I've always just loved drawing and loved cartoons. Growing up, I loved Disney films, I loved The Simpsons, and I was a big fan of the comic strip Calvin & Hobbes and the way that they would have weird fantasy and then down-to-earth funny character comedy.

When you're a teenager, there are more things you don't know than you know, and more people that you haven't met than you have met. I felt that way when I was a teenager, and I think maybe, with my films, I'm targeting grown-ups who remember that feeling.

You read in any war stories - World War II, whatever - that there are many, many heroes. There are the main stories you always hear about, but there are all these other little people that did things that were very important that we don't always know about.

When you go into the theatre and the lights dim, you want to entertain people from beginning to end. You want them to be swept up in your story, on the edge of their seats, unable to wait to see what happens next, be blown away and afterwards just go, 'Wow!'

Gravity Falls' normally follows very particular rules: we start out in reality close to the world as we know it, usually one magical element presents itself, and then it's essentially vanished or hidden back to where it came from by the end of the 20 minutes.

I think that's a universal theme, you know: we don't know who we're going to meet tomorrow. And that person might change your life entirely. There's always that possibility, and while you're not necessarily actively seeking it, you have that desire deep down.

The immediate need for education and practice in using our natural resources of soil, forest, water, wildlife and areas of inspirational beauty to the best advantage of all, for this generation and others to come, is again apparent to every observant citizen.

It is pretty clear in the Bible story that the whale swallowing Jonah wasn't meant as a punishment from God, it was God saving him from drowning. So it was actually provision to give him a second chance. The whale itself was the start of Jonah's second chance.

Everyone has days where they don't get their way, where you have to go to bed early or you have too much homework to do or you can't eat the candy that you want or you miss your favorite TV show and, in those moments, you just want to tear the whole world down.

When you take something that's inert, and through motion, give it life, make it appear to be alive, living, breathing thinking and having emotions, that's animation. But when you take something that's live-action, and move a part of it, that's a special effect.

I've always loved The Simpsons, just because it was really, really funny. As a kid, you love the characters. You know that the dad is dumb and frustrated, and you know that the boy is smarter than everyone else around him and is constantly getting into mischief.

I think that the entertainment industry and the entertainment press tends to focus on opening weekend box office as a measure of the success of a film and I think the true success is out there in people's homes and how much they absolutely love these characters.

When we consider a project, we really study it-not just the surface idea, but everything about it. And when we go into that new project, we believe in it all the way. We have confidence in our ability to do it right. And we work hard to do the best possible job.

I think each film I do has less and less dialogue. It really helps a lot for foreign sales, because when I go to Europe, there's very little problem with communication. All the gags are visual. The music they can understand, and it helps communicate a lot better.

When an executive walked on our floor, it was at their own risk. As far as what others thought of working for me, I know I was very tough at times, and would storm down the hall after watching some bad animation from Korea. But overall, I feel we had a good time.

Storyboards are kind of inflexible, once you finish making them you have to stick to them. Since animation takes such a long time you become a slave to a storyboard that was created four years ago while as an artist and storyteller you change, you have new ideas.

I think a good study of music would be indispensable to the animators - a realization on their part of how primitive music is, how natural it is for people to want to go to music - a study of rhythm, the dance - the various rhythms enter into our lives every day.

I love Pixar films; I think they're the greatest filmmakers in the world. I love Disney films. 'Tangled,' was great. I loved 'How to Train Your Dragon,' the Dreamworks film. But it's not for me. I don't want to make a film for families; I want to make adult films.

There are loads of novels that I really love, like Haruki Murakami's books, and when I read them, I do think about how they would work as an anime. But I do believe that those are great books because they work best as novels, or great manga work best in that form.

I think you have to know these fellows definitely before you can draw them. When you start to caricature a person,you can't do it without knowing the person. Take Laurel and Hardy for example; everybody can see Laurel doing certain things because they know Laurel.

I don't really know what the average person thinks about animation. I think the average person thinks that it's made by cartoonists - and it used to be. When people think of The Simpsons, they think of Matt Groening. They don't think of whoever the 200 writers are.

Animation can be a full spectrum of different storytelling techniques and different genres. I think it's sad that there is only one audience that the studios are aiming for and that's the kid audience. It's really tragic that they don't' make films for older people.

I look at some of my early stuff - back when I was 12 or 13 years old - and I was already doing cross-hatching back then. I don't know where I picked that up. I think I was in a hurry, and I wanted to shade something really fast, and I tried cross-hatching a shadow.

To me, I would much rather be part of a healthy industry than being the only player in a dead industry. There are so many great artists out there. And the goal is to make great movies, you know? So to be successful, quality is the best business plan as I always say.

One of the first things was I made Arlo [the Apatosaurus] a younger character. And then when I was that age (around 11 or 12), what was I like? Sweat pants, turtle-neck kid; didn't know anything about fashion or style, the culture of the world. I was very sheltered.

It's weird because we live in this age of reboots. Everything is getting rebooted: 'The X-Files,' 'Twin Peaks.' We have shows like 'Gravity Falls' that were inspired by these shows, that are now ending and being followed up by reboots of the shows that inspired them.

