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The problem is that every time people have deviated from the Disney playbook in hand-drawn animation, they've done so with staff that are nowhere near Disney-level talent or Disney-level budgets.
I had about the biggest, longest wish list anyone could have, and 99 percent of what I wanted to get on the screen we got on the screen within our schedule and within our budget and within our resources.
Other than Peter Jackson doing 'Lord of the Rings,' I don't get it when filmmakers follow up a movie with a sequel to the same movie. God bless 'em if they can be up for it, but that would drive me insane.
Usually, people begin with very clear ideas of good movies, they begin with clear ideas about their characters, and then, as they do sequels, they seem to forget the characters more and more, and try to out-spectacle.
Every time I started going in the direction of thinking how it might turn out, I started to just turn my brain around and not go there, because I think the surest way to guarantee that you won't win is to assume that you will.
If there are similarities, it's simply because the same thoughts that occurred to other people also occurred to me. I'd be astonished if anyone could come up with any truly original powers that were at all interesting any more.
For me, I try as much as possible to just think about being in the movie theatre, having the lights dim, and what would I want to see on the screen. That puts me in the frame of mind that made me want to be in the movie business to begin with.
When you assemble animation teams the way you do a live-action film, you're often struggling a bit to get a cohesive team together, so if you have a team that works well together, you're hoping for another film so that you can refine the team.
We make films that we ourselves would want to see and then hope that other people would want to see it. If you try to analyze audiences or think there's some sophisticated recipe for success, then I think you are doomed. You're making it too complicated.
The weird thing is, if I'd made 'The Incredibles,' shot-for-shot - exactly the same script, same timing, same shots - in live action, it would be perceived very differently, and somehow more adult than me doing it in animation. I find that fascinating and frustrating.
I think we kind of changed how people did humans in CG animation after. If you look at films before 'Incredibles,' they tended to be photorealistic in a clunky and ugly way, with pores in their skin and too many eyelashes. It's kind of disturbing. And since, the designs have gotten a lot more playful in a lot of people's films, not just ours.
At the time that George Lucas made the first 'Star Wars,' space was always presented as pristine. And he wanted to show that they may be fabulous vehicles, but they've been driven some miles. And, without anyone thinking about it or thinking that was going to help make it a pop hit, everybody believed in that world, because it looked inhabited.
I think the industry tends to like to think in the narrow sort of mindset of a businessman, and businessman absolutes, and movies really exist in a much grayer region of dreams and stuff like that, and instinct is prized in movies, it's not prized with the businessmen in movies, but movies themselves often reward instinct rather than pie charts.