rocks in my Pockets (Dir. Signe Baumane)
Script revision, 60
about, 7f, 138
Scriptwriting, 29
background elements for, 142f
Secrecy, 122
backgrounds for character animation
Selection of music, 388–392
reference, 143f
Self-funding, 162; see also Funding
demonstrating 2D character animation
Self-sufficiency, as musician, 392–399
against constructed backgrounds,
Selick, Henry, 162
144f
Separation, The, 198
exposure sheet, 151f
Service deal, 421
poster, 135
Sesame Street, 98
script excerpt with notes on timing, 139f
Shepherd, Chris, 67, 284
still from, 149f, 422
Short films, 13
thumbnail boards to final stills comparison,
at Wonky, 257
147f
Short-form animation, 135
Roof Sex (Dir. PES)
Show Me Animation app, 256–257, 256f
about, 237
Shrigley, David, 67–68
still from, 238f
Silent comedy, 104
Room on the Broom, 61
Simon’s Cat, 101, 167
Rosto, 227
crowdfunding campaign image, 110f
works of, 289
decals perks for Off to the Vet backers, 172
Rosto project, 156, 157
long-running series, 110f
Rotoscoping for A-ha’s Take On Me, 74
plush reward for Off to the Vet backers,
Rumpus Animation, 323, 371
169f
Bristol-based studio, 74
success on Indiegogo, 169
Rush, Geoffrey, 230
Index 441
Singing Christmas Hedgehogs, 107 Spohr compositions, 206
about, 338 Spot coloring in Mary & Max, 342f
interactive experience of, 339 Standout animation, 245–248
one possible outcome for, 338f State Orchestra of Kassel, 212
Sita Sings the Blues (Dir. Nina Paley) Steadman, Alison, 225
about, 137–138 Stearns, Jeff Chiba; see also One Big Hapa Family
demonstrating the variety of design and and animation meditation, 127
animation styles, 141f attitude, 129
feedback, 148 Canadian animator and documentarian, 127
poster, 1137f for collaborative effort, 262
Sketchbook Archives, 166, 321 follow-up to Yellow Sticky Notes, 128f
Sketchtravel, 32 views on animation, 127
Skit show, animated, 98 Steed, Katie, 59f, 225f
Skwigly, 112 Steele, Jason, 102
Sledgehammer (Dir. Stephen R. Johnson), 74 Stellmach, Thomas, 205, 210f, 301
Slurpy Studios, 58, 59, 225, 406 Stereoscopic motionride movie, 310
Snowball effect, 156–161 Stereoscopy
Snowden, Alison, 265f as driving force of film’s conception
Social media and execution, 310–315
animators and, 96 interview with filmmaking collective
for communication, 149–154 The Outpost, 303–310
for directly soliciting funds, 170 overview, 300–303
experimenting with, 273 Stone, Matt, 100
Social messages in animation, 18 Stop-motion animation, 184, 282, 365f
Solondz, Todd, 230 Stop-motion film, 43, 44, 74
Sondhi, Jason, 249, 258 StoryCorps, 115, 116, 158
Sound Story development
construction, approaches to, 399–401 character development, 14–18
designers, 396 character-driven approach, 13–14
with editing, 401 combined approach, 25–29
effects, externally-sourced, 402f messages of story, 18–25
Source material overview, 11–13
adaptations Story From North America (Dir. Garrett
The Fearsome Beastie, 58–61, 58f Michael Davis/Kirsten Lepore), 160,
The Gruffalo’s Child, 61–62 160f, 161
like-mindedness/creative partnership, about, 87
67–71 still from, 89f, 90f
Love in the Time of March Madness (2014), Straight Outta Lynwood, 92
creative aspects of, 62–67 Streaming HD content, 94
overview, 57 Stressful Adventures of Boxhead and
South Park, 100 Roundhead, The (Dir. Elliot Cowan)
Space Invaders, 241 about, 222
Speed Demon (Dir. Will Vinton), 74 still from, 222f
Spider Song, The, 87 Strickland, Peter, 400
Spiral, 414 Student filmmaker, 388
Spirit of Christmas, 100 Student films, 44
Splintertime (Dir. Rosto), 5f, 294 Student short, 184, 185
about, 157, 293 Studio pipeline, advantage of, 188
still from, 157f, 418 Stuttgart Animated Film Festival, 414
442 Index
Submarine Sandwich (Dir. PES) Trilogy, 13, 14
about project, 172 Tsutsumi, Dice
backer rewards, 176f as art director, 32
concept artwork, 241f The Dam Keeper early development drawing
crowdfunding promo image, 173f by, 33f
poster, 244f Tune, The, 135, 136
still from, 177, 235f, 237f, 242
U
Sweet Dreams, 43, 44, 90
Swinging Safari, 389 Uncle, 184
Uncle in 1996, 18
T
United Kingdom’s Encounters Festival, 246
Take On Me (Dir. Steve Barron), 74
V
Tandem and Prism Entertainment, 102