It's great for me to hear those different reactions because when I travel with a movie like this [World of Tommorow], it's very similar. You'll hear a line in one city get a big laugh, and then in another city, the same line kind of gets a gasp, and that's wonderful.

Sure, they were simple desk lamps with only a minimal amount of movement, but you could immediately tell that Luxo Jr. was a baby, and that the big one was his mother. In that short little film, computer animation went from a novelty to a serious tool for filmmaking.

You make a movie to entertain audiences. That's why you make a movie. The product sales is because people love the characters, and to me, that is a testament to how our movie has become so ingrained in family's homes all around the world and that's why I make movies.

The greatest bad guys, you understand where they're coming from. They believe they're doing the right thing. Sometimes it's for greed, sometimes it's for other reasons, but they are what they call the center of good. They always believe they're doing the right thing.

In my opinion, animation is best when it communicates without words, because it is the perfect medium through which to make shortcuts to meaning. When actors are not talking, just acting out, it looks kind of weird. But in animation, mime is constant, and you accept it.

I always like to look on the optimistic side of life, but I am realistic enough to know that life is a complex matter. With the laugh comes the tears and in developing motion pictures or television shows, you must combine all the facts of life - drama, pathos and humor.

We've got to fight against bigness. If a school gets too large, you lose an intimacy with the students; they begin to feel they're just part of a big complex. I don't think you can create too well in a big plant. That's why I always tried to avoid bigness in the studio.

I see why now Tohno-kun is different from the others. Like the rocket shooting off into space, on the loneliest journey to the far end of the solar system. Because he's always looking at something beyond me. He can never see me. I cried myself to sleep, thinking of him.

When a young artist asked me for advice on drawing the human foot, I told him, ‘The first thing you must learn is how to take your shoe off, and then how to take your sock off, then prop your leg up carefully on your other knee, take a piece of paper, and draw your foot.’

I frequently run into this, where I genuinely feel like - and this is not just my head cold talking right now - I often, and this is going to sound weird, but I often feel like the guy who makes these movies is smarter than me. Smarter than the guy on the phone right now.

I'm a bit of a weird creature... I'm self taught and went to a regular film school, not art school, and I think it's unusual for somebody to approach animation from that angle. In a sense I've sometimes consclassered myself more of a filmmaker who just happens to animate.

A person should set his goals as early as he can and devote all his energy and talent to getting there. With enough effort, he may achieve it. Or he may find something that is even more rewarding. But in the end, no matter what the outcome, he will know he has been alive.

I wanted draw the cartoon characters, and then it all started to make sense as I was watching these classics come back to the theater like Lady and the Tramp and so forth. If you want to animated the dog, you have to know where the ribcage is and the hip bone and all that.

I don't know how to animate on the computer, and I'm really grateful that I worked with a couple of other guys. We called it our triumvirate, John Kahrs and Clay Kaytis, who really understood computer animation but loved and embraced hand drawn, which is Disney's heritage.

What's fun about the story development at Pixar is it's a journey. You don't just write a script and then that's the movie you make. It's just constant evolution and being open to that and that collaboration with the voice actors and with the artists and animators at Pixar.

Of course I'm happy when people mention his name and mine in the same breath. It's like a dream. But I know they are overpraising 'Your Name' because I am absolutely not at Miyazaki's level. Honestly, I really don't want Miyazaki to see it because he will see all its flaws.

I never doubted that if I applied myself and tried to learn that I would good at it. I've had a lot of lucky turns, no doubt. But it's actually been a fairly direct line from control-freak, cartoon-obsessed kindergartner to control-freak, cartoon-obsessed executive producer.

But I had never drawn on a tablet before. I've been doing pencil and paper and film for almost 20 years. I wanted to try something different. I wanted to teach myself some digital stuff in advance of a bigger feature project that's coming up, and I took to it really quickly.

Look at the films of Walt Disney: 'Snow White' came out in February 1938, and I can't think of another film from that year that's watched as much. The same is true of 'Bambi,' 'Dumbo'... even, frankly, 'Toy Story,' which is probably watched more than any other movie of 1995.

The marketing department is really an important part of getting an animated film to work. If the people running it are used to selling live action films and the hard rock music and the sex and all those things... Anything outside that, they just don't know what to do with it.

The number of strokes to the inch controls the pitch of the note: the more, the higher the pitch; the fewer, the lower the pitch, the size of the stroke controls the loudness... the tone quality is the most difficult element to control, it is made by the shape of the strokes.

We passed a sign for Boring, Oregon. We never went there, but I was positively enchanted with the idea that there was a town called Boring. 'Gravity Falls' is partially from what I imagine Boring might be like. Or maybe the opposite of Boring, Oregon, would be 'Gravity Falls.'

An idea has no worth at all without believable characters to implement it; a plot without characters is like a tennis court without players. Daffy Duck is to a Buck Rogers story what John McEnroe was to tennis. Personality. That is the key, the drum, the fife. Forget the plot.

To me everyone goes through that at some point in adolescence, you know. There's - you meet someone when you're a young teenager, and they're never right for you, and you always wind up hurting someone on the way to figuring out all this stuff. But it was a fun writing process.

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