Aardman`s First Feature - Animation World Network
Transcription
Aardman`s First Feature - Animation World Network
Table of Contents JUNE 2000 VOL. 5 NO. 03 5 Editor’s Notebook Time to hit the theaters… 6 Letters: [email protected] PBS Outrage… JUNE 2000 Summer’s Films SUMMER’S FILMS 8 Aardman’s First Feature Egg-stravaganza! Watch out Feathers McGraw! Aardman’s got a whole new flock. Andrew Osmond visits Aardman Animations as they put the final touches on Chicken Run, the studio’s first feature film. 15 A Chat With Gary Goldman And Don Bluth (Part I) Larry Lauria starts his two-part series with a conversation with Gary Goldman, co-director of Fox Feature Animation’s summer release Titan, A.E. and industry veteran. 19 The Remarkable June Foray Mark Evanier profiles the career of legendary June Foray, voice actress, ASIFA supporter and Governor of the Academy of Motion Pictures Arts & Sciences. 22 Disney Takes a BIG Departure from Formula with Dinosaur Wendy Jackson Hall takes a look behind the scenes at the animators of Disney’s Dinosaur. Commercials COMMERCIALS 26 Ads Are Animating the Internet Just how are these Internet animation companies making ends meet? Karen Raugust investigates a few ways that clever companies are placing advertising into our favorite Webisodes. 29 100% Digital Cars Are Up To Speed In a world where image is everything, why has it taken advertising so long to embrace digital cars? J. Paul Peszko finds the answer and why Digital Domain was the company for the job. 34 Election Fraud The United States has a long history of political comics, so how come animation isn’t used in Presidential advertising campaigns? Martin “Dr. Toon” Goodman queries the wisdom… Other OTHER 38 Harvey Entertainment Takes Control Heather Kenyon talks with Rick Mischel, President and COO of Harvey Entertainment, about the company’s transition from a licensor to a producer/distributor with the current production Casper’s Haunted Christmas. © Animation World Network 2000. All rights reserved. No part of the periodical may be reproduced without the consent of Animation World Network. ANIMATION WORLD MAGAZINE June 2000 2 Table of Contents JUNE 2000 VOL. 5 NO. 03 FOCUS ON… Focus On... 44 The Zagreb World Festival Of Animated Films: On The Eve Of Zagreb 2000 Of the mighty ASIFA sanctioned festivals, Zagreb is perhaps the hidden gem that has survived through some terribly tough times and blows. Borivoj “Bordo” Dovnikovic supplies us with a history and look at Zagreb today. JUNE 2000 The Student Corner THE STUDENT CORNER 49 Let’s Sketch on Location Renowned drawing instructor Glenn Vilppu begins a new series of articles that discuss sketching on location. INTERNET Internet 54 Dotcomix: Capturing Animated Motion on the Net Using proprietary motion-capture software and creative partnerships, Protozoa’s DotComix is quickly becoming a force on the Internet. Lee Dannacher offers an inside peak. Gaming GAMING 60 Gundam Wing: America’s Next Pokemon? Cartoon Network and Sega Dreamcast are bringing Gundam Wing to America from Japan where it is already a smash success. Jacquie Kubin reports. Events EVENTS 64 The Graying of E3 Gaming isn’t just for kids anymore. It is now a multi-billion dollar business and it shows. Eric Huelsman reports from the Expo floor. 68 ASIFA-East’s Festival Makes New York Even Hotter Elizabeth Shin talks with ASIFA-East’s president Linda Simensky about the way ASIFA celebrations are done, New York style! Films/Video FILMS/VIDEO 70 Which Is The Real Kimba? Due to a series of legal problems, Kimba, the White Lion, has had numerous enumerations. Fred Patten tracks them all down for us and discusses the latest release – the truly original, much loved 1966 television series. © Animation World Network 2000. All rights reserved. No part of the periodical may be reproduced without the consent of Animation World Network. ANIMATION WORLD MAGAZINE June 2000 3 Table of Contents JUNE 2000 VOL. 5 NO. 03 BOOKS Books 74 The Anime Trivia Quizbook: Fun Fan Fare or More? Fred Patten takes Ryan Omega’s Anime Trivia Quizbook test and finds it rises well to the challenge. JUNE 2000 News NEWS 76 Animation World News Pinky & The Brain Take Over The Daytime Emmys, Cinar Sued By HighReach, Stuart Little’s Dykstra Swings With Spider-Man, DEN Is Done, Web Thugs Hit The Tellie, Tom Snyder Joins Shockwave, Actor Hamilton Joins Stan Lee Media As President, Honkworm Unveils New Toons At Cannes, and much, much more. 78 Next Issue’s Highlights 7 This Month’s Contributors Cover: Chicken Run will be flying into theaters everywhere this summer. © Dream Works Pictures. © Animation World Network 2000. All rights reserved. No part of the periodical may be reproduced without the consent of Animation World Network. ANIMATION WORLD MAGAZINE June 2000 4 Editor’s Notebook by Heather Kenyon Time to hit the theaters… t is summer again and time to beat the heat and hit the theaters for Hollywood’s (and Bristol’s) best animated offerings. Again it is an exciting summer with some very unique and interesting features being offered. DreamWorks’ Chicken Run looks to be an early favorite as the inside buzz is that the film is wonderful, full of Aardman Animations’ delightful magic. Kudos to DreamWorks for taking the risk of bringing a stop-motion feature to the big screen in the U.S. I hope it pays off for them big time, rewarding their efforts and spirit. DreamWorks is indeed a studio that started with the promise of bringing different animated stories to the big screen and I believe they are living up to their promises well. The Road to El Dorado was a delightful buddy romp; Antz was a fun blend of animation and adult humor; and Chicken Run is bringing Aardman and stop-motion to a wider audience. We should all hope that it proves successful and increases the general public’s appetite for different forms of animation. I ANIMATION WORLD MAGAZINE Fox Feature Animation is back with Titan, A.E., directed by veterans Don Bluth and Gary Goldman. In Larry Lauria’s two part interview with the directors we will be hearing about their approaches to filmmaking and story. This is Fox’s first outing after the very hopeful Anastasia. Once again Fox is promising an adventure out of the animated ordinary, and I have heard good responses to the film’s trailer. With Henry Selick’s stop-motion feature, Monkey Bone, finishing up in San Francisco, it seems like puppetry is indeed becoming a viable option to big studio execs. Perhaps more importantly, Monkey Bone, signifies that Fox Feature Animation is still a player in the animated feature game, despite the division’s gap between their first and second features. What is even more exciting is the varied subject matter and style of the two projects. Rocky and Bullwinkle are coming to the big screen in style this summer. With big names attached and effects by Industrial Light & Magic and Wild Brain, Rocky and Bullwinkle may be a big screen adaptation that is a delightful off shoot of an original vs. a “remake.” Nostalgia and potential are running high and I can’t wait to see it. Congratulations to June Foray, a.k.a. Rocket J. Squirrel and numerous other characters, on receiving a star on Hollywood’s Walk of Fame on July 7, 2000. What a marvelous way to celebrate a legendary voice-actress and the voice over craft. In addi- tion to her acting expertise, June’s efforts over the years to promote animation has benefited us all, especially her tireless work to promote the Academy of Motion Pictures Arts & Sciences’ short film category. Every year on Oscar night our community’s animated shorts are put on display in front of the world, helping gain attention, recognition and distribution opportunities. We can thank June for helping to protect this, our moment in the sun. It is this sort of community service that makes June, not only a star, but a true treasure. Finally, the film everyone is talking about is Dinosaur. What a controversy! Is it the future of animation as we know it? Or is it a well-hyped re-play of Jurassic Park? I have heard it all. However, no one can deny the amount of time, energy and money that went into bringing these prehistoric beasts to life. Indeed, during a tour of Disney’s state-of-the-art facility, Rick DeMott, Associate Editor, and I wondered if it might have been simpler to re-generate the creatures from fossilized DNA – but then we thought about the amount of acting training it would take and decided they had probably taken the safest route. We couldn’t wait for there to be a smorgasbord of animated feature films in a variety of technique and storytelling styles. It looks like 2000 is the summer where this wish has been granted. From classic 2D cels, to cool looking 2D/3D hybrids, to CGI and live-action mixes to the purely digital, this summer has it all. Good luck to everyone and save some popcorn for me! Until Next Time, Heather June 2000 5 [email protected] PBS Outrage Recent news reports, including Rick DeMott’s “Picketing In Front of PBS! Just Blame It On Canada?” (DeMott, 5.02) in the May Animation World Magazine, point out that PBS is denying any federal funding of foreign labor for animated cartoons. Further research demonstrates that these programs are, in fact, funded by the federal government, through the auspices of the Corporation for Public Broadcasting and the Department of Education, into a program called “PBS Kids Ready to Learn.” Recipients of these funds are Nelvana, CINAR and CineGroupe. Nelvana announced this deal with PBS with the following online press release. Note the mention of the “Ready to Learn” service: “Through this strategic relationship, Nelvana will produce and deliver six book-based children’s series for the U.S. public network’s Fall 2000 program season. As part of the agreement, PBS is committed to commission for subsequent seasons a minimum two of the six series as daily strips (40episodes) for its weekday PBS KIDS Ready-to-Learn Service. The production commitment for the Saturday morning block and the two stripped series totals approximately U.S. $40 million.”(http:// www.newswire.ca/releases/Augu st1999/03/c0142.html) From the August 16, 1999 issue of the online magazine Current: “Nelvana Ltd., one of the contiANIMATION WORLD MAGAZINE nent’s largest animation studios, will produce six new children’s series for PBS’s fall 2000 schedule. The shows will air as the network’s first-ever Saturday morning children’s block, and at least two of the series, yet to be selected, will live on as stripped shows as part of PBS’ weekday Ready to Learn programming.”(http://www.current.org/ch/ch915c.html) The following links provide further information on Ready-toLearn, as funded by the Corporation for Public Broadcasting, as funded by the federal government, as funded by your taxpayer dollars: l http://www.cpb.org/learning/rtl/ l http://www.cpb.org/atwork/ media/pressrelease/archive/1998/ 980515pr.htmlhttp://www.pbs.or g/kids/home_readytolearn.html l http://www.cpb.org/atwork/ media/pressrelease/archive/1996/ 01.08.96.html l http://www.cpb.org/atwork/ media/pressrelease/archive/1997/ 1997/fy2000.statement.html l http://www.cpb.org/atwork/ media/pressrelease/archive/1998/ 980515pr.html l http://www.cpb.org/atwork/annualreports/1995/Ready_to_learn.html The PBS Kids’ show Dragon Tales, a production of Children’s Television Workshop and Columbia/TriStar Television, was actually animated overseas. This was partially funded with a $4.2 million grant from the U.S. Department of Education, which can be confirmed at: http://www.cpb.org/atwork/medi a/pressrelease/archive/1996/01.0 8.96.html To promote PBS Kids, the network hired London-based Passion Pictures to make “strings, bumpers,” and “idents,” as reported in Animation World Magazine’s February 2000 issue (DeMott, 4.11) in the Television News section. It’s interesting that when PBS announced its deal with the Canadian studio CineGroupe to make 40 half-hour episodes of Sagwa, The Chinese Siamese Cat, they did not mention its budget nor source of funding, even though it is part of the PBS Kids Ready to Learn service. The press release can be found at: http://www.pbs.org/insidepbs/ne ws/sagwa.html In addition to Ready to Learn, the C o r p o r a t i o n f o r P u b l i c Broadcasting funds programming through other initiatives: “CPB is a major source of funding for programming on public broadc a s t i n g . O p e r a t i n g within Congressionally-prescribed guidelines, CPB awards grants for the production of innovative, educational and informational radio and television programs for national distribution.” (http://www.cpb.org/program/) “CPB provides funding support to more than 1,000 public television and radio stations nationwide. The annual grants from CPB help stations meet operating and programming costs. CPB’s support to stations guarantees universal June 2000 6 access to public broadcasting’s educational services and programming, and ensures that stations can exchange program materials through a national system of interconnection. Through the Future Funds and other grant initiatives, CPB seeks to help public television and radio stations serve their communities more efficiently and effectively.” (http://www.cpb.org/stations/) For PBS to deny taxpayer involvement in funding foreign labor to produce cartoons is absurd. Write to PBS, to your newspaper and TV s t a t i o n s , a n d t o y o u r Congressional representatives. The Motion Picture Screen Cartoonists Local 839 has provided contact information at: http://www.awn.com/MPSC839/ PB200004.HTM#PBSflyer Please continue to cover this issue. PBS’s back-stabbing of American animators should be exposed. “Outraged.” Editor’s Note: Creative Planet has recently launched a series of discussion forums. If you’d like to continue this discussion you can join the Animation Café! ANIMATION WORLD NETWORK 5700 Wilshire Blvd., Suite 600 Los Angeles, CA 90036 Phone : 323.634.3400 Fax : 323.634.3350 Email : [email protected] [email protected] PUBLISHERS Ron Diamond, President Dan Sarto, Chief Operating Officer EDITOR-IN-CHIEF Heather Kenyon ASSOCIATE EDITOR Rick DeMott EDITORIAL ADMINISTRATOR Elizabeth Shin CONTRIBUTORS Lee Dannacher Rick DeMott Borivoj “Bordo” Dovnikovic Mark Evanier Maureen Furniss, Ph.D. Martin “Dr. Toon” Goodman Wendy Jackson Hall Eric Huelsman Heather Kenyon Jacquie Kubin Larry Lauria Andrew Osmond Fred Patten J. Paul Peszko Karen Raugust Elizabeth Shin Glenn Vilppu Paul Younghusband OPERATIONS Annick Teninge, General Manager DESIGN/LAYOUT Alex Binotapa WEBMASTERS Jeremy Keller Alex Binotapa ADVERTISING SALES Dan Sarto ANIMATION WORLD MAGAZINE June 2000 7 Aardman’s First Feature Egg-stravaganza! by Andrew Osmond tandfirst: Aardman Animations does The Great Escape. With chickens. For some readers, that will be all they need to know. For others, read on... Let’s get the bad news out of the way first. All the chickens in Chicken Run are bona fide fowl. There are no penguins stalking the shadows with strategically placed rubber-gloves on their heads. This is not Wallace and Gromit IV, though that may come in a few years’ time. Sorry, Feathers McGraw fans. S The Characters The good news is that Chicken Run, directed by Peter Lord and Nick Park, introduces us to a packed cast of Aardman newcomers, feathered, furry, nice and nasty. It’s the 1950s in the North of England, and in the confines of Hut 17 on Tweedy’s chicken farm, one fowl has had enough of her dark and dreary life. Ginger has a vision of escape to a better world, beyond the tyranny of cruel, chicke n - h a t i n g M r s . Tw e e d y. Unfortunately, she’s no leader and can’t convey her urgency to her apathetic fellow captives. These include the deeply dippy Babs, a featherbrain who asks, ‘Have you had a nice holiday?’ each time Ginger returns from solitary after a failed escape attempt. Then there’s Bunty, stoical and realist, whose attitude amounts to: ‘Our mothers were egg-layers, our grandmothers were egg-layers, what’s the big deal?’ ANIMATION WORLD MAGAZINE Mr. and Mrs.Tweedy take roll call at Tweedy’s Egg Farm, where any chicken who doesn’t make her egg-laying quota can meet a “fowl” fate. © Dream Works Pictures. Old Fowler is the farmyard cockerel, an ex-RAF mascot and military bore, whose life is a litany of his former glories in the service. (Naturally, the chickens ignore him.) Ginger’s only initial ally is Mac, a mad genius inventor and the brainbox who implements her escape schemes. Mac is a fast-talking Scot, but unlike a not too dif- Ginger shows her fellow flock a plan of escape with the help of heroic Rocky, the ultimate flying rooster. © Dream Works Pictures. ferent Star Trek character, she has a good Scots accent. The rats Neck and Fetcher operate the black market economy, trading stolen goods in return for eggs. Presiding over all is the fearsome Mrs. Tweedy, scheming about how she can dispatch the loathsome chickens and make a buck in the process. The henpecked Mr. Tweedy (sorry) is a simple soul, with a slightly barmy belief that the chickens are up to something... One of the most important characters makes a dramatic entry. Early in the film, Mrs. Tweedy disposes of a non-egg-laying chicken named Edwina. (Note to British readers: Aardman denies the name has any connection to a certain egg-phobic Tory politician.) The other fowl are traumatised, and Ginger, in utter despair, offers up a forlorn prayer for help, from June 2000 8 nervous how audiences would react to some of the American jabs, until they heard the laughs in preview screenings. Longtime Aardman fan Mel Gibson voices the character of Rocky. © Dream Works Pictures. anywhere. At that moment, there’s a distant boom, a flash and a character drops out of the sky. It’s Rocky the Flying Rooster — at least that’s what the poster with him says. Rocky is an all-American hunk, to the delight of the womenfolk and the dismay of Fowler. Unfortunately, as Ginger finds, Rocky is also an all-American sweet-talking total fraud. Or is he? It’s the friction between Ginger and Rocky which drives the story. After considering several movie couples, the creators decided to model the pair on Katherine Hepburn and Spencer Tracy, whose volatile screen chemistry delighted audiences from their first team-up in Woman of the Year (1942). The cross-generation culture clash was inspired by films like Rock Around the Clock (1956), while the Anglo-American theme — with plenty of digs at both sides of the Atlantic — is in the tradition of pics like A Fish Called Wanda. The directors confess they were ANIMATION WORLD MAGAZINE The Voices Rocky is voiced by Mel Gibson, in his second animated feature role following John Smith in Pocahontas. According to Nick Park, “Peter Lord and me already knew Mel was a fan of Wallace and Gromit. We met up with him in Los Angeles a couple of years ago and he invited us out for lunch. We went wondering what it was about and it wasn’t about anything really! But we knew we had a good contact. By the time we saw Gibson in Maverick we had created the character of Rocky, and made him as a model. So we took a bit of Gibson’s dialogue from Maverick, animated Rocky to his lines, and it fitted perfectly.” “Working with a studio like DreamWorks gave us the opportunity to use someone who was already a star,” Park continues. “For a long time we knew Rocky was going to be an ‘outside’ chicken but we couldn’t decide what to Julia Swalha voices all of Ginger’s joys and tribulations. © Dream Works Pictures. make him. Then after Maverick it all seemed to fit: the proximity of the war, how the GI’s came over to Britain... It made sense to have an American among these very English backwater chickens, who have no life. It reminded us of films where new music comes in and livens up the fuddy-duddies. With Rocky, we were thinking of a happy-go-lucky, loveable rogue, extremely likeable but very unreliable. We didn’t just want the American to come in and be the hero!” The female lead Ginger, perhaps the true ‘hero’ of the film, is voiced by Julia Swalha, wellknown to British TV comedy fans as the long-suffering Saffron (the daughter) in Absolutely Fabulous. She’s also appeared in TV dramatisations of Pride and Prejudice and Martin Chuzzlewit, plus Kenneth Branagh’s film In the Bleak Midwinter. Swalha is joined by AbFab co-star Jane Horrocks. In fact the chicken Babs is very close to Horrocks’ dimwitted Bubble in the live-action series. The actress is best known for her extraordinary multi-vocal performance in the stage and screen versions of Little Voice. The sinister Mrs. Tweedy is voiced by Miranda Richardson, recently seen in Tim Burton’s effects-laden Sleepy Hollow. Her past films range from Damage and Tom and Viv to Interview with a Vampire and Spielberg’s Empire of the Sun. The Directors Directors Peter Lord and Nick Park need little introduction to stop-motion fans. Lord cofounded Aardman with Dave Sproxton, though as Lord puts it, it was a matter of “Two schoolboys picking a name, little dreaming it would hang around so long.” The June 2000 9 Director Peter Lord. © Dream Works Pictures. pair’s inspirations included Ray Harryhausen, Terry Gilliam’s Monty Python animations, and stopmotion TV shows such as The Wombles and Magic Roundabout. Aardman was the name of an inept hero in one of the teenagers’ early cel sequences, bought by the BBC in the late ‘60s. Subsequently, Lord and Sproxton focused on plasticine/clay animation, mainly because no one else was working in the medium. The duo have animated numerous acclaimed shorts, many now available on Aardman video collections, while Lord was Oscar-nominated twice for Adam (1991) and Wat’s Pig (1996). It was Aardman’s films that in turn inspired Nick Park, who invited Lord and Sproxton to give a lecture at the National Film and Television School where he was studying. At the time, Park was working on his first Wallace and Gromit adventure, A Grand Day Out, in which the duo go to the moon. After Park left school, he was invited to complete the film at Aardman (it was released in 1989). A wild success, it was followed by Park’s short Creature Comforts (1990) and the Wallace and Gromit sequels The Wrong Trousers (1993) and A Close Shave (1995). All three won Oscars, with Comforts beating fellow nominee A Grand Day Out. Park subsequently joined Lord and Sproxton as company director of Aardman. (A common mistake, even promoted by the UK press, is that Park is sole manager or founder of Aardman, which is like saying Lord created Wallace and Gromit!) “The idea for an Aardman feature came up after The Wrong Trousers,” says Lord. “It seemed a logical ambition, the next summit for Aardman to climb.” There was discussion with Jeffery Katzenberg, who was with Disney at the time, but then things went cold until after Close Shave. The seed of Chicken Run was a doodle in one of Park’s notebooks, showing a chicken digging under a wirefence with a spoon, plus the idea of The Great Escape with chickens. “Armed with that, we started writing the story,” says Lord. “Nick and I worked on it for the best part of a year before it became widely public. In that time we took the idea to sundry American studios and touted it around Hollywood style.” Ginger (center), Mac (in glasses), Babs (right) and Bunty (far right) plan their escape from Tweedy’s Farm. © Dream Works Pictures. Gripping a large, metal spoon, Ginger attempts to ride her way to freedom on a locomotive drill machine. © Dream Works Pictures. ANIMATION WORLD MAGAZINE And why chickens? “Chickens are perhaps the most humble creatures on our planet,” says Park simply. “Just think how often they’re ridiculed in our language. It seemed natural to make a film about them.” June 2000 10 DreamWorks By now, Lord and Park were working with Jake Eberts, founder of Allied Filmmakers and former founder and chief executive of Goldcrest Films. Eberts has been involved with two past animations. In 1974, he arranged the development finance for Mortin Rosen’s Watership Down; two decades later he executive produced the stop-motion James and the Giant Peach (1996). “Jake was our contact with Hollywood,” says Lord. “He helped us stay independent until we had a film in place that we wanted to make, which was very valuable. By the time we did the DreamWorks deal, we had the film treatment quite developed. At that point DreamWorks came on board for the pre-production, serious modelbuilding, the scripting, storyboarding... all that was three years ago.” More recently, of course, DreamWorks announced a $250 million ‘long-term affiliation’ with Aardman, committing the Hollywood major to not just Chicken Run but four future Aardman movies. “It’s an incredible deal,” says Lord. “We have full creative control. We can choose our projects, stars, subject-matter...” Park and Lord have nothing but praise for Jeffery Katzenberg, DreamWorks co-founder and contact. “He lands here in his private jet every month or two months,” says Lord. “What amazes us is his commitment, which not many studio bosses have to a single film. He doesn’t tell us what to do — he’s said this is an Aardman film first and foremost — but challenges us to get it better. The important thing is that we deal direct with him, not with a bunch of department heads. He’s accessible, experienced and the only person we ANIMATION WORLD MAGAZINE need to listen to.” A smaller bonus: if Aardman produces 90 seconds of animation in a week, Jeffery Katzenberg pays for staff lunch. (Which is why this visitor can truly say he had lunch on Katzenberg.) Park says of DreamWorks, “They respect what we do; they seem to love our shorter films, the comedy in them. It’s a learning process both ways. DreamWorks learned about the kind of films that suit us, but at the same time we learned so much about making a long-format film. Keeping an audience hooked for 80 minutes is a very different ballgame from making a short film. Once upon a time, we were making films primarily for ourselves, for our own enjoyment. But if you want to work with Hollywood, you need regimentation.” More recently, of course, DreamWorks announced a $250 million ‘long-term affiliation’ with Aardman... The Challenge Given that Aardman are known for shorts and mid-length films, what are the challenges in going to feature-length? “I always thought making a feature film would be about two-and-a-half times harder than a 30 minutefilm,” says Park. “But the amount of work and mental effort, the manhours everyone puts in... it’s easily twenty times as much. The story is the most difficult thing, getting it to work over eighty minutes. It’s harder to hold in the head than a thirty-minute story, and you’ve got the audience attention span to consider; you have to take the viewer on a journey of ups and downs, fasts and slows. It’s difficult to calculate, which is why we ended up making the film in storyreel form, basic moving drawings, which we use to judge how it’s playing before we shoot.” (More on this later...) There have been excellent stop-motion features over the years, from Ladislas Staewich’s French classic Tale of the Fox (1938) to the charming Norwegian film The Pinchcliffe Grand Prix (1975), directed by Iva Caprino. Yet only two have ever received international distribution: The Nightmare Before Christmas (1993) and James and the Giant Peach (1996), both directed by Henry Selick and distributed by Disney. Nightmare was a hit, but James barely broke even in Stateside theatres. And with computer animations like Dinosaur and Toy Story 2 grabbing the headlines, won’t audiences find stop-motion passé? “Computer animation is a big deal now,” Lord agrees. “It’s gone from a marginal, specialised area to a mainstream brand in ten years. Stop-motion’s never really been mainstream since the days of Harryhausen, but I feel it’s having a resurgence now. Chicken Run isn’t spectacular in the blow-you-away sense of computer animation, where it’s easy to have twenty thousand warriors rushing across the plain. It’s more subtle than that, on the level of character. I think it’s nice what we do is more human; you get tired of effects movies after a while.” A rough version of the film’s opening bears out Lord’s point. It’s a montage of Ginger’s failed escape attempts, becoming increasingly outlandish and desperate. There are no jawdropping effects, at least to an June 2000 11 Rocky makes a daring attempt to rescue Ginger from the Tweedy’s new pie machine. © Dream Works Pictures. audience used to Aardman’s impeccable animation. What grips is the urgency, the pace, the atmosphere — in short, the story. “But we like spectacle too!” adds Park quickly. Indeed, the new film promises plenty of whiteknuckle thrills, including a sequence in the tradition of Spielberg with conveyer belts, giant rollers and lots of blades. On new technologies, Park comments, “Computer animation would mean nothing if it didn’t have good ideas, stories, direction and characters. Anyway, I think there’s something very appealing about the use of plasticine. Every child has handled plasticine and relates to it — it’s so tactile, you can see the fingerprints. To see plasticine characters moving round in full animation is in some ways more impressive than computer animation, I think. It has an extra kind of appeal.” The Production The final screenplay was written by Jack Rosenthal and Karey Kirkpatrick. Rosenthal has ANIMATION WORLD MAGAZINE written for numerous UK film and TV titles, as well as co-writing the Barbara Streisand picture Yentl (1983). Kirkpatrick’s credits include the cel Rescuers Down Under and the stop-motion James and the Giant Peach. The writer is now collaborating with Mark Burton on Aardman’s second feature, The Tortoise and the Hare. The music is by John Powell and Harry Gregson-Williams, who scored DreamWorks’ computer-animated Antz. They’re supervised by Hans Zimmer of Lion King fame. The directors agree there’s “distinctly more dialogue” than past Aardman films (think how many of the studio’s past stars were mute). Asked whether the script was complete before filming, Lord admits, “You could say without great inaccuracy we’re still working on it. We intended it to be complete before filming. That was the plan. We thought, ‘We’ve got a long time, we’ll get it all sussed, the script will be ready, ready, ready!’ But it doesn’t work that way. Even now, about three weeks before the end of the shoot, it’s possible a line or two will change. Certainly some shots have changed. The structure was tightly in place before the filming, but details and spoken words have changed a lot. It’s a very fluid process.” At the time of writing (midApril) the film is in its last weeks of production, with just a few shots to be filled. To house such an enormous production, Aardman took on new premises in the ‘Aztec West’ Business Park, eight miles from Bristol centre. The building is devoted to Chicken Run, while Aardman’s regular output of shorts, commercials and TV work continues at its other sites. Neither Lord nor Park are doing any physical animation themselves. Instead their days are packed with approving rushes, consultations with individual animators and generally holding the film together. “A lot of the animators were quite inexperienced when they came,” says Lord. “But now we learn from them, and some are quite brilliant. They’re not technicians, but actors, performers. It’s very collaborative in that sense.” Not that a director’s job is easy. “On a bad day we might cover ten sets,” says Lord. “We’d be directing an action scene, a love scene, a slapstick scene — it’s mindboggling.” Scavenger rats Nick (left) and Fetcher (right) try to entice Ginger with their latest collection of goods. © Dream Works Pictures. June 2000 12 When the Tweedy’s are away, the chickens dance! © Dream Works Pictures. The pair have split duties down the middle: Park handles the chicken scenes, while Lord deals with the Tweedys and the ‘spiv’ rats. They see their skills as complementary. “The film would be impossible if one of us was doing it alone,” says Lord. “It’s been very interesting from the point-of-view of ideas and techniques. Nick and I come from slightly different backgrounds, and we’re interested in slightly different techniques, which come together in this film. Nick is brilliant with facial stuff, while I enjoy more fullbody animation.” Viewers who’ve seen Lord’s creations Morph and Adam, both built around gesture and mime, will know what he means. As in cel animation, the animators ‘act out’ planned character moves before making a series of test animations leading up to the final product. Computer monitors give instant playback, a great aid ANIMATION WORLD MAGAZINE to checking continuity. The workin-progress storyboards the animators follow are stored in an AVID editing system, producing a rough animatic film that can be tweaked and reworked at will. Despite all this, the directors stress it’s never a computer-led operation. Instead it’s an extremely manual process, requiring both space and a lot of time. There are vast hand-painted skies, depicting every kind of weather, on canvasses stacked sideways from floor to ceiling. Motion-control cameras sit on huge mobile arms, perched above scale farmyards and green rolling hills. The cameras and lighting take two days to set up for some shots. Character models are only partly plasticine. The nonmoving sections are made of silicon, while the humans’ clothes are foam rubber (watch out for minor details, especially the hidden chickens on Mrs. Tweedy’s clothing). However the heads and hands are certainly plasticine and few viewers should notice the difference. Park says, “When our films were first introduced into America, one festival presenter introduced them as, ‘This is the smoothest claymation you’ve ever seen.’ It’s odd, because the one thing we’ve never aimed for is ‘smooth.’ Sometimes we even go for character above smoothness. The acting you get in this film is like nothing ever seen before in stop-frame animation. We’ve pushed the animators and they’ve risen to the challenge. When we started out, creating and working on our own characters, we always thought if we industrialize this process, there’s a danger we’d lose the personality, and the feel and the style will change. But you can’t see the joins.” Chicken Run premieres on June 23rd in America, and June 27th in Britain. DreamWorks is distributing in America, and Pathe in Europe. Four more Aardman features will follow, all distributed w o r l d w i d e b y D re a m Wo r k s . Contrary to previous reports, a Wallace and Gromit feature is not confirmed, but here’s hoping. Andrew Osmond is a freelance writer specializing in fantasy media and animation. Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. June 2000 13 RUNNING CHASING NO NO YES! COW IS FOUR DEXTERS TALL LAUGHING YELLING TM & ©2000 Cartoon Network. SULKING A Chat With Don Bluth And Gary Goldman (Part I) by Larry Lauria Don Bluth. © 2000 Twentieth Century Fox. first met Don Bluth on May 1, 1981, at the Kennedy Center for the Performing Arts in Washington, DC. He was giving a presentation at the American Film Institute about his latest picture Secret of NIMH. Don had just returned from the United Kingdom where the London Philharmonic had recorded music for the film. What Don showed that day was little more than a progression reel with some scenes in color, some in pencil test and still others in storyboard form. During his talk he referred to some of the up and coming young animators as “hot shots from Art Center.” Having graduated from Art Center only a couple of years before, I took the opportunity to introduce myself as “one of those hotshots...” We exchanged pleasantries and he was gone. I ANIMATION WORLD MAGAZINE Fast forward to circa 1989. I was president of Washington, DC’s ASIFA chapter, and we happened to be hosting Don Bluth at a local animation gallery. It was a great night. About 300 people showed up to view and buy artwork from his films and have their pictures snapped with Don. I was one of them! Fast forward again to 1991 — Dublin, Ireland. At that time, the Sullivan/Bluth Studios were supporting the classical animation program at Senior College, Ballyfermot. I had just come on board as Coordinator/Animation Instructor for the course. My first official meeting was with Don Bluth and Gary Goldman; and Gary, as things turned out, was our program/studio liaison throughout my entire 4 years with the college...and a good time was had by all! As I glance back over the years, I like to think that Don and Gary began what I term their “great experiment” when they chose to leave Disney Feature. They have continued to create “outside the system.” To date, they have directed 12 animated feature Gary Goldman. © 2000 Twentieth Century Fox. films — far more than any other animation team. Recently, we had a chat about their upcoming feature film from Fox Feature Animation, Titan, A.E., which will be released June 16th... Larry Lauria: Gary, can you tell me about the “look” of Titan, A.E.? Gary Goldman: The look is similar to a graphic novel or dark comic book. The opening is softer pastel colors, almost pastoral. The computer graphic imagery [CGI] and animation are some of our best, ever. The CGI work is in about 80% of the film....in 3-D backgrounds, spaceships and the villains. The villains have a gelatin or glass-filled look. LL: As compared with other Don Gelatinous villains seek out fresh prey. © 2000 Twentieth Century Fox. Bluth/Gary Goldman films — what would you say is different, visually, about Titan...other than the comJune 2000 15 GG: They [Fox] just wanted more and more CGI as we went along. We actually contracted out to Dobee, which is David Sorenson’s group that does George Lucas’ animatics for him. They animated all of the Ice Crystal sequence from Don’s storyboards. We used Blue Sky Studios for the creation of The New World sequence. Our guys here, twelve of them, did everything else. An intimate moment occurs in the blue shadows of night. © 2000 Twentieth Century Fox. puter work and the pallets? GG: Our style. It’s probably darker with a lot more dark silhouettes used in the backgrounds. All of the detail is there...it’s just a different look. The animation is comparable to Anastasia because the characters are human. We use a lot of live-action reference. And there are aliens — some have live-action reference, some don’t. You won’t be able to tell — it looks so good. We didn’t use a lot of holds in the animation. It’s a very fast-paced film. We have a key group of animators who are very good. The film is 91 minutes long plus 8 minutes of credits. I’m real pleased with it — especially with the pacing of it. And I’m pleased with the audience test results. The fact is, it was made for young adults — a young male audience, specifically. But the recent test screenings showed the appreciation levels were as high for females as for males in the young adult group. I’m not sure what to attribute that to other than some edits and some relationships within the story. ture. We had only 19 months to complete the whole thing. People who have seen the picture — even the color timer at Disney — have said that they can’t believe that it was done in such a short time. LL: What were the most challeng- ing aspects, artistically? GG: Well, originally we started out planning for about 40% CGI. With the time constraints and budget, there was just no way we were going to have a lot of CGI. But we ended up with far more CGI than we’ve had on any other film — about 87% of the film is some form of CGI. LL: Was that something that hap- pened throughout production? LL: From what I hear, you all weren’t originally slated to direct Titan...when you were put on this picture you were developing something else at the time...Is that right? GG: No, we had just finished Bartok [The Magnificent]. They didn’t have a picture for us at the time. LL: But I thought you were in development on something else. GG: Titan, A.E. originally, was a live-action movie, and [Fox Filmed Entertainment Chairman and CEO] Bill Mechanic thought it might be good in CGI. So, we took a look at it, and the only thing we could think was...it was really science fiction...probably like something Moebius did...Most of the LL: What were some of the challenges on the film? GG: I think the biggest challenge was the limited time on the picANIMATION WORLD MAGAZINE Titan A.E. launches on a mission to outer space. © 2000 Twentieth Century Fox. June 2000 16 see Gary Goldman going? GG: Eh, I don’t know! I think I have achieved our goal. I would say that I want to hang in here for the next couple of pictures to help train people to do what we do. There’s a lot of information, a lot of things people need to learn. LL: Is there anything you would like to do that you haven’t done? GG: I would really like to do An explosive budget! © 2000 Twentieth Century Fox. people who have looked at this, internationally, have asked the question: ‘Have you been influenced by anime?,’ and we weren’t. I take that as a compliment because anime has become quite popular. I think they feel that the color, style, the look, the pacing, the subject matter, all feel like anime. It just kind of evolved. Originally, two other directors had started the project. Pre-production was completed, but Don and the folks in animation re-designed a lot of the film. dio now that Titan is finished? What about the lay-offs? GG: We’ve got four projects in preproduction and Fox is trying to decide which ones go forward. There have been a lot of lay-offs because the next project was not developed. The same circumstances occurred after Anastasia. Don came up with Bartok the Magnificent and they let us do it. It kept the studio alive for fourteen months until Titan came along. LL: The movie has a PG rating? LL: What was the budget on Titan A.E.? GG: Yes, they are targeting young GG: It was $55 million. adult males, 12-17 years old. The accompanying music is rock ‘n roll. LL: I heard you were doing some- LL: Compared to films you’ve thing with Space Ace — is that true? worked on in the past, Titan is “edgier?” GG: I’d say it’s not a ‘mother friend- ly’ movie. Although we haven’t left the mothers and children out. There is some swearing, some sexual innuendo, it’s intense...there’s a lot of violence. I don’t think anybody under 8 years old should see this film. LL: What is happening in the stuANIMATION WORLD MAGAZINE GG: No, it’s Dragon’s Lair. We have been waiting to do something with it for over ten years. We made it part of our presentation to Fox. The four productions in development have over 70 people contributing to them at various stages. Don has been overseeing development while I’ve been finishing Titan. LL: At this point, where do you Dragon’s Lair. Derk is a funny character and he has an attitude and personality that we established in the video games. It’s still one of the most popular video games — ever — on the “all time” list. LL: What do you think of the criti- cisms you have received for your stories and films, or for the fact that you and Don left Disney? GG: Well, if they want to try it — try to carry 400 people on their backs; go out and raise the rent for a studio, and get talent... in 15 years of being independent...let them try it and then ask questions. You know, we’ve only had two down times...one in ‘84 and another in ‘91. LL: How does Gary Goldman after 28 years keep his passion for what he’s doing? GG: I think it’s the people. The crew has passion. They really want to make it work. They really want to learn more...that teaches me. My whole goal, besides trying to get more production value back into animation, was really to provide an environment like there was at Disney at one time, where you felt secure as an artist, filmJune 2000 17 Next month we will feature Part II, which will be with Don Bluth. “It’s all about having the passion to learn and daring to take on any challenge!” © 2000 Twentieth Century Fox. maker, contributor, animator. You could plan your life, have a place to raise your family, have a home and not worry about living like a gypsy. Personally, I can say I’ve been in the business for 28 years and have never been unemployed...though sometimes not paid. We’ve done our best to try to take care of our people. We’ve done our best to try to make good stories. How many people have gone out and hired sometimes over 500 people and come up with over $450,000 a week in salaries and still tried to create a quality product? It’s not an easy thing to do...but it gives a great feeling of accomplishment. LL: Gary, it’s been great. Thanks for taking the time to chat. All the best with Titan. Stay current with all the latest AWN news, industry events, Flash headlines, job postings, product announcements and much more, delivered every week to your email box... F or F ree ! Larry Lauria is an animator/educator with 25 years in the industry. When not working on his current millennium animation project, 2KJ, Larry keeps himself busy working as a freelance animator and classical animation instructor. He can also be found designing animation curricula, or traveling around the world giving animation workshops and master classes. His Web site “The Toon Institute” is part of the AWN family. Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. Register Now! It only takes a minute, so fill out our reader survey and register to receive the AWN S potlight w w w . a w n . c o m / s u r v e y ANIMATION WORLD MAGAZINE June 2000 18 ere’s a moment you doubtlessly recall from many a Rocky and Bullwinkle cartoon: Arch-villain Boris Badenov ambles up in some sort of disguise...only it’s usually not much of a disguise. Usually, it’s a different hat. Still, though his masquerade wouldn’t fool Quincy Magoo during a total eclipse, it fools Bullwinkle J. Moose. Not only that but it also fools Rocket J. Squirrel — and he’s the smart one in the team. Rocky hears Boris introduce himself as someone other than Boris. Then Rocky says, “That voice...where do I know that voice?” Viewers might well be asking themselves that when Rocky talks. As it is no secret, Rocky is the most famous of countless characters who have been given a voice by the Queen of Voice Performers, the legendary June Foray. For a time, it was not uncommon for people to refer to her as “The female Mel Blanc.” That prompted her friend (and frequent employer) Chuck Jones to correct folks... “June Foray is not the female Mel Blanc. Mel Blanc was the male June Foray.” H The Remarkable June Foray by Mark Evanier “June Foray is not the female Mel Blanc. Mel Blanc was the male June Foray.” – Chuck Jones The Beginning of a Legend One can make the case either way. Less arguable though is that June is one of a select group of voice legends that includes not only the immortal Mr. Blanc but two of her other frequent co-stars — Daws Butler and Paul Frees. Put any of them in a room with a microphone and you had a cast of hundreds... But put June and any of those men (or Stan Freberg or Don Messick, etc.) in that studio and the possibilities were infinite. It isn’t just that June can portray so many different people ANIMATION WORLD MAGAZINE June 2000 19 but that each is a fully-rounded, well-delineated characterization. The folks she becomes don’t just sound funny; they breathe and laugh and cry and run the gamut of emotions without you ever feeling, “Oh, that’s just somebody doing a silly voice!” Small wonder she has worked so much...ever since age 12, to be precise. That was when she first performed a role in a radio play back in her native Springfield, Massachusetts. Three years later, she was a regular player in the rep company of WBZA in Springfield...and by the time she was 17, she was ensconced in Hollywood and landing roles in radio programs of the day — everything from The Jimmy Durante Show to the prestigious Lux Radio Theatre. She even had her own kids’ show for a time, telling stories as Lady Makebelieve. “Radio was the greatest training ground,” she says. “You had to be very quick and you had to be very versatile...and you were surrounded by such wonderful actors.” Hitting Her Stride Then it was on to cartoons. In the 1940s, producer Jerry Fairbanks brought out his “Speaking of Animals” shorts which featured live-action footage of animals with cartoon mouths superimposed on them. June was one of the actors engaged to dub in the bon mots “spoken” by the critters. It was on those jobs that she met and formed lasting relationships with two other voice performers — Stan Freberg and Daws Butler. Soon after, June joined Stan, Daws and Mel Blanc, among others, recording children’s records for Capitol...and that led her to ANIMATION WORLD MAGAZINE just about every cartoon studio in existence. “Someone at Disney heard one of the records and called me in to do the sounds of Lucifer the Cat in Cinderella.” (For Disney’s next animated feature, Peter Pan, she played a mermaid — but did not do any voices. They put her in a bathing suit and filmed her performing actions to serve as reference for the animators.) She also performed — before a microphone — for Tex Avery at MGM and for dozens of Walter Lantz cartoons. But her best-known work in theatrical animation was for Warner Bros. where she quickly became the star female voice, performing in countless films. Her roles included Granny, the feisty owner of Tweety and Sylvester, and the Alice mouse in the Kramdenesque Honeymousers series. Her favorite? No contest: “I started playing witches...for Disney in Trick or Treat and Witch Hazel for Chuck Jones in several films.” Her witches were classic — and oft-imitated. Even today, casting agents will tell you: They rarely hear a female voice demo tape that doesn’t include some approximation of a June Foray witch voice. During the Fifties, June performed on such radio shows as remained, including the last-ever network comedy radio program — The Stan Freberg Show. She had performed on many of Stan’s best-selling comedy records, including “St. George and the Dragonet” and “Sh-Boom.” Says Stan today, “She was, quite simply, the best in the business. I could write anything, confident in the knowledge that whatever the age, whatever the accent, June could do it.” She also did a bit of oncamera acting, appearing on several TV shows and in movies. (If you want to see her cringe, remind her of her role as the sexy High Priestess in the film, Sabaka.) At some point though, she bowed to the inevitable: Hollywood was loaded with actresses who could emote in front of the camera...but put her at a microphone and June Foray was in a class by herself. To date, her last on-camera acting was in the mid-Sixties, playing a Hispanic telephone operator in several episodes of Green Acres. It’s great to meet a performer and discover that you love the person just as much as you love the performances. Lasting Stardom By then, she was well into her best-known body of work — her stint for Jay Ward, performing almost all the female roles (and the The occasional male) on Bullwinkle Show (ne Rocky and His Friends), Dudley Do-Right, Fractured Fairy Tales, Fractured Flickers and many more. She can barely venture anywhere these days without someone imposing on her to speak a line or two as Rocky (usually the line about “That trick never works”) or perhaps Natasha Fatale and/or Nell Fenwick. It was not just that the Ward cartoons were wittily written — which they were, largely under the supervision of Bill Scott — they were also brilliantly performed. Working with a fine stock compaJune 2000 20 ny that included Scott, Paul Frees, sometimes William Conrad, Daws Butler or Hans Conried and others, June was part of the highwatermark of cartoon voice acting. “They were recorded very quickly,” she recalls. “When they came to you for your line, you had to be ready and you had to get it in one.” Surviving tapes of recording sessions prove she nearly always did just that. June appeared concurrently and after in hundreds of commercials and countless other TV shows. Just a few years ago, she brought Granny back to life on The Sylvester and Tweety Mysteries and has been heard on The Smurfs, Garfield and Friends and many more. She has also, unbeknownst to many of her fans, been heard in dozens of live-action movies, dubbing other actors. Listen for her (and Paul Frees) throughout Bells Are Ringing or The Comic, to name two of many. She can also be heard in dolls (the original Chatty Cathy) and around Disneyland (The Pirates of the Caribbean), and if there’s any other place a person can be called on to deliver a vocal performance, June has been there. Community Service and Its Rewards Of special note are her many contributions to the film and animation community, including service as a Governor of the Academy of Motion Pictures Arts & Sciences, and also the National Academy of Recording Arts and Sciences. She has been such a fixture of ASIFA — The International Animated Film Society — that ASIFA-Hollywood even named an award after her. ANIMATION WORLD MAGAZINE And just when you think she’s taken home every honor for which she’s even remotely eligible, along comes another one: On July 7, a star bearing the name “June Foray” will be unveiled on the legendary Hollywood Walk of Fame. It roughly coincides with the release of the big-budget, Robert DeNiro-produced feature film of Rocky and Bullwinkle ...starring you-know-who as the voice of the former. On July 7, a star bearing the name “June Foray” will be unveiled on the legendary Hollywood Walk of Fame. On a personal note, I have to add that it has been a pleasure to know and work with June Foray. When I was a kid, her voice could be heard on darn near every TV show and record that I loved. It’s great to meet a performer and discover that you love the person just as much as you love the performances. Mark Evanier made the long, hard struggle to Hollywood all the way from West Los Angeles. He’s been writing comic books since 1969 (when he apprenticed with the legendary Jack Kirby), live-action TV since 1976 and animation since 1978. His comic book credits include his own co-creations, The DNAgents, Crossfire and The Mighty Magnor, along with fourteen years of collaborating with cartoonist Sergio Aragonés on Groo the Wanderer. Mark has also worked on preexisting characters including Superman, Blackhawk, The New Gods, Tarzan, Mickey Mouse, Super Goof, Bugs Bunny, Daffy Duck, Tweety & Sylvester, Pink Panther, Woody Woodpecker, The Flintstones, Scooby Doo, Yogi Bear and dozens of others. In animation, he wrote, voicedirected and co-produced 121 half-hours of Garfield and Friends for CBS, and can also claim credits on Mother Goose and Grimm, CBS Storybreak, Dungeons and Dragons, ABC Weekend Special, Scooby Doo, Thundarr the Barbarian, The Wuzzles, Richie Rich, Yogi Bear and many more. In the arena of live-action television, he has written for Welcome Back, Kotter; The Love Boat, Cheers, Bob, That’s Incredible, The Richard Pryor Show, plus dozens of variety shows and specials. He has three Emmy nominations (no wins) and lives in Los Angeles in a big house full of comic books. Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. June 2000 21 B I G Departure Disney Takes a from Formula with Dinosaur by Wendy Jackson Hall Iguanodons Aladar (left) and Neera (right) develop a special bond as they face the hardships of trekking across the desert together. © Disney Enterprises, Inc. he history of animation is filled with films about dinosaurs; from short films such as Winsor McCay’s Gertie the Dinosaur (1914), Willis O’Brien’s Dinosaur and the Missing Link (1917), Will Vinton’s Dinosaur (1980) and Phil Tippett’s Prehistoric Beast (1983) to features such as The Land Before Time films, and in recent years to CG effects in films like Jurassic Park (1993) and T-Rex: Back to the Cretaceous (1998). So why in the world would Disney T Bloodthirsty carnotaurs threaten the herd of migrating dinosaurs. © Disney Enterprises, Inc. ANIMATION WORLD MAGAZINE want to go and make another dino flick? Six years in the (actual) making and with a budget of approximately $127 million, Dinosaur is one of Disney’s biggest animated films. The origins of Disney’s Dinosaur actually date all the way back to 1988, when the studio’s live-action division acquired a screenplay called “Dinosaur” by Walon Green. At that time, Paul Verhoeven and Phil Tippett were interested in making the film, but it never got off the ground. Then in late 1994, Walt Disney Feature Animation adopted Dinosaur and began shooting various tests, placing CG characters in miniature model backdrops before deciding to take the unprecedented route of combining live-action scenery with computer-generated character animation. Six years in the (actual) making and with a budget of approximately $127 million (some reports have it as being much higher!), Dinosaur is one of Disney’s biggest animated films. It is also one of its biggest risks. The film, co-directed by Ralph Zondag, who also co-directed We’re Back! A Dinosaur’s Story (1993) and Eric Leighton, a stop-motion animator, is only the second PG-rated animated feature the studio has ever released (the first one was The Black Cauldron in 1985, which many define as the low point of animation’s down-cycle in the 1980s). There is no singing in the film, other than the earth-shaking roars of the dinosaurs, and the Directors of Dinosaur: Eric Leighton (left) and Ralph Zondag (right). © Disney Enterprises, Inc. June 2000 22 the film,” explains visual effects supervisor Neil Krepela. A total of 48 animators worked on the film, one-third of who were already versed in computer animation, while the other two thirds came from traditional hand-drawn animation and stopmotion animation backgrounds. Early on, co-director Eric Leighton recruited several animators he knew from being a supervising animator on The Nightmare Before Christmas including Mike Belzer, Joel Fletcher, Angie Glocka, Owen Klatte and Trey Thomas. Two lemurs, the elder statesman Yar and his daughter Plio, watch a baby dinosaur hatching from its egg. © Disney Enterprises, Inc. character design is extremely realistic. Disney is hoping the actionpacked film will draw teenage and adult audiences. Strength in Numbers One of the key themes of the film is also a description of the production process: it’s not about one individual but rather the strength of the group. The credit sequence says it all: In addition to the two directors, the production crew included over 500 people. The artists were organized in teams according to the stages of production: Visual Development & Character Design, Workbook, Look Development, Model Development, Digital Image Planning, Animation and Scene Finaling, aided by production staff and several teams devoted to technology, software implementation and rendering. From the storyboards, a “3D Workbook” was created to give all of the department supervisors an idea of what each scene will look like. Using the 3D workANIMATION WORLD MAGAZINE book as reference, a film unit shot background plates in beautiful and exotic locales around the world, including Australia, Venezuela and Samoa. This footage was digitized and composited to create fantastic settings that never existed in the real world. “I like to think of our backgrounds as being a character in A total of 48 animators worked on the film, one third of who were already versed in computer animation... From Stop-Motion to CG “It’s a new place and a new technique but there are lots of similarities to stop-motion,” says Joel A pteranodon carrying an Iguanodon egg swoops through a herd of grazing dinosaurs. © Disney Enterprises, Inc. June 2000 23 Supervising animator of characters Baylen and Url, Michael Belzer. © Disney Enterprises, Inc. Fletcher, “Working on a stage with a little puppet is all three-dimensional. On the computer, it’s a virtual three-dimensional world. The characters are on a virtual stage with virtual lighting and are essentially a puppet. The big difference is that with stop-motion, each performance is a one-of-a-kind thing that you have to live with even if you make a mistake. On the computer, if you don’t get it quite right you can keep refining until you get a more perfect result.” Mike Belzer, whose stopmotion work runs the gamut from Gumby to James and the Giant Peach, agrees, “The biggest similarity is you are working in 3D space. I missed the tactile nature of it, but the tools were created with that in mind, because we had so many different kinds of animators working on the film.” Belzer had worked briefly at Pixar before joining the Dinosaur production as supervising animator for the characters Baylene, the brachiosaur, and Url, the ankylosaur. But learning the ropes at Disney was like starting from scratch because of differences in the proprietary software at both studios. The animators worked mainly in Softimage, but the Dinosaur software group wrote 70,000 lines of code to finetune the controls for the animators. They animated fleshed-out skeletons (Model Development ANIMATION WORLD MAGAZINE Supervisor Sean Phillips compares the rough model parts to Tootsie Rolls) for the first run, then after rough animation, the Model TDs (technical directors) added muscles according to the animators’ directions. “One of the biggest challenges was key-framing,” says Belzer. “With stop-motion you start with frame one and animate straight ahead.” He had to learn to animate in stages, for instance “first just the legs and body, then I would animate the shoulder and other parts later.” The extreme realism in the animation of the dinosaurs was achieved by taking this layering technique very seriously. “With stop-motion, you take it one frame at a time and you pray a lot,” says Belzer. “One of the highlights of computer animation is the fact that what you do is enhanced so much more by other people’s efforts with the muscle and skin, the compositing and lighting.” One of the animation principles Disney always adheres to is ‘secondary action,’ which in this film is mainly the rippling skin and jiggling flesh of the dinosaurs as well as the fur of the lemurs. Baylene, the biggest dinosaur in the bunch, is a prime example of secondary action in animation. When she stomps her foot on the ground, several complementary motions accentuate the action: a ripple rises through her body and a rotation twists her leg slightly. Baylene’s foot alone contains four types of controls for distributing weight. A fascinating simulation of these controls is available on the Dinosaur web site official (www.dinosaur.go.com), where users can load a model of Baylene’s foot and toggle controls for its animation attributes: “hang” causes the sole to droop when the foot is lifted off the ground, “squish” controls the degree to which the fleshy regions of the foot spread out when weight is applied, and “heel” and “toe” controls indicate weight placement toward the rear or front of the foot. Drawing From Life Throughout the produc- Brachiosaur Baylene and the other “misfit” dinosaurs find an alternate route to the lush, green nesting grounds. © Disney Enterprises, Inc. June 2000 24 Eamonn Butler, supervising animator of Kron. © Disney Enterprises, Inc. tion, the directors and animators did a considerable amount of research. The animators met with paleontologists, including Stuart Sumida, who lectured to the artists about dinosaur locomotion and anatomy. (Sumida is writing a book called Anatomy for Animators.) They took frequent trips to the L.A. zoo to observe elephants, rhinos, ostriches and giraffes, but zoo animals are remarkably sedate, recalls Belzer. “I said to [the producer] Pam Marsden — I know they brought in deer for Bambi. So…Can you get us an elephant?” A week later the animators headed up to a ranch to study and videotape Nellie, the famous Hollywood elephant walking and running. “One of the easy things about the Baylene character was the trunk of the body was very similar to that of an elephant. We were really able to study the skin and the muscle inertia. But with the long neck and the tail we had to wing it!” After animation was completed, intricate skins were painted on using a technique that matched points on the skin to the muscles underneath, creating a believable effect. Hundreds of shaders were written to create the unique look of surfaces, lighting and shadows. Additional effects such as dust and splashing water were filmed in live-action then Bringing Dinosaur to life required 3.2 million processing hours... applied to the characters. Integrating the CG and live-action elements proved to be quite a challenge. Mammoth Technology Bringing Dinosaur to life required 3.2 million processing hours and the film’s total elements occupied 45 terabytes of disc space (45 million megabytes) stored on 70,000 CD-Roms. The studio’s render farm consisted of 250 dedicated computer processors and another 300 desktop processors at the workstations. On average, 30,000 processing hours per week were devoted to rendering and compositing the film. At the conclusion of production on Dinosaur, the digital studio joined with Disney’s effects division Dream Quest to form a new entity called the Secret Lab, now co-located in a modern building near the Burbank airport. The name accurately portrays Disney’s closed-door policy about projects in development. Even family members are not allowed in the studio. Mike Belzer and other animators are currently working on several new CG films at Disney, which are of course under wraps. Wendy Jackson Hall is an independent animator, educator, writer and consultant specializing in animation. Her articles have been published in Animation Journal, Animation Magazine, ASIFA News, the Hollywood Reporter, Variety and Wired. She was previously associate editor of Animation World Magazine. A group of thirsty dinosaurs on their journey across the arid desert. © Disney Enterprises, Inc. ANIMATION WORLD MAGAZINE Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. June 2000 25 ADS ARE ANIMATING THE INTERNET by Karen Raugust Advertisers and sponsors look for creative ways to get their message across to web users… orporations are increasingly looking toward the Internet as an advertising vehicle, especially to reach target markets such as young males and urban dwellers that tend to be frequent Internet users. But many question the effectiveness of banner ads — the initial standard for Internet advertising — and, as a result, are experimenting with new ways of getting their message across. These tests often focus on animation. C Altoids’ Little Devil Altoids created an online animated spokesperson to support the launch of its new line extenSindy, Altoid’s new cinnamon babe, is hot enough to make the Devil jealous! © Callard & Bowser-Suchard. Bond, convinced that Sindy is too hot for most viewers, warns all who dare to enter the site. (He, on the other hand, wouldn’t dare to be without her.) © Callard & Bowser-Suchard. ANIMATION WORLD MAGAZINE sion, Cinnamon Altoids. “We asked, ‘How do we generate buzz with our Altoid consumer and consumers in general about this new flavor launch?’” said Andrew Burke, Altoids brand manager. The answer was to create a racy, animated spokescharacter that embodied the “heat” of cinnamon and send users to a Webster featuring that character, in order to introduce them to cinnamon as an Altoids flavor. The site, Toohot.com, launched October 1, 1999, and was the focal point of the Cinnamon promotional campaign. Burke says the company drove traffic to the site through “print ads in our core urban markets, where our target consumers live,” magnets placed on street signs and subway cards, personal ads in local newsweeklies, postcards and posters. The teaser message featured the Cinnamon spokesperson and the Toohot.com URL on a light green Altoids background; there was no mention of the Altoids brand name. The campaign ran through December and generated strong traffic over the three-month period, according to Burke. “It far surpassed our expectation.” Traffic dropped off a bit after December, when the campaign ended, as was anticipated. “It wasn’t meant to necessarily live on its own after the mainline campaign,” Burke explains, noting that Toohot.com incorporated a link to Altoids’ main Web site, Altoids.com, driving traffic there and building awareness for that site as well as for Cinnamon Altoids. The objective of the campaign was more to spread the word about the new product launch over the Internet rather than to drive a certain number of sales of Cinnamon Altoids, Burke explains. Feedback from the site was overwhelmingly positive, with comments indicating that viewers thought its design was pushing the envelope for Flash animation. (The WDDG created the animation.) “It was designed to get buzz going with our target, which happens to be very web-savvy,” says Burke. He adds that Internet sites such as Macromedia featured June 2000 26 Herschel Hopper is ready to get fueled up on Jelly Bellies. © Rumpus.com. Toohot.com as a cool site, as did several print magazines and television programs. “It did all the things we wanted it to do,” Burke concludes. The company is now focusing its Internet efforts on Altoids.com, which launched in March 1999. “We put the URL on our Altoids ads, but there’s no special campaign to drive consumers there,” Burke says. “We want [the site] to be fresh and relevant to our consumers and let it spread through word of mouth.” Product Placement’s New Realm Another avenue for boosting brand recognition is through product placements within online animated films. Rumpus.com integrated product placements from The Body Shop, a health and beauty products retailer, Jelly Belly jelly beans, Krispy Kreme donuts and New York-area newspapers for its animated children’s film, Herschel Hopper New York Rabbit, which debuted in April. Tanner Zucker, director of new media at Rumpus.com, an online toyseller that plans to introduce more children’s animation series, notes that Rumpus.com decided to eschew banner advertising for creative reasons. “It’s like bringing a foreign object into our design,” he says. “It doesn’t look great and it’s kind of ANIMATION WORLD MAGAZINE obnoxious.” Instead, the company opted for 15-second interstitials within programming and for product placement as advertising vehicles. “[Product placement is] a unique and customized opportunity [for advertisers] to be seen by our viewers,” Zucker says, noting that users do not click away from the site during the advertising message. Product placements are somewhat like character endorsements. For example, the character Herschel Hopper was shown eating Jelly Belly jelly beans and taking a bath with bottles of The Body Shop-branded products visible on the side of the tub. As part of the plotline, his picture appeared in newspapers such as The New York Observer and The New York Post. All told, there were five to 10 placements within the film. Both Krispy Kreme and The Body Shop promoted Herschel Hopper in their stores with signage and literature, which drove traffic to Rumpus.com. The newspapers ran movie ads for the production. Zucker notes that since viewers could see the movie for free (thanks to a partnership with Lycos), Rumpus.com was unable to track how many viewers came to the site as a result of individual promotions, but he reports that traffic was greater for the film than is normal on a daily basis, suggesting that the promotions helped. (Originally, Rumpus.com had intended to charge $3 per view.) Chad Little, PR coordinator for The Body Shop, says that the retailer’s target consumer includes both adults and children, so it made sense to tie in with a vehicle that appealed to families. “Herschel Hopper was presented to us as the first online children’s feature-length animated film,” says Little. “There was a warm excitement about it.” “We would have liked to track the results of this promotion but we were unable to monitor e x a c t f i g u re s , ” s a y s L i t t l e . “However, we definitely received positive feedback from customers around this promotion.” Starting in early June, Rumpus.com will offer interstitials both in its future entertainment properties as well as in its online games. They will continue to incorporate product placements into thier productions as well. Selling Out The Thugs Mondo Media produces animated online programming including Thugs on Film and The God and Devil Show, which it syndicates to 15 to 20 Web sites with a total potential audience of 60 million to 70 million viewers and sells mini-commercials as well as sponsorships. Steve Ledoux, Mondo’s SVP syndication and ad sales, describes the online commercials as “a TV-like experience. Instead of a flat graphic you have rich-media content to tell your story. But, unlike TV, you also have the ability to immediately transact.” Viewers can stop the show at the point of the commercial, click, and directly purchase the product advertised. In Thugs on Film, the two characters review a movie and then recommend a related film available on video, which viewers can purchase at that time from advertiser Reel.com. For example, during the Thugs’ review of Mission Impossible 2, they recommend the video of the first Mission Impossible film. “It’s clearly not a product placement,” Ledoux explains, noting that while the June 2000 27 Thugs on Film. The cost per thousand viewers (CPM) for a mini-ad alone ranges from $40 to $80; a typical ad buy brings 1 million to 3 million impressions per month. The click-through rate for Reel.com (the number of viewers who link to Reel.com while watching Thugs on Film) has exceeded 8% — a very high level — based on one month’s worth of data. “[The ads are] compelling, entertaining and allow for immediate clickthrough,” Ledoux emphasizes. The Thugs will tell you what’s up and where it’s at. © Mondo Media, Inc. Thugs stay in character, viewers are aware they are looking at a commercial message. “We’ve had people tell us, and this is a direct quote, that ‘This is crass commercialism done at its best,’” says Ledoux. Mondo also offers traditional TV-style commercials where the entertainment fades to black before and after the advertisement. The choice depends on the product and the entertainment vehicle; some characters would never hawk a product while others would. In addition to Reel.com, other Mondo Media advertisers include Eyada, a chat site, which advertises on The God and Devil Show, and the cable network BBC Americas, which will advertise its Friday night British humor line-up during Thugs on Film. (The latter is part of a broader alliance that will eventually lead to Thugs on Film being aired as a television program on the cable outlet.) Mondo Media usually sells one sponsorship plus one mini-ad per segment, sometimes both to one advertiser, as is the case with Reel.com’s involvement with ANIMATION WORLD MAGAZINE The cost per thousand viewers (CPM) for a mini-ad alone ranges from $40 to $80… Harry Bernstein, VP of corporate development at Reel.com, notes that the company’s relationship with Mondo Media has two prongs. Reel.com airs Thugs on Film on its site, which features both entertainment content and ecommerce, as well as running ads within Thugs on Film; the ads are seen by viewers of all of Mondo’s syndication affiliates. “We were impressed with the strength of the content and the strength of their affiliate network,” says Bernstein. “We were interested in getting rich media content on our own site and to use [the Mondo Media series] as a vehicle to drive traffic to our site.” Bernstein notes that traffic to Reel.com due to the Thugs on Film advertising compares favorably with other methods of customer acquisition. To date, many online These Thugs sure know where to get the “reel” thing. © Mondo Media, Inc. advertisers associated with animation content are either dot.coms or entertainment companies — which value the synergy between on-screen and online entertainment and branding — but other consumer goods companies are also involved. In addition to Altoids’ activity, M&M/Mars’ Starburst brand was featured in an ad before Sho.com’s Whirlgirl series last year, while retailer Tower has sponsored animated programming on Spumco.com. Karen Raugust is the author of several books and reports on licensing and entertainment, including The Licensing Business Handbook, International Licensing: A Status Report (both available from EPM Communications, New York) and Merchandise Licensing for the Television Industry (available from Focal Press, Newton, Mass.). She also writes about licensing, animation and other topics for publications including The Hollywood Reporter, Publishers Weekly and Animation Magazine, and acts as a consultant to the licensing and entertainment industries. She is the former Executive Editor of The Licensing Letter. Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. June 2000 28 100% Digital Cars Are Up To Speed by J. Paul Peszko A high-tech steel machine otherwise known as the Pontiac Grand Am eats up the pavement of “Metal City’s” streets. © General Motors. Images courtesy of Digital Domain (Pontiac). hile the clash between the Old Economy and the New Economy continues on Wall Street, in corporate circles the contrast between old styles and new has reached even greater proportions. With dot-coms springing up faster than you can download the latest browser and brick and mortar retailers quickly trying to learn the clicks of the e-trade, Madison Avenue finds itself embroiled in an old versus new controversy of its own, namely live-action or digital animation. This, too, is an outgrowth of another battle that has been going on for years: film versus videotape. Though animation of one kind or another has been a mainstay of television commercials since the early days, it had always played second fiddle to live-action. Since a photo-real box of cereal or can of cleanser could hardly dance across a counter, sing a jingle or smile with delight, production houses integrated live-action with animation more out of neces- W ANIMATION WORLD MAGAZINE sity than choice. But even Tony the Tiger and the Pillsbury Doughboy would be the first to tell you that live-action was where the prestige and big bucks were to be found. A few years ago, I represented a Denver production company that worked with several liveaction directors. One of these was a superstar of soda and beer commercials. After seeing his reel, a prestigious East Coast agency asked for a bid on a dog food commercial. When I called for his availability, he told me quite bluntly, “I don’t do dog food.” Sorry, Rover. How about washing down those beef chunks with a six pack of Bud? The Best is Required Advertising agencies have always craved live-action film directors who could give their products that winning edge — even if it is dog food. So, when it comes to products that are bought especially for their style and looks, it is no wonder creative executives have fawned over hot niche directors for years. They want the real product, and they want it shot on film with subtle lighting and a riveting style that lends itself to trendy, fastpaced editing usually around a catchy jingle or slogan. There may be an animated logo or a CG starburst, but the product itself has to be one hundred percent photoreal and filmed at its creative best. Automobile commercials were a perfect case in point. Until recently, one might have expected electric cars to replace gas-guzzlers before any of the Big Three national ad campaigns ever replaced a real car filmed live with a digital one created on tape. It just wasn’t done. Car spots had always featured slick, live shots, fast cutting, awesome backgrounds whether on a butte overlooking the Grand Canyon or on a winding mountainous road bordered by tall pines. Then along came BBD&O in Detroit. They came up with a Plymouth campaign that called for a Neon on a trampoline. Not the easiest location to place a car — even a subcompact. Enter Digital June 2000 29 an example of a live-action director having the confidence of the agency already,” Barba points out. “The spot was already in his hands.” A black roadmaster admires her steel kingdom in the commercial spot “Steel Desert.” © General Motors. Images courtesy of Digital Domain (Pontiac). Domain (D2) of Venice, California. They showed how the spot could be done with a one hundred percent digital Neon. Digital Domain … showed how the spot could be done with a one hundred percent digital Neon. Although it became a groundbreaking commercial, “Trampoline” was originally conceived and bid as a live-action spot and Terry Windell, a noted car director at A Band Apart, was selected to shoot it. But after exhausting all the possibilities, the creative team could not come up with a relatively uncomplicated, inexpensive way to rig the car to make it bounce up and down on a trampoline. “It was going to be a long, expensive shoot,” states Eric Barba, a visual effects supervisor at Digital Domain. “So, one our other effects supervisors pitched Terry to do it as a CG car. We did some tests to show him we could do it. Then we moved ahead and did the spot.” But ad agencies were still not thinking digital cars. “This was ANIMATION WORLD MAGAZINE Proving Digital Might Right after “Trampoline,” BBD&O produced a live-action spot entitled “Time” to show off the new line of Dodge vehicles including the Viper GTS, a sleek, high-powered sports car. All the vehicles were the same color — red — so one could dissolve into the other as it passed through a glass wall. But the red Viper also had two white racing stripes. When Dodge decided not to produce Vipers with stripes, the agency had to find a way to remove them. But it was impossible to paint the stripes out. Pleased with the results of “Trampoline,” they once again called on Digital Domain, which in turn did away with the original Viper completely and replaced it with a digital one. BBD&O loved it. When they decided to do “Time 2,” adding the Durango and the Intrepid to the original spot, they had Digital Domain do the honors rather than incur the expense of shooting the new models. “That was really the breakthrough usage of digital cars in advertising,” Barba emphasizes. “That got them [ad agencies] to In “Metal City,” it’s metal that’s mighty! © General Motors. Images courtesy of Digital Domain (Pontiac). buy that we could do fully photoreal digital cars, and from then on we’ve been pitching the idea.” Next came the two impressive Pontiac Grand Am spots, “Steel City” and “Steel Desert,” produced by D’Arcy, Massius, Benton and Bowles, which have a Grand Am maneuvering deftly through a virtual all-steel environment. The idea was to show that the Grand Am was built stronger and tougher and is more solid than ever before. “Last year’s Grand Am was a brand new vehicle,” explains Mark Zapico, group creative director at DMB&B. “It was really new from the ground up. It had a space frame design made out of hydroformed steel. It was built to be a lot more rigid and a lot stronger [than previous models]. So the idea of the steel world manifested itself out of the brand and the product, itself. We wanted a way to truly bring the steel landscapes to life.” Working with D2 Why did the agency decide to go all digital and why did they choose Digital Domain? “It was not an easy decision,” Zapico admits on both counts. As to the first question, the agency had seen a lot of digital cars, but they were static. They had not seen a digital car move along the road like a photo-real one. What changed their minds? Again, the answer was the brand, itself, the Grand Am. According to Zapico, “Since the technology for Grand Am was to build a car that was cutting edge it was worth a try to see if we could make digital cars work.” As to the second question, the agency team had to educate themselves about the world of digJune 2000 30 ital production. They looked at the work of several digital houses including Digital Domain. “After talking with them [Digital Domain] a number of times, we felt confident that the full brunt of their artists, animators and designers could bring it to life, and we had the backing of our clients. Digital Domain had done work before for General Motors...So, we felt it was a risk worth taking,” continues Zapico. DMB&B sent an agency team to Los Angeles to work closely with Digital Domain and their in-house director, Ray Giarratana. And the results were very encouraging. “We put every one of our best people on it,” Giarratana states, “...and when it was all said and done, the clients got something that really showed off their product well and in a very interesting manner that was different in many ways.” From the very start, Giarratana felt to achieve the creativity demanded in the clients’ storyboard the spots would have to be produced digitally. But while creativity may be enhanced using digital effects, what about quality? Besides putting their top people on the spot, to insure a quality equal to live-action, they hired Bill Bennett, a top live-action director of photography for auto commercials, to consult with Ray and Eric and their team. They wanted to be able to match the angles that have proven over the years to show an automobile at its finest. “I knew this was going to look different from the viewer’s perspective because you don’t see a desert...or a city completely made out of metal ever,” Giarratana explains. “So, one of the things I really set out [to do] from the beginning was to make ANIMATION WORLD MAGAZINE sure that we photographed the automobile using somewhat established photography. There are angles that look good on a car and have been used before. Lots of very talented [live-action] directors have shot cars before and have come up with a visual language that is beautiful on an automobile. Just because we could move our camera anywhere and in any way without the limitations of a live-action production didn’t mean we should.” Being Sensible Though early on his clients may have thought that with animation you can move the camera anywhere you wanted and go zipping through everything, Giarratana felt otherwise. “It still needs to be beautiful, and there needs to be reasons to motivate moves...I was very much of the opinion that, wherever possible, to try and use the camera in a way that we could almost do [the shot] in live-action. I wanted to stay within some realm of believability from a photography point of view.” While the spots would have been impossible to produce in live-action, they were by no means an easy order even digitally. “In the city spot one of the chal- Blackmobile cruises through “Metal City” at sunset. © General Motors. Images courtesy of Digital Domain (Pontiac). lenges was the sheer magnitude of information,” Giarratana admits. “Just to present a city with that much detail was certainly a challenge. The desert spot, that wasn’t quite that big of a deal because it was a lot more sparse and, therefore, not as populated. But they both presented very tough lighting challenges because it’s metal on metal on metal, and it needed to look really beautiful and yet realistic as well.” Both spots have been heavily rotated and have received remarkable acclaim. So much so, that when Pontiac wanted to emphasize their solid frame design in this year’s ad campaign, DMB&B did not hesitate to go back to Digital Domain. The idea was to keep the original spots running but to pass the Grand Am through an x-ray showing its chassis and edit that in. D2 responded quickly and economically. A Trend? Does this mean we can expect to see a lot more digital cars replacing real ones in the future? It depends on the creative team at the agency and the director they select. “We just finished another spot in the same campaign...and we shot real cars in a CGI environ- “X-ray” reveals explosive colors under metal surfaces. © General Motors. Images courtesy of Digital Domain (Pontiac). June 2000 31 ment,” states DMB&B’s Zapico. “And, the feeling that we’re getting is it’s even a better looking marriage between a real-looking car and this [digital] environment. So, we’ll probably go in that direction next.” “Each creative guy has his own feeling,” Barba explains. “Most of them, because they’ve been in the business for a while and have been shooting cars for a while, prefer to shoot cars with a camera and lens, the old-fashioned way. They feel they get what they want. The digital thing is kind of new to a lot of them, and they don’t really warm up to it until you show them repeatedly that you can make a digital car look every bit as photo-real as you can with a real car. And then after a while, they warm up to it, especially when you compare the expense involved in shooting a car on a motion-controlled stage with multiple passes versus doing it digitally.” Good point! How much did DMB&B save altogether on the three spots? A bundle. D2 used a total of ten artists and two compositors on the “Metal City” and “Steel Desert” spots and only two artists and one compositor on the “X-ray” segment. Compare this to renting a stage with a turntable, hauling a couple of Grand Ams in and out, hiring a DP, a gaffer, a legion of grips, prop people, carpenters, painters and the like. Not just once but three times. And afterward, they would still have to go in and edit all the footage. This is another instance where digital production pays off big time. It gives one more flexibility and freedom in the editing room, where one can quickly alter a scene or add nearly anything that is wished. How about a new ANIMATION WORLD MAGAZINE set of wheel covers? Or a sports rally package? No problem. “One of the endings we did with these new spots for “Xray,” we changed the wheels and added a sunroof to the vehicle. So, we could render it with two different wheel packages,” Barba states. “Well, once you’ve shot with liveaction, you’re kind of stuck with it. You can’t change it unless you go back and reshoot. However, we have taken live-action vehicles and added CG components to them. We did that for a Blazer spot, where it was originally shot in liveaction, and the next year they wanted to come back and have us replace the headlights and bumper parts with CG ones, so they could continue to use the commercial.” This is another instance where digital production pays off big time. On the negative side, DMB&B had the expense of keeping their creative team in Los Angeles for nearly four months while the first two Grand AM spots were being produced. This may change, however, as agencies grow more comfortable with fully digital productions. Should Have Gone Digital Ironically, the most complicated vehicle spot that D2 has done used a photo-real vehicle instead of a digital one. It was their “Off Road” spot for Dodge Trucks. Nick Piper of Plum was picked by BBD&O to direct the spot. The idea was to see an entire forest actually spring up around a Dodge Truck. So, Piper and the production company decided to shoot a live truck on a turntable. They propped it with a small stream and a smattering of plant life in the foreground. From that point, D2 took over and grew an entire alpine environment around the truck. In the spot, we see trees, ferns and plant life, a mountain and a sky growing from scratch. “Up until that point, it was something we hadn’t done in CG — actually grow a forest,” Barba states. “We had done plenty of CG plants and CG trees and a CG sky, but to grow one was a whole new ballgame.” Although the truck, itself, was originally photo-real, D2 made so many changes to it that it was virtually digital. In order to get the effect they wanted, they had to layer the truck with over forty composites. “We did all the work and could have replaced it if we wanted to,” Barba admits, “because, to match all the reflections and get it set up properly, we had to create an essentially full CG vehicle and then only render the parts and then composite the parts we needed. So, we did all the work but we didn’t really get to use it to its fullest. In fact, it would have saved us a lot of compositing time had we done it that way.” Aside from getting another great looking spot to add to their reel, all that work on “Off Road” enabled D2 to come up with some valuable proprietary software that they are using in-house right now. But what about D2’s future? Does Barba think that there will be more national auto campaigns coming their way? “Ultimately it’s up to the director. Most live-action directors would rather shoot (a photo-real car) because that’s what they’re familiar June 2000 32 with. But, if they get something from an agency that’s real expensive to shoot or they won’t get the flexibility they need or they can’t quite figure out how to shoot it, then we offer them the flexibility of being able to get the quality they want and still get the creativity the agency wants.” In the battle between quality and creativity, when it comes to national advertising, quality wins out time and again. It has been this very lack of quality in some digital cars that has caused Madison Avenue to throw out a caution flag. But at Digital Domain, where they have stressed quality along with creativity, their photo-real digital cars are at present lapping the competition and look primed to get the checkered flag. Remember to search the Animation World Magazine Archives to find more articles on commercials, digital production and related topics. J. Paul Peszko is a freelance writer and screenwriter living in Los Angeles. He writes feature articles, interviews and reviews for regional publications. He currently has two scripts under option and is working on a feature comedy, in addition to just completing his first novel. When he isn’t writing, he teaches communications courses. Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. “ The Animation Flash is my number one contact with what's going on in the world of animation. I often quote whole passages from it in my official reports to DreamWorks. ” THEANIMATION FLASH Weekly Email Newsletter -Shelley Page European Representative for Feature Animation DreamWorks Sign-up for a free trial subscription. Get the complete industry news delivered directly to your e-mail address every week. www.awn.com/flash Animation World Network, 5700 Wilshire Blvd., Suite 600, Los Angeles, CA 90034, USA, tel (1) 323 634 3400, fax (1) 323 634 3350, email at [email protected] ANIMATION WORLD MAGAZINE June 2000 33 You like Ike I like Ike Everybody likes Ike! Hang out the banner, bang the drum We’ll take Ike to Washington! - Eisenhower TV ad, 1952 Election Fraud here was nothing very different about the spot’s animation; it was simple, stylized, and presented in black and white, quite typical for a commercial of its time. There was nothing notably controversial in it; true, some Democratic politicians were caricatured as donkeys, but vicious smears were likely not intended. The above ditty, sung by a peppy chorus, was no challenge to Gershwin. Political historians would never ascribe Eisenhower’s resounding victory over Adlai Stevenson to this ad’s influence; in fact, this spot was probably among the lesser weapons in Dwight David’s campaign arsenal. Yet, this cheerful campaign ad, run on national TV during the 1952 Presidential election year, remains to this day one of the most unusual animated commercials ever broadcast to the American public. In fact, it’s safe to say that in nearly T Father of American political cartoons, Thomas Nast. ANIMATION WORLD MAGAZINE by Martin “Dr. Toon” Goodman Eisenhower made history with his decision to use animation for his Presidential campaign of 1952. Good going, Ike! Anything imaginable can now be sold more creatively than ever...with the exception of candidates for the Presidency. half a century there has never been another one like it. What makes this ad so unusual? Simply this: It is virtually the only animated spot ever used to help sell a candidate for the Presidency. True, there was a film called Hell Bent for Election produced in 1944; this 14-minute film was made in support of President Roosevelt’s campaign at the behest of the United Auto Workers. The UAW hired a firm called Industrial Films and Poster Service, the progenitors of United Productions of America (UPA). The film (directed by Chuck Jones) was extremely successful but it, too is an isolated example of animation used in the service of a political campaign. Why should this be? The reasons for the lack of animated campaign ads must surely be cultural, and specifically American. Or are they? Animation Can Sell Anything Since the advent of television in the 1940s, advertising agencies and animators have been comfortable bedfellows. With the appearance of affordable TV sets in the early 1950s, audiences made acquaintance with the Hamm’s Beer Bear, the Muriel Cigar Lady, Bert and Harry Piel, Markie Maypo, and sundry other ink-and-paint pitchmen who entertained us during breaks in Playhouse 90 and Our Miss Brooks. Some of these ads were made by famous animators such as Tex Avery and Shamus Culhane after they had assumed independent status from their respective studios. The next three decades witnessed a deluge of animated commercials, and they were used to sell every conceivable product that free-market capitalism could cram into our homes, garages, bodies and psyches. During the past ten years, the technological whirlwind known as computer graphic imaging took animated advertising up several levels, making it possible Thomas Nast’s famous cartoon of the “Inflation Donkey.” 19th Century History of Cartoons. June 2000 34 for 3D Goldfish crackers to cavort in a simulated environment or a kid’s face to morph into a slice of watermelon. Anything imaginable can now be sold more creatively than ever...with the exception of candidates for the Presidency. Since the advent of television in the 1940s, advertising agencies and animators have been comfortable bedfellows. This tendency is puzzling indeed. After all, this country does have a rich, often hilarious history of representing its politics in cartoon form. Thomas Nast (18401902) is credited as the father of American political cartoons. Nast made his reputation during the Civil War and created our rudimentary cartoon symbols; Uncle Sam, the Republican elephant, and the Democratic donkey all flowed from his imaginative pen. Nast was followed by visual commentators such as Bill Mauldin, Pat Oliphant, Herbert L. Block, Jeff McNelly and Garry Trudeau, to name but a few. Even the smallest of hometown newspapers makes room for a daily editorial cartoon, and frequently one good panel is worth a thousand filibusters. So...after 140 years of political cartooning, 100 years of animation, and 60 years of creative animated advertising only Citizens for Eisenhower and the UAW saw fit to run an animated cartoon spot? The first assumption we ANIMATION WORLD MAGAZINE Roosevelt’s rugged image is played up in “The Champion Rough Rider of the World.” Political cartoon by Albert W. Steele (1898). could logically make is: Animated spots have been proven to lead to a candidate’s defeat. Not! Both FDR and DDE won their respective elections in ‘44 and ‘52; if anything, animated commercials would seem to boost a campaign. Dead end here. Could it be that the Presidency is too serious a subject to be associated with animation? That might have made a more valid point; historically, the President was rarely shown in American cartoons. The aforementioned FDR was caricatured several times (he even sang in the 1933 Walter Lantz cartoon Confidence), but by and large the Chief was shown from behind, sitting imperiously at his desk or depicted in shadow, suggested only by the presence of an arm or hand. Even the great iconoclast John Kricfalusi (in his 1992 short Powdered Toast Man) did not opt to depict Ronald Reagan nipped by his own pants; a generic stand in took a zipper for the Gipper. The New Presidential Image On the other hand, over the next few years Presidents were recognizably animated, especially after Steven Spielberg got into the cartoon game. Not only did Bill Clinton play the sax for the enjoyment of Wakko, Yakko and Dot Warner, but rivals such as Ross Perot got the ink-and-paint treatment as well. Spielberg was following the Warners tradition of celebrity caricature and these actions certainly did nothing to damage or belittle the Presidency. Today’s Presidential candidates do the late night talk show circuit, yakking it up with ex-comedians. Besides, from the halls of the Hasty Pudding Club to the set of Saturday Night Live, the Oval June 2000 35 ly damaged, by that old fave of Gen X, Schoolhouse Rock. It was proven to thousands of children and parents that the Constitution, the Declaration of Independence, female suffrage, and the passing of bills into law were fitting subjects for animated discourse. If government, civics, and political history can be taught in such a sprightly and memorable manner (Schoolhouse Rock has remained a favorite through five Presidencies), why can’t candidates and their issues be as indelibly presented? Here Roosevelt has a flag draped around him, looking convinced that he is in fact heroic. Political cartoon entitled “I am Heroic” by Rollin Kirby (1916). Office has been the subject of hearty lampoonery for decades. How could a simple animated spot with a positive spin on the candidate hurt any ambitious pol? No, the reasons we seek must lie elsewhere. Well, if not the candidates themselves perhaps the bugaboos are the Presidential campaign platforms and the weighty decisions we are asked to make about them. One should be well-informed, take these national issues seriously, and then make sensible and sober choices for the good of one’s country, right? This stance still does not preclude an animated pitch. Didn’t the public respond to such crucial matters as supporting the nation during WWII...even when it was Bugs Bunny who ANIMATION WORLD MAGAZINE enjoined us to buy war bonds? What about the response from the American people when they were asked to pay their income taxes...by Donald Duck? According to Time magazine 37% of those questioned after seeing the Donald Duck short The New Spirit (1942) said that the film increased their willingness to pay “Taxes...to beat the Axis!” It has been reported that after these two spots hit the theaters during the war years Americans bought more bonds and paid their taxes in greater numbers than ever. John McCain and Bill Bradley should have had such luck. Any contention that animation and politics simply don’t belong in the same boat to D.C. can also be dented, if not serious- My “devil’s advocate” arguments against animated election spots are growing fewer, but are not yet exhausted. Just Plain Silly My “devil’s advocate” arguments against animated election spots are growing fewer, but are not yet exhausted. A final rationale might be that the political realities of a Presidential election call for more reserve and dignity than a cartoon spot could lend them. This is also nonsense, since there has been no shortage of tasteless and embarrassing live spots over the years. Does anyone remember the 1964 Johnson campaign ads in which a vote for Goldwater equaled blowing up a little girl in a nuclear explosion? Or the hilarious spot aired during 1988 in which candidate Michael Dukakis, arrayed in full battle gear, sheepishly poked his preppy head out of a tank? Anyone who remembers June 2000 36 column, “Toons in Training,” that animation is a powerful medium for training because information which is encoded in novel form tends to gain more attention, reinforces verbal messages and results in better memory retention. These are neuropsychological facts and are not likely to be altered by the so-called gravity of a Presidential election. The candidate is robbed of a powerful campaign tool, the animation industry misses a chance to demonstrate its powers in a new medium of advertising, and the electorate loses out on the possibility of examining a candidate’s platform through a novel mode of presentation. Talk about government waste! Ah, but what might have been! Would it not have been entertaining, at least, to have turned on the TV and seen the following (with all due apologies to Dave Frishberg and Schoolhouse Rocky): Uncle Sam molds himself a center spot in the world of political cartoons. “Strictly In It” by Cunningham (1909). the 1968 election campaign will recall the efforts put forth by Frank Shakespeare and Roger Ailes of the Nixon campaign team, brilliantly described by Joe McGiniss in his book The Selling of the President 1968. It was they and their associates who presented us with one flag-draped Rockwellian campaign spot after another, proudly showing This Great Nation and Its People while an unseen Nixon droned uninspired platitudes in the background. This sort of presentation has become so cliché that the Cartoon Network was able to do a sidesplitting parody of them for their Cartoon Campaign 2000. It is uncertain if Ailes (who is now on the Bush team) could have gotten ANIMATION WORLD MAGAZINE Scooby-Doo into the Oval Office, but one thing is certain — the Nixon spots were little more than hollow shills, more fit for selling lawn care products or smoked turkey than our national leader. If dignity was the point, these ads fell far short. All right, then, let’s admit it. There are no good reasons why animation can’t be used to promote candidates, and it is in fact negligence on the part of campaign handlers that keeps the animated election spot off our screens. What these sultans of spin don’t seem to realize is, an important tool is being discarded almost without consideration. In issue 4.8 of Animation World Magazine (November, 1999), I noted in my I’m just a Bush Yes, I’m only a Bush Can’t you give my campaign a push? Well, it’s a long, long journey To Pennsylvania Ave It’s a long, long wait For those votes I’ve gotta have, But I know I’ll be the Prez someday... Martin “Dr. Toon” Goodman is a longtime student and fan of animation. He lives in Anderson, Indiana. Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. June 2000 37 Harvey Entertainment Takes Control by Heather Kenyon Harvey Entertainment brings Casper back into action. © Harvey Entertainment. he Harvey Entertainment Company, best known for such characters as Casper, The Friendly Ghost, Richie Rich, Baby Huey, Wendy the Good Witch and others, and Animation World Magazine are teaming up to bring our readers a series of six in-depth articles that will explore different aspects of one production. From over-all company business plan, to production to advertising, licensing and merchandising and distribution, we will learn about Harvey Entertainment’s all CGI film, Casper’s Haunted Christmas. This film is interesting to focus on as it represents one company’s shift from licensing product to seizing control and producing product, thereby keeping all the rights in one profitable bundle. To T ANIMATION WORLD MAGAZINE start the series we are going to talk with Harvey’s President and Chief Operating Officer, Rick Mischel. First, however, let’s learn a little about Harvey. Harvey was founded in 1939 in New York City as a comic book company by brothers Alfred, Leon, and Robert Harvey. In the early 1950s, Harvey acquired the right to publish comic books based on Paramount Pictures’ cartoon characters. Later, they acquired the proprietar y rights to Paramount’s cartoon characters and its cartoon film library. Throughout the 1950s and early 1960s, the golden age of comic books, Harvey was considered one of the leading comic book publishers in the United States. By 1982, the family vision for Harvey was blurred. The pro- duction of new comic books and the exhibiting of Harvey’s cartoon library on television had substantially declined. In 1988, when the founder’s heirs were unable to agree on the management or future direction of Harvey, the company was sold for $7.5 million. Through a series of strategic moves, Harvey has been changing its focus from a licensor to a producer and distributor of quality family entertainment. In 1999, a new management team, led by experienced entertainment industry professionals, Roger A. Burlage, Ron Cushey and Rick Mischel, took the helm to further this charge. Prior to joining Harvey, Rick Mischel served as President of The Mischel Company, an entertainment company specializing in the production of feature films, the Casper will be paying friendly visits to all the international television markets. © Harvey Entertainment. June 2000 38 representation of completed films in the acquisition marketplace, and the advising of foreign-based companies on the acquisitions and sales of feature films and animated product throughout the world. He has also been a producer of feature films, like The Specials, starring Jamie Kennedy and Rob Lowe, which is currently in postproduction. Prior to The Specials, Mischel served as Executive Producer on the feature film Suicide Kings, starring Christopher Walken and Denis Leary. Suicide Kings was released in April, 1998 by Artisan Entertainment. Prior to August of 1997, Mischel was the Senior Vice P re s i d e n t , A c q u i s i t i o n s a n d Production of LIVE Entertainment, a position he held since September of 1994. While at LIVE, Mischel was responsible for acquiring all product for LIVE Entertainment, including feature films and specials for both theatrical and television release, and animated, episodic and long form product for the Family Home Entertainment (FHE) label. Mischel also supervised the productions of feature films co-produced or cofinanced with other companies, as well as supervising the production of original films, animated features and specials for FHE. His responsibilities also included the supervision of the marketing and distribution of FHE product. While at LIVE, Mischel was the production executive on several LIVE feature films, including Aberration, a LIVE/Grundy co-production, No Way Home, which premiered on Showtime, and on the animated specials The Littlest Angel, The Musical Adventures of Tom Sawyer and the Australianp ro d u c e d S c r o o g e K o a l a ’ s Christmas. ANIMATION WORLD MAGAZINE With past video successes, Casper and friends have come into homes everywhere to spook and scare. © Harvey Entertainment. Prior to LIVE, Mischel served as Vice President of Electric Pictures Corporation, where he was responsible for the development of feature film projects, the supervision of productions, including Jersey Girl, starring Dylan McDermott and Jamie Gertz, and Zandalee, starring Nicholas Cage and Judge Reinhold. Plus, he also oversaw business affairs for both domestic and foreign production and distribution. As an entertainment attorney at O’Melveny & Myers, Mischel negotiated and drafted agreements relating to the production, financing and distribution of domestic and foreign motion pictures and television programs for such clients as Paramount, Castle Rock Entertainment, Disney and HBO. Mischel received his J.D. degree from Stanford Law School in 1987, where he was President of his graduating class, and an M.A. in International Affairs from The Fletcher School of Law and Diplomacy in 1984. He graduated Summa Cum Laude with a B.A. in International Relations from Tufts University in Medford, MA in 1983. Heather Kenyon: Since Harvey Entertainment was purchased from the family in 1989, the company has been making a string of strategic moves. What have these moves been leading up to? Rick Mischel: The company began as a place where they controlled certain proprietary, intellectual property rights, rights to certain characters, Casper, Richie Rich, all these classic characters. The company first started out as a licensor. They licensed the rights to make movies or create goods or make television shows to other entities that would then produce those shows and Harvey would get some participation. What has gone on in the last ten years is that the company has moved from being a licensor to a producer and distributor. We have taken control of our own destiny. Now we produce our own product. We conJune 2000 39 have you been facing taking these classic characters in new directions? This fall, Christmas ghosts will roam about at night. © Harvey Entertainment. trol the distribution of our product. We fund much of the production costs of our product in order to maintain quality control and the control over distribution. That’s really the big change in the company. The company went public in 1993, and that created more capital for the company to grow. In the last year, financially, the company went through a re-capitalization with the new management team. My CEO Roger Burlage and I came in and put in $18 million of capital in order to take these properties and exploit them in all media. HK: And move them into new directions. Would you like to talk about any of the specific moves the company has been through that you think are key? RM: The key things that have really contributed to the company growth are, of course, the success of the first Casper theatrical movie. The rights were licensed to Universal and Steven Spielberg’s company Amblin and they produced the movie. The movie was a big success and that drove the ANIMATION WORLD MAGAZINE company’s licensing and merchandising success. Harvey, with Universal, produced the new Casper series which is very successful on television. The company also produced under a license to Warner Bros. the Richie Rich movie. That brought Richie Rich to a whole new audience and spread the word. These moves helped drive our licensing and merchandising around the world. These decisions and productions really contributed greatly to Harvey getting on the worldwide stage, it is now more of a known player. HK: We just reported that you posted some really nice quarter figures, so it is working, which is nice, isn’t it? RM: We are very focused on keeping our overhead low and driving up our revenues. We are getting there. HK: Harvey has a portfolio that contains many classic characters — Casper, the Friendly Ghost, Richie Rich, Baby Huey, Wendy the Witch, Hot Stuff. Are you updating these characters? What challenges RM: Well, it is a challenge. When you look at classic characters the challenge is, you don’t want to alienate the audience that loves them, that makes them classic, but you do want to refresh them and take them to new audiences and expand your audiences. With Casper, which is our most popular character, we are obviously very, very careful on any changes we do. We update Casper in the sense that we use the same image of Casper that was in the Universal movie, but we are very careful to maintain our family friendly audience for Casper and keep the jokes on a family level. © Harvey Entertainment. With our other characters, we sometimes have more flexibility. With Richie Rich for example we’re developing a script where Richie Rich goes to public high school. He’s now sixteen years old. We are trying to reach a broader audience; trying to reach the kids that know Richie Rich from the Macaulay Culkin movie that have grown up and are now fifteen, sixteen and we are trying to reach the kids that are six to twelve that still know the character. We are also trying to reach the nostalgic parents. So we take Richie, we make him a little older and we put June 2000 40 RM: Television is tough. There is no doubt about it, but we try to align ourselves with studios and creative people that will bring a really fresh look to our characters and that is the way we think we will be able to penetrate the market. With originality and freshness and humor – all the things that will make the property better. HK: Quality will always make it I think. RM: That’s right. True to Harvey’s promise of family entertainment, Casper takes care of his friends. © Harvey Entertainment. him in a different situation. With Hot Stuff we are developing a liveaction film where Hot Stuff is mischievous but not malicious. He definitely gets into trouble. It is a film that parents and kids will want to see. Again the imagery is a little updated. We have considered with some of our other characters – Little Audrey, Little Dot – really aging those characters up or looking at them in different situations. You have more flexibility with your lesser-known characters, but we look at each character and we decide what is the best way to go. HK: I am sure it applies for the medium as well. A feature film needs to appeal to a broader group of people than perhaps a Webisode that is on your Web site. RM: You are right. HK: Will we be seeing any new Harvey characters or are you really focusing on the classics? RM: Well we are focused on our clasANIMATION WORLD MAGAZINE sic characters but we are a company that has brand value in the family audience, in family friendly entertainment. We do look for other characters that we can bring into that fold, either through completed feature films or television shows that we can acquire and distribute here under the Harvey label or creating new Harvey characters through the acquisition of book rights, and pitches from writers and creators that come and see us. We have a property called Minerva Louise, a book property, that has been very successful, selling 750,000 copies in the U.S., and we are developing that as a pre-school animated series. We have some prime time animated shows that we are looking at as well. We are definitely open to it. HK: Are you finding it difficult? Direct to video you already have distribution with Universal which is great, you have access to the market, but television is tough. Are you finding it difficult to sell into television? HK: Are you really looking to position Harvey as a family entertainment company, or is it, “Yes, we are going for family entertainment with our classic characters, but with our new characters who knows? Maybe they’ll be edgier prime time type properties.” RM: We stay true to the family tradition. If we were going to venture outside of that we wouldn’t do it under the Harvey label. HK: You have made several directto-videos that have performed well. Casper, A Spirited Beginning sold over 3 million units worldwide. But, I get the feeling that Casper’s Haunted Christmas, isn’t just another of a string of videos. I have a feeling that this is in fact a sort of turning point for the company? RM: It really is. It is the first Casper movie that this company has produced itself. It really represents that turn from being a licensor to a producer. It is our property and it is our movie, soup to nuts. We found the writers; we worked on the script; we found the studio, Mainframe Entertainment, to do the production; we found the June 2000 41 recording artist to record the Casper theme, Randy Travis. It is our production and that’s big for a company. It is the first one that we will own and control all rights to. It is our lead property when we go into the international market. We can now sell a very successful franchise property. The other thing that makes it different is that it is all computer animated. It is the first Casper movie that is computer animated so that is a real turning point for Casper. HK: How did Harvey come to the decision of joining forces with Mainframe and approaching this version of Casper using all CGI vs. 2D? This is quite a daring move. A sample of Mainframe’s handy work . © Harvey Entertainment. RM: We did that for a number of reasons. One we felt that there was a new found popularity in computer animated movies. Toy Story 1 and 2, Antz, A Bug’s Life have all been very well received by kids. They like the medium. The second reason was we knew we were going to have to go out and compete with our other direct to videos because we don’t distribute the other two Casper videos – Saban and Fox do. So we wanted to create something that was different and new and distinctive from the live-action movies. This was a way to do that. HK: Mainframe is great. Congratulations on working with them. RM: They have been terrific. They have been a great, great partner to have on this production. They really have been very supportive. They’ve done everything on time. I have nothing but good things to say about them. ANIMATION WORLD MAGAZINE HK: You touched on this, but how does this video specifically play into Harvey’s long term business goals? something we can be proud of and publicize and really use to help in our other distribution efforts. HK: Which markets will you be attending? RM: NATPE, MIP, MIPCOM – all the television markets. Mainframe is the production house working on Casper’s Haunted Christmas. © Harvey Entertainment. RM: It helps us when we go into the international marketplace and the distribution marketplace. We now have a product that commands the buyer’s interest. We have our library of the classic Harvey cartoons called Harvey Toons, which is 65 half-hours that we are selling internationally for the first time. Casper is a brand new product. It is ours and is HK: I think that Harvey has a real advantage because you are a smaller company, with resources, but you can really focus on the project, keep the budget in check, make sure all your departments are working for it – as opposed to a bigger company where sometimes the projects don’t turn out as well, despite the resources, due to a wide number of different initiatives. RM: We are very focused on maintaining our level of quality. It is very important to us. We never take too much on that would affect anything else we would do. Very careful on that. We would June 2000 42 company is doing its own production. It is great to see a company say, “This is our goal,” and in a course of time, actually do it. A lot of companies don’t get there. RM: Well, thank you! We certainly have great assets for the animation community so you will be seeing a lot more product coming out in the next three years in computer, 2D and Internet animation. Heather Kenyon is editor in chief of Animation World Magazine. There’s Christmas spirit in every room of the house. © Harvey Entertainment. rather have fewer things on our development slate and devote more of our time and effort to making those things really great product. HK: I have been sitting here for three years, getting Harvey press releases, and it is interesting to have watched the company evolve to the point where the Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. PAUL FIERLINGER’S DRAWN FROM MEMORY NOW AVAILABLE ON VIDEO ! “Drawn From Memory is an extaordinary reminiscence about an improbable but true life, rendered in pen-and-ink images as whimsical as those of James Thurber and words as piercing as those of Milan Kundera. The work, which could be called The Movie of L a u g h t e r a n d F o r g i v e n e s s, u s e s the lighthearted medium of animation to heartbreaking e f f e c t .” --Carrie Rickey The Philadelphia Inquirer http://www.awn.com/awnstore/acme/drawn.html ANIMATION WORLD MAGAZINE June 2000 43 The Zagreb World Festival Of Animated Films: On The Eve Of Zagreb 2000 by Borivoj “Bordo” Dovnikovic he purpose of international festivals of animated film is to evaluate recent production in the field throughout the world, to look back on the history of animation by showing relevant national, personal or thematic retrospectives, and to organize meetings, discussions, lectures, exhibitions and similar events, all with as wide an audience as possible in mind. The aim is to promote and improve the art of film animation and animated film in general. This involves encouraging creativity which eschews pre-set patterns and ideas/notions/conceptions, and finds new ways of exploring the possibilities of film animation. T Zagreb’s Place Competitive festivals of animated films first appeared in 1960 following the foundation of ASIFA, the International Association of Animated Film. The first occasion was the biennial festival in the French town of Annecy, beneath the Alps. This soon became the cult meeting place of world animators. In the mid-Sixties, the international festival on the Black Sea in Mamaia, Romania, was founded, followed, in the Seventies, by a festival in Varna, Bulgaria. Neither lasted very long. Today there are many international festivals of animated films, and the biggest ones, beside Annecy and Zagreb, are Hiroshima, Ottawa, Stuttgart, Espinho and KROK, the Russian-Ukrainian festival that takes place aboard a ship. ANIMATION WORLD MAGAZINE Festival participants of Zagreb 1980. In the late Sixties Zagreb ran as a candidate to hold the festival. Armed with the artistic reputation of the Zagreb School of Animated Film and new, fresh ideas, Zagreb won the license at the ASIFA board meeting in London in 1969 to organize a Logo for Zagreb’s first festival in 1972. biannual international festival of animated film. The same year, at the annual ASIFA assembly at the Mamaia Festival, Zagreb’s pledge to introduce an international selection committee, along with an international jury, was warmly welcomed. Until that time, national committees selected the films for festivals and this often led to biased decisions. Furthermore, Zagreb authors decided, as hosts of the festival, not to include their films in the competition, seeking in this way to maximize objectivity. Consequently, in 1972 Zagreb received a friendly letter from ASIFA representative Alexandre Alexeieff in Paris: “Finally it is your turn to host the festival. We are coming to be taught. You have generously renounced the opportunity to compete, which would have been a bit dangerous for us; therefore we will applaud you as if June 2000 44 Bug’s Bunny knows what’s up at Zagreb 1972! we were your equals.” (The next festival did include domestic authors in the competition, at the insistence of the international community.) From next year on, Zagreb will have to move from its traditional June slot to early spring… Firsts and Set-Backs The First World Festival of Animated Film in Zagreb was held in June 1972. Since then, for almost 30 years, it has been alternating every other year in springtime with the Annecy festival. The Annecy festival has grown in line with France’s economical strength and aspirations. When Annecy realized that the biennial rhythm was insufficient (especially in view of its commercial fair), it moved to an annual cycle and thus entered the timeframe of the Zagreb festival. This decision was made withANIMATION WORLD MAGAZINE out consulting Zagreb or ASIFA. This year both festivals will be held in the same month, only ten days apart! From next year on, Zagreb will, of course, have to move from its traditional June slot to early spring, with the bitter feeling that the claims of well to do France as the protector and leader of small European countries (fighting against American cultural imperialism) are just a fairy tale. The Zagreb festival has survived for all these years in spite of many national economic difficulties, even the recent war. It has relied on the budgets, often not big enough, of the city of Zagreb and the state. Even in the former Yugoslavia, the festival was financed exclusively from the resources of the Republic of Croatia, and so the tradition has continued in the newly formed state. Since the very beginning of the festival, its main characteristic has been that the artists of the Zagreb School of Animated Film have had the main role in creating the festival programme. Whichever company was officially Post festival parties animate the scene. in charge of the festival organization, the artists themselves created the artistic conception and the festival’s programme. The presidents of the programme committees have been directors Dusan Vukotic, myself, Borivoj Dovnikovic and Josko Marusic. Indeed, from 1985 to 1991, I was the Festival Director. This undoubtedly guarantees that in all segments of the festival paramount attention is given to filmmaker artists and animation as an art form. In 1986, the Zagreb festival introduced a Life Achievement Award, and since then it has been regularly awarded to people whose creative work has made a considerable contribution to the From the left: John Hubley, Frank Thomas, Fedor Khitruk, Dusan Vukotic, Zelimir Matko, Bob Godfrey and Bretislav Pojar. June 2000 45 Vatroslav Lisinski Hall in Zagreb where the World Festival is held. development of art animation throughout the world. Up to now, the laureates have been: Norman McLaren, Chuck Jones, John Halas, Bob Godfrey, Dusan Vukotic, Caroline Leaf and Bruno Bozzetto. In June, the Zagreb 2000 Prize will be awarded to the Czech animation master, Jan Svankmajer. Our History In the 28 years of the festival’s history, a great number of famous authors from world animation have been guests. At the first festival, Walter Lantz, Friz Freling, William Hanna, Joseph Barbera, Stephen Bosustow and Chuck Jones took part in their retrospectives. The members of the first selection committee were Gianni Rondolino (Italy), Daniel Szczechura (Poland) and Pavao Stalter (Yugoslavia). The members of the first jury were Jiri Brdeka (Czechoslovakia), Fyodor Khitruk (USSR), David Hilberman (USA), Marcel Jankovics (Hungary), Zagreb ‘74. ANIMATION WORLD MAGAZINE Manuel Otero (France) and Dusan Vukotic (Yugoslavia). The second Zagreb Festival (1974) was held in the newly-built Concert Hall Vatroslav Lisinski (with 2000 seats), which still serves as the festival’s location. The special event of that year’s festival was the big Walt Disney retrospective, which brought one of the veterans of animation, Frank Thomas, to Zagreb. In 1976 the Zagreb World Festival of Animated Film was not held due to changes in the ASIFA festival calendar. After having decided that the main animation festivals in Annecy, Mamaia and Zagreb should be held triennially, Mamaia organizers decided not to continue, so none of the three festivals were held that year. In 1977 the spring biennial cycle of Annecy and Zagreb was continued, but without Mamaia. Zagreb 1980 will be remembered as the world’s first film festival to host an official delegation of Chinese film artists (The Shanghai Studio) after the infamous Cultural Revolution. In spite of the strict rules that all prizes must be awarded, Zagreb’s 1982 jury came to the bold but objective decision not to award the Grand Prix, which set a kind of precedent among the world’s film festivals. Special attention was given to the world promotion of the book Disney Animation: The Illusion of Life, whose authors, Frank Thomas and Ollie Johnston, Disney studio veterans, were guests of honour at the festival. The seventh festival — Zagreb 1986 — will be remembered for the inauguration of the Life Achievement Award. At that time, it was logical for the first laureate to be Norman McLaren who, according to many, is the greatest name in artistic animated films. Due to old age and illness, he was unable to attend the festival, so the prize was handed in his absence to his lifelong associate, Grant Munroe. On the last night of the festival, a direct telephone link to Montreal was established. Josko Marusic, the president of the Programme Board, talked to the laureate (McLaren) from the stage, which was transmitted to the audience and hall guests. McLaren greeted all those present and saluted Zagreb, which he unfortunately was never able to visit as he died half a year later. In 1988, the festival took place for the first time in two cinema halls in the very centre of town, which created a change in the festival atmosphere. That year the Life Achievement Award was given to the laureate Chuck Jones in one of the city squares, in front of a great number of people. Karel Zeman, a Czech cinematography veteran, and Jim Henson, the creator of Sesame Street and The Muppets, were both on the official jury. The latter had come to Zagreb in 1972 to receive his first international prize for Rocks Number 12. Both of them died shortly after the festival. Zagreb 1990 was probably June 2000 46 A shot of 1988’s successful festival. the world’s only film festival that was prepared in one state (Yugoslavia) and held in another (Croatia). The tenth world festival of animated film — Zagreb 1992 — was held in a new state, organized by a new team and with a new Festival Council. It was held in unusual war conditions after the break-up of federal Yugoslavia. Many international guests declined their invitations, but not Bob Godfrey, who has been a regularly attendee of the festival. That year he came to receive his Life Achievement Award. At the eleventh festival in 1994, the participants experienced the howling of an air-raid alarm during an afternoon screening. It was soon learnt that the alarm had been set off by mistake. This was the last Zagreb wartime festival. A New Life In 1999, the Festival Outdoor shots of the lush greenery surrounding the festival locale. ANIMATION WORLD MAGAZINE Council handed responsibility for organizing the festival back to its founders, Zagreb Film, which, after 8 years, has hired back some of its former leaders to prepare for Zagreb 2000. This year’s films for the festival competition were selected by Clare Kitson (UK), Steve Montal (USA) and Dr. Hrvoje Turkovi (Croatia). The official awards will be presented by a jury consisting of Garry Bardine (Russia), Tsvika Oren (Israel), Bill Plympton (USA), Fusako Yusaki (Italy) and Vatroslav Mimica (Croatia). The 14th World Festival of Animated Film — ZAGREB 2000 — will be held June 21 to 25, 2000. The International Jury will present the following Festival Awards: l Grand Prix (Best Film at the Festival) — a money award of 20,000 Kuna l Category A (30 sec. to 6 min.) — First Prize, a money award of 10,000 Kuna, and a Second Prize l Category B (6 min. to 15 min.) — First Prize, a money award of 10,000 Kuna, and a Second Prize l Category C (15 min. to 30 min.) — First Prize, a money award of 10,000 Kuna, and a Second Prize l Best First Production “Zlatko Grgi” (Film Debut) — a money award of 10,000 Kuna The Jury may decide, at its own discretion, to award another five special distinctions for films with outstanding qualities. The 14th World Festival of Animated Film — ZAGREB 2000 — will be held June 21 to 25, 2000. The Festival programme consists of: l 4 screenings of films in competition l 3 screenings of films out of competition or in Panorama l Retrospectives of Indian and Israeli animated films l A retrospective of contemporary Spanish independent animated film l A retrospective of the works of Jan Svankmajer, Life Achievement Award laureate l In Memoriam: A selection of Dusan Vukotic and Nikola Kostelac films l The 50th anniversary celebration of the first professional Croatian animated film, The Big Meeting l The 40th anniversary of ASIFA and two programmes of animated films from the ASIFA Film Archives l 25th anniversary of SAF, a children’s workshop of animated film in Cakovec, Croatia l “New Ideas, New Technologies: The Future of Film and the Internet,” a lecture held by Steve Montal, director of Educational and Special Program Development for the American Film Institute International traditional competitive cartoon exhibition, organized by the Croatian Cartoonist Society Plus, there will be other exhibitions as well. We look forward to welcoming you. Special thanks to Vesna Dovnikovic and Cvetana Matko. You can now own many of Zagreb Film’s master works. Take this opportunity to view these works for the first time, or have old favorites at your screening disposal. They are available for sale in the AWN Store. June 2000 47 The joy of presenters as well as winners is captured in this shot of winning moments. Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. Borivoj “Bordo” Dovnikovic (1930) is a film director, animator, cartoonist, illustrator and graphic designer located in Zagreb, Croatia. Bordo is one of the pioneers of Yugoslav (Croatian) animation and belongs to the well-known Zagreb School of Animated Films. During his 40-year career he has received a great number of international awards (Columbus, New York, Chicago, Annecy, Berlin, Leipzig, Zagreb, Varna, San Antonio, Krakow and Treviso among others). In 1995 he received the Life Achievement Award Mister Linea at the International Animation Festival in Treviso. Bordo has had special presentations and retrospectives held in: Paris (Cinematheque Francaise), Montreal (Cinematheque Quebecoise), New York (Museum of Modern Art) and 15 other cities in the U.S., Moscow, Ottawa, Barcelona, Prague, Lucca and Erevan. In 1985 he published his book How To Make Cartoons. Bordo has been participating in the organization of the World Festival of Animated Films in Zagreb since its beginning (1972) and from 1985 to 1991 was the festival director. Since 1994 he has been the ASIFA Secretary General. F e a t u r e d i n t h e A n i m a t i o n Wo r l d S t o r e : Richard Condie, Sally Cruikshank, Bill Plympton, Raoul Ser vais, Best Of Festival tapes, Classic Limited Editions, and more... www.awn.com/awnstore ANIMATION WORLD MAGAZINE June 2000 48 Let’s Sketch on Location by Glenn Vilppu Glenn Vilppu. standing and appreciation of artists of the past. The lessons are not only “how-to instruction,” but are actually a series of visual tools that help you organize what you see in ways that create drawings that are interesting to look at and express your feelings for the subject at hand. All drawings in this article are by and © Glenn Vilppu. his is the first in a new series of bi-monthly articles about sketching on location. The articles are based on my Sketching on Location Manual. The manual was developed as a series of lessons that I use on my guided sketching tours of Europe, and that I use as material in my regular drawing classes. As such the lessons can be part of a regular course or can be used by individual students as a practical learning guide. These lessons are meant not only for the beginner. More advanced students and possibly professionals will also find useful tips, new approaches and reminders of old ones neglected. Each lesson in this Sketching on Location Manual is a practical approach that will help you get more enjoyment out of your sketching, improve your skills, and give you more of an under- T ANIMATION WORLD MAGAZINE I also have in mind the many students around the world that have the Vilppu Drawing Manual and have asked not only for material related to sketching figures, but landscapes as well. As a professional artist the approaches that I develop in this series of lessons are the same as those that I use in drawing from imagination, the first lesson being the exception. The rough quick indications, the use of ink and wash, the contrasting of textures, and all of the other elements that I discuss are methods that have been used by artists for centuries. You will see a variety of materials and techniques used. There is no one correct way to sketch, as there is no one correct kind of individual. There are no rules, just many tools that can be used in as many ways as there are artists using them. These eleven lessons are organized so that each lesson builds upon the skills of the previous one. Initially, these lessons were developed for the students that accompany me on my sketching tours and regular classes of eleven or twelve weeks that I teach. Now June 2000 49 drawing your object there are several levels that you can approach the drawing from. You could draw the total ear as a simple shape or you could start with just a line showing a fragment of the ear. Regardless of which degree of detail you decide upon, the approach is the same. Point to Point Point to point is one of the most fundamental developmental and useful skills for sketching anything, be it a still life or the interior of an airplane. The main skill you are developing is being able to reduce what you are looking at to a simple two-dimensional image that can be drawn. In doing this, you sharpen your perceptive skills by having to judge angles and lengths two dimensionally from three-dimensional objects. Since this is the first lesson, and much of what follows is based upon it, I will give several different examples explaining and demonstrating the approach. I am presenting this approach in the context of making a sketch where you are trying to capture a specific subject before you. The experienced artist may approach his subject using the exact same method, incorporating concepts of design and composition. The selection of what elements to put in or leave out becomes the element of individual expression. In later lessons you will ANIMATION WORLD MAGAZINE also make these considerations, but now I wish to concentrate on the point to point method. On a sketching tour the first place you generally find yourself is at the airport, in planes, trains and coffee shops. Step One Pick a specific point of what you are looking at. In this first example I am starting with the ear of the passenger in front of me. In Look at your subject as if it were a photograph that you were tracing. You need to see each line that connects to your original line. Look carefully at line two to see its relationship to line one. In teaching students who have never drawn before, I sometimes ask them to look through clear plastic sheets, and with grease pencils, draw on them as if they were tracing a photograph. In chapter nine of the Vilppu Drawing Manual, I give a basic historical discussion of June 2000 50 port on one of my sketch tours. The important point in this approach to sketching is that you pay careful attention to the angles of your lines and their attachment to the previous ones. Continuously compare each line by either holding up your pencil horizontally and vertically, or use a convenient line of comparison in the subject itself to help you see the angles you are drawing. The drawing may look complex, but the process is simple. Some More Tools Below is a simple check off list that will help to remind you of the points you should be looking for. In time, these points become second nature as you draw, in the same way as driving a car becomes a normal process. (In chapter nine of the Vilppu Drawing Manual there is a more complete discussion of the use of these reminders.) All of the following drawings were done using the basic approach of this chapter. While doing these drawings, I never knew how much time I had to do them. People, cars and any number of unforeseen situations arise, from curious observers standing in front of you to see what you are doing, cars moving or simply lack of time for drawing. I try to approach the drawing with the attitude that the point that I start with is what I’m after and any additions I can make to it are frosting on the cake. Getting the scale of objects is a critical element in the drawing, so it is always important to keep looking at the lines you draw comparing any object in relation to the objects that it is touching two dimensionally. the process related to drawing the posed figure. In the drawing above I started with the ear of the seated figure on the left. The numbered drawings on the right and next page show the steps that I went through in doing this drawing while we were waiting for the plane to depart at the Rome airANIMATION WORLD MAGAZINE June 2000 51 In the drawings on this page, the point to point method that we have been using has been changed; as I was drawing, I extended each line as I went, so that I got a more general feeling for the whole. In doing this, my main concern was to try and understand the flow of the rhythm that Michelangelo had gotten in his sculpture. I was trying to capture the feeling of the sculpture rather than a pictorial duplication of a group of figures. In a sense, it was like a gesture drawing with my subject holding still. In looking at these drawings, keep in mind that they were done while standing in a crowd. Glenn Vilppu teaches figure drawing at the American Animation Institute, the Masters program of the UCLA Animation Dept., Walt Disney Feature Animation and Warner Bros. Feature Animation, and has been sent to teach artists at Disney TV studios in Japan, Canada and the Philippines. Vilppu has also worked in the animation industry for 18 years as a layout, storyboard and presentation artist. His drawing manual and video tapes are being used worldwide as course materials for animation students. Glenn Vilppu first wrote for Animation World Magazine in the June 1997 issue, “Never Underestimate the Power of Life Drawing.” His drawing manuals and video tapes may be purchased in the Animation World Store. Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. ANIMATION WORLD MAGAZINE June 2000 52 ANIMATION WORLD MAGAZINE June 2000 53 Dotcomix: Capturing Animated Motion On The Net by Lee Dannacher orne out of the innovative talents of 3D animation company Protozoa, DotComix is fast becoming a stylish and diverse production-destination voice’ on the Web. Using performance animation as its cornerstone, dotcomix.com is a whirlpool of contemporary animated content with approximately 14 episodic titles now online. These zany, irreverent cartoons all showcase the Web potential for deep, rich real-time programming. By successfully marrying a passel of characters with their awardwinning motion-capture software Alive!, DotComix can boast of bringing new animated series to life faster and at a lower cost than anyone else on today’s Internet domains. Launched in March of 1999 from their headquarters in San Francisco, the entertainment company’s array of online shows is an eclectic mix of original fare alongside animated productions based on comic books and radio series. Targeting the early adopter Internet crowd of 18-34 year olds, the site’s comedy writing is satirical and cheeky — with the added B Virtual Bill is the man! © Protozoa, Inc. ANIMATION WORLD MAGAZINE Sister Randy offers Van Gogh a drag at Dotcomix.com. © Protozoa, Inc. attraction of being able to offer dead-on topical stories drawn from headline news, made possible by the incredibly fast turnaround of their unique production process. Dotting the Net Two of the site’s most popular titles are Gates Of Hell, a madcap parody starring the beleaguered Microsoft chairman, and Virtual Bill, another real-life celebrity lampoon featuring a digitized President Clinton. Initially created in 1998 for MTV on-air broadcasts, Virtual Bill has been the first major property to underscore the creatively successful and technically seamless transference of a DotComix show between the broadcast and Internet mediums. Although photo-realistic humans are very hard to achieve in CGI, especially when animating recognizable figures, DotComix did their homework with these two properties by first clocking the real-life characters’ expressions and mannerisms, carefully casting both the motion and voice actors, then skillfully animating them within their special blend of motion sensor and computer artistry. Other current Net productions include: the original series Sister Randy, an uproarious course in art history conducted by a cigarette-puffing nun (having gained immense popularity, the series was just recently licensed by BBC America)…. Mr. Cranky, a disembodied face and hands spouting angry yet timely reviews on the latest video releases (the series motto being: “He never met a movie he June 2000 54 A bottle of Jack Daniels, cigarettes and a pair of shades put Duke in the mood to rock-n-roll. © Protozoa, Inc. didn’t loathe!”)…The Dr. Science series, based on the long-running NPR program, is currently airing on entertaindom.com, along with the original DotComix series Floops…. and Tom Tomorrow, This Modern World which utilizes a flat, cut-out style of animation that is, nonetheless, also produced with a motion-capture underpinning to achieve a quicker production schedule. For community play, the site offers up a SPAM-OGRAM section which gives the viewer a revolving selection of toon favorites that can be personalized with messages, then forwarded swiftly through e-mails around the online world. DUKE 2000 – An Animated Quest for the White House A major company effort (and source of great fun) surrounds DotComix’ newest collaboration with Gary Trudeau on the production of the Duke2000 Presidential campaign. The company first worked with Trudeau on ANIMATION WORLD MAGAZINE a 3D animated rock video, which was webcast during NetAid’s live international event to fight hunger on October 9th of last year. The on-going Duke2000 campaign, unquestionably the first transmedia event of its kind, entails the fictional Ambassador Duke running for President in the real world. Animated and produced by DotComix, written by Trudeau and a team of writers working together with the dotcomix staff, Duke has been appearing in multiple media locales since his candidacy was announced earlier this year. Venues include: online (with new content going up each week at dotcomix and the Excite sponsored duke2000.com), on television (a one hour Larry King Live interview featured the animated Duke interacting in real-time with celebrities Al Franken and Bill Maher, with a number of other TV appearances coming up soon); on radio (a 30 city drive-time interview tour was just completed last month); and in print media (including Duke’s regular visits to Trudeau’s Doonesbury strip, and published interviews such as the one in the May issue of George magazine). As the company describes it: “With Duke’s subversive campaign, the walls between the various media are crumbling.” It feels almost sacrilegious to describe the behind-the-scenes production of Duke in fear of busting his seemingly real persona. One technical footnote, though, is that this is the first DotComix production to use QuickTime as its Internet media player. It was vital to the reality of this series to integrate live action actors and backgrounds with the 3D created Duke, so the animation-only Pulse Entertainment Player — the technology presently downloaded by the viewer to power all other DotComix shows — wasn’t suitable. Partnering with Apple has given DotComix the QuickTime technology necessary for those creative purposes, and additionally brings onboard Apple’s infrastructure and servers to handle the huge amount of traffic amassing around the online campaign. The company will continue producing Duke2000 ’s cross-platformed media all the way through inauguration and, only half-jokingly, they suggest that in the event Duke actually takes the Presidency, we’ll have four more years with him! Alchemy in the Company’s Mix Brad deGraf (CEO and Chairman) co-founded DotComix in early 1999 along with long time colleagues Eric Gregory (Chief Technology Officer) and Marc Scaparro (Head of Production). Together, the trio has a substantial history in leading performance and computer animation in new June 2000 55 directions. DeGraf’s pre-computer life included designing sculptural furniture and studying architecture at Princeton, which he later combined with a degree in Mathematics from the University of California at San Diego. After stints designing programs for the US Army National Training Center and as Head of Technical Direction at Digital Productions, he founded deGraf/Wahrman. The beginnings of his collaboration with Scaparro and Gregory took place in deGraf’s basement where they co-authored the architecture of the proprietary software they named Alive!. Taking it with them to Colossal Pictures, they formed that studio’s in-house Digital Media Group, using their nascent technology in the creation of Cartoon Network’s digital emcee “Moxy” (the first real-broadcast motion-capture character) and Peter Gabriel’s Grammy Award-winning music video “Steam.” In 1994, the three spun off to form Protozoa and jumped headlong into television production, software sales and the thenburgeoning market of 3D animated games. In late 1996, with the advent of the Internet’s 3D player technology VRML (Virtual Reality Modeling Language), the group began producing their first online characters, designing the wellknown Spider and Alliskator properties — work that deGraf feels was “the first really non-video animation on the Web.” Next came a series for SGI entitled Floops which, deGraf believes, “can really claim to be the first episodic cartoon on the Web.” The Internet soon became the trio’s primary focus and for their transformation into the DotComix of today, deGraf recruited Damon Danielson as President and CEO. Since January of ‘99, ANIMATION WORLD MAGAZINE A 3D duck and ant as featured in Floops. © Protozoa, Inc. Danielson’s talents have been directed toward building the team, modeling the relationships and marshalling the financing necessary to position the company as a leader in its new Internet space. The Yale educated Danielson has had a wealth of creative and business experience ranging from work with Sony New Technologies, b-to-b Internet company Music One and Silicon Entertainment where, as CEO/President, he rode herd over the diversified company engaged in highly interactive games and NASCAR themed simulators. Executive Producer Buzz Hayes, with his extensive film production and new media background, was brought in to create, produce and assemble the cluster of original programming needed to make up DotComix’ new dotcom identity. With a Masters in Film Production from USC, Hayes first spent around 10 years as head of research and development at LucasFilm’s THX. He then started his own independent company, Stone’s Throw Films, where he produced the smash Indy film Swimming With Sharks starring Kevin Spacey. Next came his cofounding of Robert DeNiro’s Tribeca Interactive which created the critically successful CD Rom entitled “IX.” This adventure game’s art design and irreverent tone attracted the attention of deGraf who later enlisted Hayes to incubate the DotComix world. Jane White, having joined deGraf and company in 1996, was already in place and primed to continue her work as Sr. VP of Development and Executive Producer for DotComix’ new adventures. From the roots of the six people deGraf, Scaparro and Gregory had at the beginning, today’s DotComix mix of talent modelers, animators, writers, producers and directors numbers around 35. That work-force is expected to double in the next four to six months as the floodgates for new production swing wider each day. Sister Randy’s all about entertainment! © Protozoa, Inc. Mapping Future Motion In discussing the future, DotComix is taking what Danielson calls the “sneaker approach” in syndicating their shows to outside partnerships while simultaneously building their body of work into a magnetic Web destination. He states, “All of the entertainment that you would find on our Web site, we would work with other distribuJune 2000 56 tion partners on the Web — and now on television, as well — to syndicate the properties and to generate revenue through doing that.” In the process, he continues, “Those relationships, we think, will bring us traffic and keep our eyeball acquisition costs very low in terms of driving people back to our own site.” DeGraf jokes that, “The whole issue of being a portal vs. syndication — we’ve been too wimpy to choose!” But the reality is that they have a very savvy business plan in place. Having just completed a Series C financing round, they can now shoot forward with plans for a rapid expansion on both the company’s production and business fronts. Although creatively and financially satisfying, DotComix has backed off producing for-hire entertainment projects (such as last year’s highly regarded series The Dog & Dinosaur Show for BBC Choice and the creation of the successful “M&M’s” live Crispy character for its national media tour). The exception would be, Danielson notes, if “something so stupid and so good walks in the door that you just have to do it…something that may be strategically relevant or we think it’s going to make a big splash in the marketplace.” Otherwise, they are staying focused on their own intellectual properties while remaining open to joint productions involving equity and ownership positions. With ambitious goals to reach a more diverse Internet audience, DotComix is prepping an agglomeration of community-targeted channels. Up first will be the launch of its broadband venue sometime this month. Bringing on name-brand directors, DotComix has developed a clever strategy of ANIMATION WORLD MAGAZINE stringing their immense 3D library of productions together with original fare into a network-type format that will exhibit richer programming for the high bandwidth audience. Next to hit the Net will be a channel targeting the younger woman’s audience which is expected to be up within a couple of months. At the same time, PolkaDotcomix, a kids destination channel, is in significant development for an expected launch sometime next Fall. Megadude struts his stuff “Just Stayin’ Alive.” © Protozoa, Inc. Staying Alive! Located in an old mayonnaise factory, DotComix has three motion-capture stages, a blue screen set-up, plus a portable performance animation stage for producing certain live events out-ofhouse. They are in the process now of retrofitting their space to accommodate the brisk expansion of programming and requisite creative personnel. Hayes is keen on ramping up to an even greater series output, confident in relying on the fast turnaround of DotComix’ production style. “The advantage to the speed within which we work is that if a show is not working, we can acknowledge that and go on to something else that does work or we can craft it to the point where we’re happy with it,” he explains. “I think our model is we can do a whole series in the amount of time and effort it takes most people to do a pilot.” From an audience’s point of view, however, he believes strongly that it’s important to “not put technology in the forefront and just make entertaining cartoons — however they get made.” He goes on, “The important thing for us is that we get the chemistry going, get the writing to gel, get everything to work because that’s what it’s all about, entertaining and good writing and character designs. It’s not about pixels and digibytes.” What makes their Alive! system shine in the industry, Hayes advocates, is the fact that they can adapt their programming so readily to achieve simultaneous lifeforms on the Web, television, cable and live events. “We’re trying to do shows that filter out into all those areas but bring people back to the Web where they can catch up on the episodes they missed. Plus, they can find out more information about the shows and all that kind of stuff rather than try and force the Internet to somehow be a television station.” He’s also stimulated by the high-speed capabilities of producing with Alive!, “in terms of how we can make stories that are very reactive to what’s going on in the news and in the world…and the flip side of that is that the fan base let’s us know right away whether they like it. So it’s a very nice feedback loop.” Capturing Transmedia Appeal Danielson is enthusiastic about converting more of their original properties into transmedia action and strategizing their performance into solid and repeatJune 2000 57 to produce, what the writing is. It’s not so much that we’re better than anybody else, we’re just different. And I think that’s where the real success will be — the longterm success depends on having a good voice and telling stories that people want to hear.” This assorted mix of personalities whipping up a spectrum of distinctive transmedia fare will surely bring a future filled with entertaining productions at the proliferating DotComix’ dot-com. “Honey, let’s stay home tonight and get Dotcomixed…” © Protozoa, Inc. able business models. He also refers to the Duke campaign as a powerful example of getting their shows “in multiple mediums that help to drive traffic back to the site and create a broader interest on a national level that you can’t do as a micro-site on the Web.” Adding to that, deGraf states, “The biggest challenge is spreading out — producing more but without diluting it and actually, the other part that I am really excited about is going up a level in our production quality. Up until now its been fast-andfurious just to get as much up there as we can and now we feel like we have a large enough volume that we can be more selective. We can take longer writing our stuff and we can filter out shows that don’t work as well so that the overall density of really funny stuff is much higher.” Widening The Reach Danielson feels the international expansion of dot-com animation is definitely the next big opening. “There’s so much going on right now in terms of the multichannel world,” he states. “We’ve already formed a great strategic relationship up in Canada with ANIMATION WORLD MAGAZINE Rogers Communications and we see a lot of opportunity in Europe and in South America and Asia.” DotComix shows are easily re-purposed into different languages and production of localized tracks is now in the center of on-going work. “When I sit here and think about what we could be doing in a couple of years in terms of how broad our reach could be,” he muses, “it’s very exciting.” deGraf is also highly motivated by the scope of today’s Internet audience. “We’re broadcasting worldwide right now, and our potential audience is about as big as The Cartoon Network’s.” He says, “We definitely want to go into more interactivity and more community based stuff. We’ve now got the resources to actually get programming out to that audience so to me, what will be exciting is building it, getting well known, having people appreciate what we do, getting the feedback and making a real business out of it.” He realizes the importance of garnering strong name recognition for themselves and believes that, “ultimately, it really comes down to voice and, you know, who we are and what we decide “If it’s character you want, we’ve got lots of that!” © Protozoa, Inc. Lee Dannacher is an animation producer/sound track director of over 300 half hours of television films, as well as numerous network and video holiday specials. Currently based in New York, she is freelancing in audio, project development and new media productions. Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. June 2000 58 aming studios have a history of borrowing from established cartoon properties that first jumped from the funny page to the comic book to the silver screen and then on to Saturday morning cartoons to create instantly branded video games. Since its earliest days, game developers have turned to established cartoon characters that already share a history with the consumer. “Superman for the Atari 2600 was probably the first branded cartoon character turned video adventure game,” says Jayson Hill, manager of public relations for Hasbro Interactive. “By the time of the cartridge’s 1978 release, Superman had been in comic strips, books and in various cartoon incarnations for many years.” The present day animation bastion, The Cartoon Network has looked far East from its Atlanta home to Japan, importing anime programming for its after school Toonami time slot. “Toonami combines the word cartoon with the Japanese word Tsunami, meaning tidal wave,” explains Sean Akins, Senior Writer/Producer for Cartoon Networks Production Development. “Three years ago we started showing anime not to get on or start any bandwagon, but looking at all the shows that are out there, these were the shows that I thought had the best stories, looked the best, were the most interesting.” For 1999, the network reported being in nearly 60 million households with its all-animation programming being the second highest-rated basic cable channel. And it is packed with anime shows like Thundercats, Ronin Warriors and Dragonball Z. G ANIMATION WORLD MAGAZINE Gundam Wing : __________________ America’s Next Pokemon? by Jacquie Kubin A Gundam hero envisions himself emerging victoriously in the gaming outlets of America. © Bandai America, Inc June 2000 60 A Gundam warrior aims for explosive success! © Bandai America, Inc A Japanese Hit The latest anime hit for the network has been Gundam Wing, a television series based on the extremely large, multi-layered Gundam Universe that is more than twenty years old. In Japan the universe includes eight television series, eight feature films, four direct to video releases, a toy and model line and numerous video game releases. The Cartoon Network is broadcasting the show as pure to its original Japanese showings as it can. in the U.S. The reason is they get cut to pieces and they make the plot lines goofy. They underestimate the audience, the kids, who are sophisticated enough to follow a story with multiple characters and in-depth plot lines.” Created by Yoshiyuki Tomino, who worked with Dr. Osamu Tezuka on the development of the cult classic Tetsuwan Atom (or Mighty Atom, which became Astroboy when licensed by NBC), Gundam Wing takes place in the future when mankind has moved into space, establishing five space colonies that have evolved into their own nations, or countries. The tale begins during a time of revolution in space and on Earth with each faction having built its own robot “suit,” a giant mobile weapon that is piloted by legions of young teenage boys. Made of a new material Gundamian, the Gundam warriors are the dominant fighters in this battle. The show revolves around the lives of more than thirty continuing characters, almost forty different types of mobile weapons and numerous vehicles bringing children back every day to find out what happens next. The latest anime hit for Cartoon Network has been Gundam Wing… “Working with these shows is an honor and dream come true and I feel Gundam Wing is the first time that anyone has been able to take an imported anime show and really do it right,” says Akins. “You read stories about the different anime properties that, while huge hits in Japan don’t perform as well ANIMATION WORLD MAGAZINE Cover shot of Gundam Side Story 0079. © Bandai America, Inc June 2000 61 “These cartoons are continuing sagas. It’s an epic, sweeping tale and it is a great show that is very complicated and if you miss one you can get totally lost,” says Akins. “It is a serial, which is against the grain of the traditional thought process of children’s programming that normally you want heroes within a whole story that you can tell in twenty-two minutes and that ends every day.” The Cartoon Network is broadcasting the show as pure to its original Japanese showings as it can. Production Notes The Cartoon Network is working with the original films imported from Japan. Though some changes need to be made for the American youth audience, including cutting more violent or adult scenes, adding or subtracting vocal tracks, and re-laying the vocal tracks from Japanese to English. For any paint work needed done, the Atlanta-based group uses Discreet Logic’s smoke*, flame* and flint* softwares. Tracking is accomplished using a motion picture compositor that is of the same size and power as the kind used in Hollywood on major motion pictures. Shows are mixed on a Fairlight, a sophisticated digital audio workstation, which is the standard production tool in its arena. Bring on the Game Coming to the United States the show brings with it all the merchandising, film and video elements already in place in ANIMATION WORLD MAGAZINE States from its original Japanese release form with minor changes including English voice-overs and some scene changes for the American audience. Cartoon Network and Sega are confident that these Gundam warriors will make a killing in the States. © Bandai America, Inc Japan. The universe has regularly supported two to three new video game releases per year in Japan over its two decade history. The television network is working with Bandai America Incorporated to create a new line of models, toys, figures and to release an adventure video game for the new Sega Dreamcast, Gundam Side Story 0079. The video game story begins in the year 0079, making it a pre-quell to the television series and, like the cartoon series, is being transported to the United The television network is working with Bandai America Incorporated … to release an adventure video game for the new Sega Dreamcast… “Gundam is very successful in Japan and each time a new system is released, Bandai Japan leverages the introduction of these new platforms by launching a Gundam game for that system,” says Ken Nakata, VP Electronics, Bandai America. “With Gundam’s tremendous popularity, it is a A view from inside the battle mech in Gundam Side Story 0079. © Bandai America, Inc. June 2000 62 More scenes from 0079! © Bandai America, Inc. guaranteed sale.” This Dreamcast title is a single player mission based 3D shooter. As battle mech pilots, players don a virtual 50-ton mobile warrior suit. Player perspective is from within his mech, though players can switch into a first person sniping mode during battles. At other times, visual obscurity, such as heavy fog, allows the player’s vision field to be inside the battle mech only. Bandai America has included some marvelous fully voiced pre-mission briefings and gorgeous real-time cinematic movies that intersperse the missions. “Sega’s Dreamcast is a very user-friendly system on which to develop games and it was a simple decision for them to produce the game for the Dreamcast because of the ease of use for the developers,” explains Nakata. “Because Dreamcast is so much more advanced than the existing platforms, it seems they can do so much more.” Anime often carries with it extremely violent scenarios and though the Cartoon Network series has been adapted for a youth audience, Gundam Side Story 0079 is being released with ANIMATION WORLD MAGAZINE an ESRB (Entertainment Software Rating Board) rating of ‘Teen with Animated Violence’ with a target audience age of 13-19. “The Gundam saga is based on futuristic warfare and by its very nature, it is inherently violent,” explains Nakata. “However, it is animated mobile suits that are under attack from animated robots and other mobile suits, which while relatively violent, is not the same as seeing violence acted out on human beings.” While previously popular with a cult audience and college students, Japanese anime (animated cartoons) and manga (comic books) are gaining increased popularity in the United States with a more mainstream and ever younger audience, as proven by the continuing popularity of Sailor Moon, Princess Mononoke and Pokemon. “Gundam has always had a strong following in the States whether it be the snap together model kits, collectible cards, videos or wall scrolls,” reports Nakata. And surely Bandai America and the Cartoon Network are looking for Gundam Wing to reach tsunami levels of popularity here in the United States. Gundam Wing can be seen weekdays at 5:30 pm (EST) during Toonami (4:00 to 6:00 pm nightly.) The show also re-broadcasts uncut each evening at Midnight. Saturday morning cartoon fans can catch Gundam Wing at 10:30 and 11:00 am. A Washington, DC-based freelance journalist, Jacquie enjoys writing about the electronic entertainment and edutainment mediums, including the Internet. She is a frequent contributor to the Washington Times and Krause Publication magazines. She has won the 1998 Certificate of Award granted by the Metropolitan Area Mass Media Committee of the American Association of University Women. Jacquie is a fan of animation and video games! Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. June 2000 63 E3 The Graying of by Eric Huelsman ll right, call me a cynic…but first of all (and not regrettably so), I don’t get paid much for writing articles about trade shows. Therefore, I feel no affinity for writing “up” articles if I think the event I attended wasn’t very good. I write this stuff purely for my enthusiasm and love for all things connected to animation, and those are the only reasons. Which is why I am not pained much about panning this year’s Electronic Entertainment Expo, which was held at the Los Angeles Convention Center May 10 – 12, 2000. Furthermore, and despite the inducements of being comped for the exhibition floor admission, given a free lunch, quaffing free beer and spending time on a lot of cool games, on the whole of it, no amount of love and enthusiasm for the game industry would soften my view that this year’s E3 exhibition sucked…and I don’t mean in the good way. A The Thrill Is Gone? Why would I think the biggest, most popular trade show of its kind anywhere in the world sucked? Especially given all the truly great stuff I got to play with (like Video System’s truly groovy “F1 World Grand Prix,” or the Sega Dreamcast version of “Dead or Alive 2”)? Mainly because it was boring. Okay, call me sentimental, but I’ve been to four of these shows now and what I liked about ANIMATION WORLD MAGAZINE the first E3 shows was that I could count on a few things — like having fun. Pure, unadulterated and visceral have-at-it-ness. Being a kid again. Or maybe it was being surrounded by kids having fun that made me feel like a kid again. First of all, this year’s event was so corporate. I mean DisneyInteractive buttoned-down kind of corporate. The Microsoft booth, for example, despite the very sexy X-Box stuff, wasn’t a fun place to be. Of course, anti-trust judges can make you this way. Geez, and Interplay’s booth was muy serioso; in fact, the only smiles at the whole exhibit were on the faces of the Barbie-doll expo girls that passed out CDs. And then there were loads of conspicuous-looking folks wearing the “Hello, I’m Susan” kinds of corporate smiles at Activision. The kind that really say, “Let’s get down and exchange dinero.” Guys like me were looked straight through and into the soul to see if green were at our cores. No green, no scene. I didn’t even get a T-shirt. Secondly, the people I saw on the exhibitor floor were not there to have fun. Hey there, E3 event organizers, have we forgotten how much fun this event used to be? Where are the kids in sneakers? Maybe in the past E3 was fun because of the free T-shirts and not some jacked-up exec yelling potential profit figures for Blizzard’s “Diablo II” into a tiny Nokia. Or could it be the free beer in plastic cups of previous shows had its own primitive kind of charm? (Do I really need the cocktail lounge effect of a leather couch in Dolby’s booth and the Dos Equis to go with it? I’m there to play “NHL Hockey” for chrissakes.) Or perhaps it was playing the newest games (like the now-aging flight sims like “Mig Alley”) or picking up the occasional demo and/or toy that I miss (like last year’s LEGO stuff, which this year failed to be a major interest). No, this year if I wanted to have “fun” I had to a.) perform a public strip to get the Tshirt or b.) make an ass of myself at the Nintendo booth (or was that Sega’s?) as hundreds of event goers watch some hack magician make me his unwitting “assistant.” At previous year’s shows, if I got shoved aside by the occasional overgrown juvenile trying to get their hands on something, like 3DO Company’s “Army Men Air Tactics,” it was okay, because this kind of rudeness left me none the worse for wear. After all, weren’t those kids, like I, having fun? I dug the whole scene, the atmosphere. Very carnival-like. E3 was fun because the event was geared to us kids; who are, you know, the people who BUY these products. The Kids Are Alright I was not alone in noting that almost everyone at this year’s June 2000 64 The Expo Floor. Courtesy of IDSA. show was, if not the corporate types or the mini-skirted models mentioned above, the gone-topot, graying, middle-aged person that I have become. I went to this event with my publisher (who is also bulging, graying and plunging headlong into middle-age — sorry, Dan) and we both observed that, although all three halls were jam-packed with companies, there were very few real kids (I’m talking less than 25 years old) anywhere to be found. Now you know an event like E3 is in trouble when most of the show goers haven’t the slightest clue how to play a computerbased first-person shooter, let alone a fast-moving console game like those being ported to the latest Internet-game marvels Dreamcast or Playstation 2. What I ANIMATION WORLD MAGAZINE saw this year was a drastic reduction in the amount of young blood playing with the wanton abandon that I observed at previous shows. Are you catching my drift here? All things considered, E3 has been a blast in the past because I could go and be a kid surrounded by other kids, which is more of a spiritual thing than a chronological age sort of thing. Go watch Disney’s Pinocchio again…the part where he runs away to Pleasure Island. E3 used to be like that. I remember the ‘95 show had a Thunderseat Technologies exhibit with a real cockpit and a soupedup version of “Fighting Falcon” on it… WOW! Too cool! This year? Nada. Zilch. Not a single “ride” game in sight! Not even half the first-person-driver games of ‘99! Which pretty much sums up what love’s lost for me and E3…the whole notion of games and what they’ve meant to me and others who like the occasional diversion (like Simon and Schuster Interactive’s “Amateur League Golf” or the Playstation version of Namco’s “Ms. Pac-Man”). The pure, unadulterated enthusiasm for electronic entertainment that made E3 the show what it was because it was based on a youth culture that cannot survive without, well, youth! Over 30 or otherwise. Speaking of being over 30: This year, by count, your kindly old journalist here got shoved aside no less than three times not by the beloved kids I’ve been pining on about but by fellow “media journalists” who were trying to score a June 2000 65 T-shirt or operational demo that I should have gotten. This happened at the Acclaim, Raven Software (by the way, you need to check “Star Trek: Voyager,” it looks great) and Eidos booths. In fact, one particular a**hole who wrote for some Japanese manga magazine was out to destroy my day because, imagine this, he was blocking my way to the coolest Tshirts of the whole event just to find out what frigging SIZES the Barbie passing out the T-shirts had! (At this point I felt imbued with such Russell Crowe-like rage I almost ripped the guy’s head off. I dive-bombed past our manga friend for the last T-shirt, only to come up empty-handed.) All right. Enough of this whining and bitching… Here are some of the highlights (and lowlights) of this year’s Electronic Entertainment Expo. E3 2000 Exhibitors of Note Games 3DO Company – “Army Men” series. I had a good time at this booth mainly due to my love of the Toy Story inspired Tan versus Green “Army Men” series. Their “Air Tactics” spinoff was very fun, with Captain Blade heading up a helicopter assault team. And there is a Game Boy Color version! Did I say I want to buy a Game Boy? I want one! I want one! Those cute little handhelds are slick. Acclaim – “South Park.” Yuck-o. This game is a deliberate (but to me, unfunny) knockoff of a movie that was hilarious and best left untouched. I found nothing about the game appealing. By contrast, however, I am a sports fan and thought “All-Star Baseball” was very cool. It’s pretty scary how realANIMATION WORLD MAGAZINE istic these games are getting. Now all they need is a heckling mob yelling at the players and running on to the field from time to time (and I don’t mean from the General Manager’s office). Activision – “Dark Reign 2.” I played just enough of this to find it slick-looking but somewhat awkward to handle. A unique feature was unit control from anywhere on the map. But the building manager itself, while a good thing, is far too much to manage. I didn’t play any other titles at the booth but some looked kinda neat, especially “Star Trek: Armada.” EIDOS – “Legacy of Kain: Soul Reaver II.” This gothic vampire classic returns with more graphic graphics (sorry) but also some amazing CG. Impaling nemeses has never been more fun on an RPG. There was also a really neat game called “Fear Effect: Retro Helix.” Jesus H. Christ! Some of these games are getting to be better CG than movies! Incredible, incredible movie sequences. Game play is intriguing too. I really like this company. They never fail to deliver… “Tomb Raider” is still a favorite of mine. Midway – “Ready 2 Rumble: Round 2.” Afro Thunder and friends return this November in one of Midway’s most successful boxing/martial arts/wrestling games for 1999. It is incredible how much development has been put into this year’s release. The bounce of Afro’s hair alone is amazing to watch. The duck and punch moves are so real as to make your jaw drop. Only trouble is: I got tired of it even quicker than last year’s game! How much ass can one person kick? Or punch? How about a Cosell-like interview after the match? That’d be more worth your efforts. Platforms Microsoft/Nvidia – X-Box. Okay, my question is: when is this thing REALLY available? If you can believe this, by November a graphics engine with more than three times the graphics performance of the newest-generation game consoles will be offered! Codeveloped with experts at Nvidia, the custom-designed graphics chip will deliver more than 200 million polygons per second. However, the video engine being developed for generation two is going to handle a fill rate of 3 billion polygons per second, or roughly ten times (that’s 1000 thousand percent) more graphics playback ability than the first generation model. Or 10,000 percent what the average PC player has available to them today. If true, the X-Box is about to turn the interactive/Internet game world on its ear. Nintendo – On the game scene it is very tough to ignore a force like Nintendo. They own seven out of the top ten selling titles for 1999. When you consider the heady combination of their consoles like Game Boy Color (I’m getting one) and N64 and enhanced versions of games like “Pokemon” or “Donkey Kong” being ported to their product, they are to the game industry what GM is to the auto industry. A giant with which to be reckoned. Which is precisely my point. I have come to view these guys with the sentiment I do GM. Lumbering, bloated. Stodgy and middle-of-the-road. Unwilling to take big chances. Oh, well, let us just say they are comfortably numb. They may be formidable, June 2000 66 but they are not necessarily innovative. And that can be death in this industry. Watch out for Game Boy Color, though. Nobody can compete. With Sega Game Gear dead, they are alone in the handhelds for now. Sega – Dreamcast. Very interesting platform. Most games ported to this format are smooth. By all means own one if you are an Internet gaming freak. With the $50 rebate, the price point on this device drops to $149 to get into the game (provided you do a twoyear signup with your friendly ISP). Genesis and Saturn continue to have interesting games ported to them, but this company suffers from wanting to do too much too often. Say goodbye to Sega CD. Sony Playstation – Playstation 2 is nothing short of a breathtaking marvel of technology. Argue what you will about Sony and its irascible sense of “being above it all,” but these guys have made some serious inroads in the console game industry that up to now has been primarily Sega and Nintendo. I saw a game called “Fear Effect: Retro Helix” (by Eidos Interactive - see above) played on the Playstation and I wanted it REAL BAD. I’m sure the PC version is gonna be very neat, but seeing it made me want a Playstation, not just the game. Let’s Go Home Well, this about wraps up what is useful and newsworthy, though it’s reasonable to say that I could only cover a tenth of what really went on at the show. I didn’t Animation World stick around for anything else mainly because my publisher, forever the curmudgeon, wanted to get out of there. I couldn’t blame him this time. I too had had enough. Needless to say, I got my Tshirts. I got lucky and snagged a few on my way out to the car. Someone outside the Convention Center was handing out some bitchin’ orange and yellow ones. Eric Huelsman is the over-paid, underworked er — that’s underpaid, over-worked — guy in charge of the Friedman 3D computer animation program. Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. Store http://www.awn.com/awnstore Never before available!! Original Production cels from the Oscar nominated film The Big Snit by director Richard Condie ANIMATION WORLD MAGAZINE June 2000 67 ASIFA-East’s Festival Makes New York Even Hotter by Elizabeth Shin veryone who went to the Canter Center at New York University to celebrate this year’s ASIFA-East animation festival experienced some heat. Held on Sunday, May 7, 2000, the festival united more than 250 talented animators, producers and fans from all over the east coast to enjoy its festivities. With most of the attendees in shorts and Tshirts, the ambiance of the festival was both “fun” and “casual” in a very “New York” kind of a way, as Linda Simensky describes it. The event was spread out over a total of five nights, one evening for the award presentations and 4 nights for the judging. Somewhere between 50-75 jury members were present per evening to evaluate the submissions. E Signe Baumane (left center) and Bill Plympton (right center) cool off with exotic-looking drinks and an entourage of friends. All images courtesy of Linda Simensky. really grown. There’s a little bit of everything going on…2D, 3D, series and independent film people were all there.” The audience was a creative powerhouse with directors like Bill Plympton, George Griffin, Ward Sutton and Mo Willems heating up the arena. Coupled with the humidity, the actual temperature of the event was sizzling. One of the gems of this year’s productions is Life by Mo Willems, winner of the Independent Film Category. It is “an animation jam,” as Simensky describes it, “the New York anima- Animator Fran Krause (left) and Linda Simensky, President of ASIFA-East (right). Linda Simensky, President of ASIFA-East and VP of Original Programming at Cartoon Network, opened up the final night’s presentation with a brief speech, thanking the people who helped make the evening possible and then proceeded to hand out the awards. “The talent pool has ANIMATION WORLD MAGAZINE Animators Maria Scavullo (left) and Shawn Atkins (right). tion community had an opportunity to honor its own people” through both the production and celebration of this film’s achievements. The film features vignettes from numerous New York-based artists all revolving around the central theme. Another highlight of the evening was when Oscar-winner Frank Morris won with Frankly Caroline for Best in Show. “It was exciting to see Frank Morris give his speech when winning…it was the first time that an American festival had recognized this film.” All in all, the festival as compared to previous years was not only warmer (in the literal sense, as festivals were often held in the winter months), but it was also more “well-rounded” according to Simensky. Historically known as a center for commercial production, New York wasn’t considered to be a hot spot for the animation community. However, now home to numerous companies such as Curious Pictures, MTV Animation, Nickelodeon Animation Studios June 2000 68 Dave Levy (left), Dan Nord (center) and Toni Tysen (right). and Buzzco (just to name a few), will New York become a central breeding ground for animation production? One thing for certain is that the influx of animation companies to New York is helping to establish it as a place for creative individuals to thrive in animation series, as well as Web production, in a community that is making an effort to support, and celebrate, its artists. Elizabeth Shin is the Editorial Administrator of Animation World Magazine. She holds a master’s degree from U.C. Irvine and speaks four languages including French, Korean and Japanese. Previously she served as Romance Administrator for New Times and Advertising Coordinator for LA Weekly. She also acts as a facilitator for the University of Phoenix, giving lectures on written communications and has had short stories published in the Berkeley Campanile. Vincent Cafarelli of Buzzco (left), Alex Gorlin, a.k.a. Mr. Debby Solomon (center), and Candy Kugel of Buzzco (right). Dave Levy (left), Nancy Keegan (center) and Jen Oxley (right) of the ASIFA-East Festival committee. Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. Oscar-winner Jimmy Picker greets friends. ANIMATION WORLD MAGAZINE June 2000 69 Which Is The Real Kimba ? by Fred Patten Kimba the White Lion is always ready to take on his next challenge! © The Right Stuf International. imba, the White Lion was a popular TV cartoon series during the late 1960s and the 1970s. Based upon a Japanese 1950s cartoon-art novel, Jungle Emperor by Osamu Tezuka, and later produced by Tezuka’s Mushi Production animation studio in 1965-1966, the 52-episode series was licensed in America by NBC Enterprises for syndication for twelve years from its initial American airdate on September 11, 1966. NBC closed its syndication division in 1971 and sold its syndicated properties to National Telefilm Associates. Mushi Pro declared bankruptcy in 1973 and lawsuits were filed in Japan over Mushi’s assets. The litigation lasted K ANIMATION WORLD MAGAZINE for over two decades. Therefore there was nobody in a position to renew the Jungle Emperor/Kimba license when it expired in 1978. Blurry bootleg Kimba videos taped off TV (mostly showing the station logo of Los Angeles’ Channel 52, KBSC-TV, which showed one of the last broadcasts from August 1976 through July 1977) have been popular sellers at animation and comic book fans’ clubs and conventions since then, but Kimba has not been available legally. As far as the general public was concerned, Kimba was forgotten. Versions of Versions Meanwhile, variants of Kimba developed outside of the American public’s notice. Tezuka’s original 500-plus page Jungle Emperor cartoon novel told the life story of his lion hero, Leo (Kimba). The TV series was based upon the first part of this only, showing Leo as a young cub. Tezuka produced a 26-episode sequel in Japan, showing the further adventures of Leo as an adult. This was not picked up by NBC and was never shown as part of the Kimba series in America. It was eventually shown as a separate children’s program, Leo the Lion, on the Christian Broadcasting Network during 1984. The adult lion retained his original Japanese name, so most Americans did not realize the two programs’ relationship. Further, the litigation in Japan over the ownership of Mushi’s 1960s TV series did not prevent Tezuka, as the author of the story, from creating new adaptations of his novel. Tezuka started a new animation studio in the 1970s, Tezuka Productions. He was planning a new Jungle Emperor TV cartoon series at the time of his death in February 1989. His staff completed it as a 50-episode weekly prime-time series which was shown in Japan from October 1989 through September 1990. Kimba the White Lion’s 1990 U.S. appearance had some unfortunate changes. © The Right Stuf International. June 2000 70 The final variant almost degenerated into farce. One of the litigants in Japan, Fumio Suzuki, tired of the endless trial, unilaterally declared himself the owner of Kimba. He offered Kimba for sale in America in 1990. The Right Stuf International, a video company in Des Moines, was ready to buy when it learned that the rights were still in question in Japan. The Right Stuf began new negotiations with the reorganized Mushi Pro as the original owner. This led to an understanding that Mushi would license Kimba to The Right Stuf if it won the litigation (which was expected). Meanwhile, Suzuki went looking for new customers. Then in June 1994, Disney’s The Lion King was released. A controversy hit the news that summer as to whether or not the Disney blockbuster had consciously copied from the 1960s Kimba cartoons. Disney went on record that none of its Lion King production crew had ever heard of Kimba or of Tezuka. This brought publicized hoots of derision from animation professionals, including a “Kimba...I mean Simba” gag in an episode of The Simpsons. This made Kimba newsworthy, but still not available to a curious public. Fuel to the Fire Other video versions stepped forward to take advantage of this publicity. First was a July 1994 release of eight videos (sixteen episodes) of the Leo the Lion series with Leo/Kimba as an adult. A distributor’s announcement read: “As any hep person knows, the hit Disney movie The Lion King was inspired by Japanese animation great Osamu Tezuka’s Kimba The White Lion, ANIMATION WORLD MAGAZINE which appeared on U.S. TV in the mid-‘60s. In this sequel series, the lion cub has grown up, gotten married, sired two cubs, and changed his name to Leo. Go figure.” (Advance Comics, October 1994, pg. 288) The video box logo, Leo the Lion: King of the Jungle, combined the American TV title with a translation of the Japanese title in a way that suggested the Disney feature. Despite the acknowledgement that this was a sequel, the promotion implied that anyone who wanted to see what Kimba was like would find out in these videos. Kimba, the Lion Prince. © MCMXCV UAV Corp. In January 1996 four videos (eight episodes) appeared titled Kimba the Lion Prince. The video boxes emphasized that, “Kimba, the Lion Prince is the original lion adventure that started it all!”, with synopses that were closer to The Lion King than Kimba had actually been. (“It’s action and adventure as Kimba battles the evil hyenas and his father’s wicked brother!” In the original program there was never any suggestion that the brutal adult lion whom Kimba must defeat was a relative.) This release did present the original 1965-’66 Mushi animation, but with new dialogue, music and sound effects. The new English credits named a Toronto production studio. The original Japanese credits for Osamu Tezuka and his staff were gone, replaced by a card reading, “Special Thanks To Fumio Suzuki.” The third and best promoted series was a six video release from October 1998 through July 1999 of the first thirteen episodes of the Japanese 1989-1990 50episode Jungle Emperor, as The New Adventures of Kimba, the White Lion. This was a production of Pioneer Entertainment USA, the American subsidiary of the Japanese entertainment giant. Although the “New Adventures” in the title signified that this was not the original series, the larger Kimba, The White Lion logo implied that this was a part of that series, in the sense that a 1990s Warner Bros. Bugs Bunny cartoon can be considered to follow directly from the famous 1940s and 1950s theatrical cartoons. Finally… Now the original Kimba is finally available. In early 1997 the Japanese litigation over the 1973 Mushi Pro bankruptcy was resolved in favor of the reorganized Mushi studio. Mushi eventually signed a license with The Right Stuf International for an authorized American release produced from the original NBC masters. This release began in April 2000. It is scheduled to consist of thirteen June 2000 71 Kimba the White Lion and Polly Cracker try to figure out what all the confusion’s about! © The Right Stuf International. monthly video releases of four episodes per video until all 52 episodes are out. However, The Right Stuf is encountering market confusion between the different Kimba versions, especially over P i o n e e r ’s N e w Adventures since that has been t h e m o s t w i d e l y p r o m o t e d . Shawne Kleckner, President of The Right Stuf International, recently said, “We have received a number of calls stating confusion between the Pioneer product and the original. To avoid confusion, we are planning marketing which will focus on the fact that this is the ‘Original, Uncut 1966 Television Series’ and the packaging will also reflect this. Also, the releases previously [of Kimba, the Lion Prince] and Leo the Lion were really of poor quality. The perception that they represent the quality of the original Kimba will have to be overcome.” The Good and the Bad Actually, all four versions have some points in their favor. ANIMATION WORLD MAGAZINE The 1966 series is, above all, the original. It established the name Kimba, the White Lion. It is the version for nostalgia fans who enjoyed it in their childhood and who want to own it now, or who are curious about the Kimba/Lion King controversy and want to see what may or may not have influenced Disney’s animators. But Kimba was an uneasy compromise between NBC and Osamu Tezuka. Tezuka wanted to produce a faithful dramatization of his cartoon novel, which showed Leo fighting for the rights of animals throughout his life and dying a martyr’s death. NBC insisted that the story had to be less tense and violent for American viewers. The hero should remain a young cub with whom children could more easily identify, and should have more animal friends to interact with instead of being such a grim lone idealist. (NBC also arbitrarily changed all of the character names in the American dub.) Tezuka’s Leo the Lion sequel was produced on a much lower budget and lacks the high production values of Kimba. But it does show his lion hero’s later adventures the way Tezuka wanted the story to be told. Similarly, Pioneer’s The New Adventures of Kimba the White Lion is not a sequel. It is a blend between a remake of the original TV series and a more faithful adaptation of the beginning of Tezuka’s cartoon novel. Most of the supporting cast who had been added for the 1960s TV series are missing, and the remaining characters (except Kimba) retain the original names that Tezuka gave them. There is less humor and a more somber, even tragic, mood. Those curious to see how the original Kimba might have looked if Tezuka had not been constrained to tailor it to American TV standards should see this. There is also a more modern character design. The 1990s Canadian ver- The animals of Kimba’s domain stand behind him all the way! © The Right Stuf International. June 2000 72 matter of taste, but NBC’s producer-director, Fred Ladd, and his crew of writers and voice actors (Cliff Owens, Billie Lou Watt, Gilbert Mack and Hal Studer) were among the top veterans in the profession, producing the 1960s and ‘70s American versions of such fondly-remembered TV cartoons as Astro Boy and Gigantor, and animated features like The Little Norse Prince, Jack and the Witch and (Animal) Treasure Island. On the other hand, the new translations for Kimba the Lion Prince again have the virtue of retaining more of the original character names (except, obviously, for Kimba himself). But whether one happens to prefer the 1960s dubbings or the 1990s dubbings, the fact remains that the 1990s remake is not “the original lion adventure that started it all!” That is the original 1966 Kimba, the White Lion. And now, thanks to the ending of a 20-plus year bankruptcy trial in Japan and the patient waiting of The Right Stuf International, the real Kimba is available in America once again. Kimba’s mom appears in the stars, reassuring him that she is with him always. © The Right Stuf International. sion of Kimba the Lion Prince is actually quite compatible in quality with 1990s TV cartoon standards. (The quality of the video production, however, leaves much to be desired!) It has the misfortune to be compared with the exceptionally good original version. The animation itself, of course, is identical. But Tezuka spent extra money to impress the American TV market. The original background music is by composer Isao Tomita (better ANIMATION WORLD MAGAZINE known for his serious electronic music in the 1970s and 1980s) and scored for a full symphony orchestra. The new synthesizer music in Kimba the Lion Prince may compare well against most 1990s TV cartoon scores, but not against the rich tonalities of a full orchestra. (The beautiful music in Kimba is one of its best-remembered aspects by nostalgic fans.) Whether the new scripts match the witty 1960s scripts may be a Remember to search the Animation World Magazine Archives to find more articles on anime and related topics.on anime Fred Patten has written for fan and professional magazines since the late 1970s. Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. June 2000 73 The Anime Trivia Quizbook: F UN F AN F ARE OR M ORE ? book review by Fred Patten annish party fluff or a serious reference book? The Anime Trivia Quizbook Episode 1 does not aspire to be any more than the former, but it has enough aspects of the latter that libraries F ANIMATION WORLD MAGAZINE looking for primers on Japanese animation as related to current American popular culture may find this a handy purchase. Ryan Omega has been active in anime fandom in the Berkeley, California area all during his college days. He began writing these questions as the host of an “Anime Game Show” at the annual Fanime Convention in San Jose each winter. The book reflects this TV game-show format; full of snappy patter and wisecracks. But it is also designed for the full spectrum of fans, from the neophytes to the veterans. The Quizbook is divided into seventeen categories covering such themes as Boys’ Anime, Girls’ Anime, Video Games, Romance, Science Fiction & Mecha, Cultural, Gender Confusion, and the like. Each has five sets of five questions of increasing difficulty. The Japanese animation covered in these questions are generally those movies and TV programs most popular in the American anime fan community during the past five years. This does not mean only anime titles released in America. Fans are notorious for obtaining video copies of new anime directly from Japan and spreading them around to their friends, and for keeping up with the latest news in the untranslated Japanese anime fan magazines. Most of the easy questions are based upon the most popular titles in American TV and video releases. The harder questions are as likely to require a knowledge of the differences between the original Japanese and the American releases of these same programs (such as referring to rice balls as “doughnuts”) and to popular new titles in Japan which have not been released in America at all, as to more obscure titles. Or to news from the Japanese fan magazines about the most popular anime artists and voice talent. June 2000 74 Anime has developed a stereotype in America as pandering to adolescent obsessions with sex and violence. Since this trivia quiz is aimed toward those mostlyadolescent fans, some of the questions are a bit risqué or show a fascination with some of the more bizarre (to Americans) aspects of Japanese culture. An example is a question about a popular voice actress, Kikuko Inoue, which identifies her as having told her fans she believes that she was a fish in her past life, and whose roles include Boku no Sexual Harassment, an adult office comedy in which she plays an office employee who is frustrated because all the handsome men are gay and dating each other. To help make this Quizbook more informative for neophyte fans, Omega has scattered numerous brief explanations of Japanese cultural aspects that are often puzzling. For example: “When biographies of anime characters are made, one of the things that is always mentioned is the character’s blood type. Why? Americans could care less that dedicated Street Fighter Ryu has blood type O, but the Japanese use blood types (ketsueki-gata) to analyze personalities. If you knew nothing about Ryu except his blood type, you would at least know he is inclined to be a determined young man with a strong sense of purpose [...]. This blood-type trait assessment [...], like horoscopes, is used in Japan to determine a person’s disposition and personality.” (pg. 82) For anyone with an interest in anime, neophyte or knowledgeable fan, the Quizbook is fun to browse through. For those who want to actually use it to organize party anime trivia contests, there are speed rounds and a rating scale. There is a good title index so all the questions related to any specific title may be easily located. Anyone looking for a basic primer on anime should go first to Dr. Antonia Levi’s Samurai from Outer Animation World Space: Understanding Japanese Animation (Open Court Publishing Co., 1996), or Gilles Poitras’ The Anime Companion: What’s Japanese in Japanese Animation? (Stone Bridge Press, 1998), but Anime Trivia Quizbook Episode 1 is a worthwhile additional title. Anime Trivia Quizbook Episode 1: From Easy to Otaku Obscure, by Ryan Omega. Illustrated. Berkeley, California: Stone Bridge Press, 2000. 176 pages. ISBN: 1-88065644-2 (trade paperback $14.95). Remember to search the Animation World Magazine Archives to find more articles on anime and related topics. Fred Patten has written on anime for fan and professional magazines since the late 1970s. Note: Readers may contact any Animation World Magazine contributor by sending an e-mail to [email protected]. Store http://www.awn.com/awnstore/vilppu Never before available!!! Glenn Vilppu’s drawing techniques manual and video tapes, used worldwide as course material for animation students. ANIMATION WORLD MAGAZINE June 2000 75 Animation World News Compiled and written by Rick DeMott Technology news by Paul Younghusband Get your headline news first every day on-line at http://www.awn.com/headlines Plus, have industry news delivered to your e-mail every week in the Animation Flash, AWN’s weekly industry newsletter. Subscribe today at www.awn.com/flash/ Awards TPinky & The Brain Take Over The Daytime Emmys l Daytime Emmy Tech Awards Announced l Webbies Name Best Sites Of The Year l Interactive Awards Announce Winners l ASIFA-East Awards Excellence l Viola & King’s Shirts Top Nordic Fest l The Age of the Interactive Awards l BAFTA Says Beautiful Eyes Is Best 4 http://www2.awn.com/mag/news.php3?item=Awards l Call for Entries Flash! Anima Mundi Wants Web Toons l Ajijic Asks For Animation Submissions 4 http://www2.awn.com/mag/news.php3?item=Call%for%Entries l Commercials Sedelmaier Helps Griffey Try New Sportz l Quiet Man Raps On Barrons Ad l SimEx’s Sixth Froot Loop Spot 4 http://www2.awn.com/mag/news.php3?item=Commercials l Business Cinar Sued By HighReach l Harvey Hatches Better Results For 1st Quarter l Time Warner & Disney Draw Truce l Marvel Sends 15 Heroes To Artisan l Mounting Fines For Time Warner & AOL l Marvel Sees First Quarter Decline l Nelvana Offers 3.75M Shares l Report Calls For Canadian Television Fund Revamp l Quebec Animation Adds Oscar Winner l Founders’ Renovate Home With Cinar Funds? l Filmmakers Call Foul To Canadian TV Fund l Project: Messiah’s New Reincarnation l Cinar Employees Barred From Trading l Harvey Goes PM l Ollin Studio Opens Office In Canada l Humongous Donation To Make-A-Wish Foundation 4 http://www2.awn.com/mag/news.php3?item=Business Events l ANIMATION WORLD MAGAZINE Frederic Back Retrospective l Zagreb 2000 l Outer Limits l The First Bristol Animated Encounters l CalArts Showcase 2000 l Singapore Animation Fiesta 2000 l AnimeOnline Festival l Annecy International Film Festival l Swatch & AtomFilms Launch Flash Talent Search l Bill Plympton’s Guilty Pleasures At WAC l World Animation Celebration l L!censing 2000 l Nashville Independent Film Festival l Non-Photorealistic Animation and Rendering Symposium l Toronto Short Film Festival l Plympton On Broadway 4 http://www2.awn.com/mag/news.php3?item=Events l June 2000 76 Films People Dino Soars To The Top Of US Box Office l Stuart Little’s Dykstra Swings With Spider-Man Gladiator Slays The International Box Office l Former TriStar Chairman Joins Film Roman Board l Gladiator Reigns Over The US BO Battlefield l Call, Macaluso Promoted At Digital Domain l Gladiator Rules While Mars Lands At Top Of Global BO l Grasso Named Will Vinton Exec VP l Web Toon Undercover Brother Turned Into Feature l Stan Lee Media Lands Top Animation Talent l Gladiator Works As Dream Maker At US BO l Aries New VP At Nick Studios l Stuart Little & Pokemon Fade From International BO l Roth & Bird Fly To Pixar l Pokemon & Stuart Struggle For International BO l DEN’s Programming VP Vamooses l It’s Raining Stars For Cats & Dogs l Tsujihara Takes Over Entertaindom l U-571 Sinks The New Recruits At US BO 4 http://www2.awn.com/mag/news.php3?item=People l El Dorado Falls To Five l U-571 Undeniable Box Office Victor l Spike & Mike Invade Cannes Technology l NFB’s Upcoming Animation l Alias|Wavefront Bring Maya To The Mac 4 http://www2.awn.com/mag/news.php3?item=In%Passing l AFX Release SceneGenie 1.2 4 http://www2.awn.com/mag/news.php3?item=Technology l l In Passing l Warner Bros. Director Arthur Davis Passes 4 http://www2.awn.com/mag/news.php3?item=Licensing Television Pokemon Pumps Up European Deals l South Park Is iN DEMAND l Cartoon Network To Air Lost Cartoons Internet and Interactive l The PJs Movin’ On Up To The WB l VanHook Ventures On Cyberspace l Cartoon Network Navigates 10 New Pilots l DEN Is Done l Phil Roman Rides With Soap On The Range l Web Thugs Hit The Tellie l Nick After Hours l Dr. Katz Producer Tom Snyder Joins Shockwave l Parker & Stone’s 3 Year Deal l Actor Hamilton Joins Stan Lee Media As President l Marx Brothers Toon Stopped By Heirs l Honkworm Unveils New Toons At Cannes l Wildbrain Creates Content For Cartoon Network On-line 4 http://www2.awn.com/mag/news.php3?item=Television l Digital Entertainment Network Version 2.0 l King Of The Hill Puts Foot Into Net Video l Two Nova Scotia Guys Net Spielberg Deal l Best Of Zagreb Video l Bunny Grenade Explodes Onto Web l Anchors Aweigh Sails Onto DVD l Ben Stein Wins With Shockwave 4 http://www2.awn.com/mag/news.php3?item=Video 4 http://www2.awn.com/magt/news.php3?item=Internet%and%Interactive l Licensing Disney Lands A More Golden Book Deal With Random House l Mattel Lands Nick Toys Deal l Hasbro Builds With Bob l Power Puffed Soundtrack 4 http://www2.awn.com/mag/news.php3?item=Licensing l ANIMATION WORLD MAGAZINE June 2000 77 Next Issue’s Highlights Comic Books and Adult Animation July 2000 nimation World’s July issue is focusing on Comics and Adult Animation. We are going to be featuring stories on Fox’s upcoming feature film, The X-Men, and superstar Todd McFarlane. We will also be remembering the careers of Charles Schultz, Dale Messick and Edward Gorey. Joseph Szadkowski will be going behind the scenes and taking a look at the tools of comic book production. We are also going to look at the sophisticated themes of Jiri Trnka’s films and Martin Goodman is going to investigate why some folks still won’t accept animation as an art form. A Lee Dannacher is going to continue her profiles of Internet companies by taking on Rumpus.com Media, and Jacquie Kubin is going to continue with her gaming column as well. As for events we will be getting film reviews of the best films direct from the Annecy International Animation Festival by Maureen Furniss. We’ll hear from the busy MIFA floor as well! Upcoming Editorial Calendar Adult Animation Computer and Internet Animation Feature Films Licensing and Merchandising ANIMATION WORLD MAGAZINE July 2000 August 2000 September 2000 October 2000 June 2000 78