Taylor, Sam, 269 Video game, 318, 347
Taylor, Terry, 390 Video on demand, 421
Teat Beat of Sex (Dir. Signe Baumane) Vimeo, video website, 249, 250
about, 124–127 Vimeo Staff Pick, 331
poster, 125f Viral film, 107
success of, 134 Virtual reality (VR) headset, 300
Technical realities, trial and error, 327–328 Virtuos Virtuell (Dir. Thomas Stellmach/Maja
Technology, accessibility of, 188 Oschmann)
Technology and economy, 2 about, 205
Teen Girl Squad, 97 concept sketch, 206f, 207f, 208f
Teeth (Dir. Tom Brown/Daniel Gray), 216 cover art for DVD/BluRay, sold via film’s
from Holbrooks Films, 226 website, 424f
poster art, 217f exhibit, 301f
still from, 217f, 218f, 226f, 376f stereoscopic test footage, 302
TenNapel, Doug, 165–167, 319–323 still from, 156f, 303
on music composition, 390 Visual effects (VFX) studio production, 312
Testolin, Lindsay, 119 Visual script, 110
The Circle Line, 344 Visual storyteller
Thee Wreckers, 293 abstractions, 51–56
The Goddamn George Liquor Program (1997), 94 idea generation, 42–44
The Gruffalo (Dir. Jakob Schuh and Max Lang), nightmare visions, 36–42
60 scenes/narrative animation, 44–51
The Human Voice, 115 works of Dice Tsutsumi, 32–36
The Patsy (Dir. Sam Morrison), 17f works of Robert Kondo, 32–36
The Planets, 392 Voiced incarnations of Boxhead and
The Separation (2003), 36 Roundhead, 223
Thomas Beale Cipher, The, 249 Voice for kids, 225
365 (Dir. Brothers McLeod) Voice-over (VO) for project, working days
still from, 275f, 276f, 277f, 397f required, 229
Timed audio, 402–403 Voice performer, 225–226
Time required for creating animation, 134 Vollenbroek, Tünde, 252–253
Tofield, Simon, 101, 109
W
T.o.m. (2006), 215
Tourette’s syndrome, 25 Wackatdooo (Dir. Benjamin Arcand), 1f
Toy Story 3, 22, 32 about, 352–358
Transformers, 109 animatic sketch, 357f
Index 443
background layout by Benjamin Arcand/ Wildebeest (Dir. Ant Blades)
background painted by Edith Lebel, about, 105
356f stages of production for, 106f
character animation, 393f Williams, Ken, 318
demonstrating impactful use of color Williams, Robert, 318
during sequence in, 355f Williams, Simon, 47
jump sequence, 358f Williamson, Peter, 371
poster, 354f Willy meets Virgil (voiced by Tom Waits)
production of, 354f in The Monster of Nix (Dir. Rosto),
still from, 358f, 394f, 395f 339f
Waits, om, 228 Wind of Share, 213
Walk, The (Dir. Robert Zemeckis), 303 Wizard and the Princess (1980), 318
Walker, Matt, 189–190, 189f Wobble Box, 98
Walker, Matthew, 25; see also Astronauts; Woloshen, Steven
John and Karen; Operator Canadian experimental film artist, 51
Waltz With Bashir, 134 documentaries by, 53
War Story, 113 film making, 52–53
Watworth, Lizzie, 226 formative years of, 51–52
Waveform and “pop” in soundtrack, 402, 403f making of 1000 Plateaus (2004-2014),
Webisodic 54–55, 54f, 55f
animation on web, overview, 94 making of When the Sun Turns into Juice,
Chapman brothers’, 97 54
ideas and characters, 98 scratching on film, 52f
independent webtoons, popularity of, 97 Wonky films, 257
metaphysical universes within universes, 97 Wood, Aaron, 225, 406
viral short, 100–110 Work ethic, 197–201
Webtoons, life in, 95–97 World of Tomorrow, 417
Web series, 101 World Stare-out Championship Finals, The,
Websites of festival listings, 408 67–68
Webtoons, 97 Worst Speeches of All Time, The, 62
Weebl, 79, 80 Wray, Bill, 115, 159
Weebl and Bob shorts
Y
about, 96
online animation superstars, 96f Yankovic, Weird Al, 92
Wells, Adam, 12 Yellow Sticky Notes, 127
Werzinski, Florian, 310 Yellow Sticky Notes: Canadian Anijam
West, Kanye, 91 Chris Hinton (with assistant) works on, 266
Western Spaghetti (Dir. PES) Cordell Barker works on, 265f
about, 174, 238, 239 David Fine and Alison Snowden work on,
still from, 239f 265f
still rom, 397f online collaboration for, 266
When the Sun Turns into Juice (Dir. Steven poster, 264f
Woloshen) Your Face, 91
making of, 54 Oscar nomination, 135
still from, 53f YouTube, 99, 102, 107, 338
Who I Am and What I Want (Dir. Chris
Z
Shepherd/David Shrigley)
about, 68 Zambrano, Robertino, 62, 63, 123
still from, 68f, 69f, 70f Zombie Street, 98
Why We Got the Sack From the Museum, 68 Zurich University of the Arts, 333
444 Index