If you see a bad live action film, what are the conclusions you draw? Typically, it is that they made a bunch of mistakes, a bad script, wrong casting. You get into 2D, and you get a few films that are not strong films. And what is the conclusion? That it's 2D? I beg to differ. It's a convenient excuse, but it's just wrong.
When I was in high school in the early 1960s, I wanted to be an animator and even took art classes. But by the time I was in college, I realized I couldn't draw well enough.
Programmers are very creative people. And animators are problem solvers, just as programmers are.
The problem is some of our riskier films just don't make as much money. But if you only make films that will just be commercially successful, then you can also sink yourself as a studio.
I eagerly await the day when there is a replacement for the meniscus.
At Pixar, we believe strongly that filmmakers should develop ideas they are passionate about. This may sound like a no-brainer, but in fact in Hollywood, the big movie studios have whole departments devoted to acquiring and developing projects that will only later be paired with a director-for-hire.
Beware of being blinded by your own success.
When it comes to producing breakthroughs, both technological and artistic, Pixar's track record is unique. In the early 1990s, we were known as the leading technological pioneer in the field of computer animation.
We need business leaders who have a respect for technical issues even if they don't have technical backgrounds. In a lot of U.S. industries, including cars and even computers, many managers don't think of technology as a core competency, and this attitude leads them to farm out technical issues.
We encourage our people to build their ideas from scratch, and we give them the resources - and, crucially, the candid feedback - that are required to transform the first wisps of a story into a truly compelling film.
Creativity has to start somewhere, and we are true believers in the power of bracing, candid feedback, and the iterative process - reworking, reworking, and reworking again until a flawed story finds its through line or a hollow character finds its soul.
Candor is the key to collaborating effectively. Lack of candor leads to dysfunctional environments.
Believe me, you don't want to be at a company where there is more candor in the hallways than in the rooms where fundamental ideas or policy are being hashed out.
With certain ideas, you can predict commercial success. So with a 'Toy Story 3' or a 'Cars 2,' you know the idea is more likely to have financial success. But if you go down that path too far, you become creatively bankrupt because you're just trying to repeat yourself.
Look at the computer industry. I've watched a lot of companies come and go, some that were right at the pinnacle of their success.
A hallmark of a healthy creative culture is that its people feel free to share ideas, opinions, and criticisms. Our decision-making is better when we draw on the collective knowledge and unvarnished opinions of the group.
For me, the work we did to turn around 'Toy Story 2' was the defining moment in Pixar's history.
If you think you're right 80% of the time, you're deluded.
I use a progressive alarm that makes a soft sound at first and then progressively gets louder. But I usually wake on the first sound, so it doesn't disturb my wife. When I used a loud alarm clock, I was more likely to hit it on the head and go back to sleep.
Outsourcing, in and of itself, isn't responsible for the erosion of America's high tech infrastructure. The short-term thinking that led to a lot of bad outsourcing decisions is the root cause. And short-term thinking isn't a problem confined to the executive suite. It's a problem in Washington and in our society as a whole.