[go: up one dir, main page]

Thursday, December 22, 2011

Animondays Interview: Linda Simensky -part I


Pitching is on my mind these days because I'm prepping (along with my partners, The Levinson bros.) an original 5 min self-produced pilot and mini bible for use in a major round of pitching in January and February. Pitching is not for everyone, nor does it line up with everyone's goals for what they want to achieve or explore in the art and industry of animation. But, those that are curious about this interesting area may find this post useful.

Linda Simensky, PBS Kids VP of Children's Programming, was the first animation development executive I ever met. Level-headed, funny, and an expert in her field, she's been a trusted friend and mentor to me for almost two decades.

Simenksy's official bio:
In her role as VP of Children’s Programming, Linda Simensky collaborates with producers, co-production partners and distributors throughout development, production, post-production and broadcast for existing and new series including Curious George, Dinosaur Train, The Cat in the Hat Knows A Lot About That, Super Why!, Martha Speaks and Sid the Science Kid for PBS Kids, as well as WordGirl, The Electric Company and Wild Kratts for PBS Kids GO! Prior to joining PBS, Linda was SVP of Original Animation for Cartoon Network, where she oversaw the development and series production of The Powerpuff Girls, Dexter’s Laboratory, Samurai Jack, Courage the Cowardly Dog and other major projects. Linda began her career with a nine-year stint at Nickelodeon, where she helped build the animation department and launch such popular series as Rugrats, Doug and The Ren & Stimpy Show.

Without further ado, here's part 1 of my interview with Linda Simensky (pictured above and, below, in cartoon form from PBS Kids' WordGirl), conducted in 2009 for use in my book, and appearing here in it's entirety for the first time. Enjoy!


1-What do you think the most common frustrations creators have with the typical network pitching and development process?
I am lucky that in the course of my career, I've been able to work with a number of people who have done great work, and I've had shows and even pitches where the experience has been completely positive. Those moments come when the creator not only has a good idea, but understands the goals of whatever network I am working for. I, in turn, find it works best when I understand the goals and bigger vision of the creator I am working with. These moments are the ones that make a development job worth it.

On the other hand, there are certainly many times when pitches are painful -- boring, not interesting looking, or just wrong for us. But what I think the creators are feeling is just an overwhelming amount of stress. I have been taking pitches for a while now, in three different companies, and the experience is fairly consistent. The pitching process is fairly stressful for both sides! If you are on the network side, you have to walk into each pitch thinking "this might be our next show." I often sense that the creators are walking in thinking, "these people don't understand how great my project is going to be."

I always get the sense that creators and producers sense that we are holding information back -- that we know the answers or we know exactly what we are looking for and we're just not sharing it. I think they tend to have the sense that development executives are not being completely honest.

I also think that creators often feel that if they could just speak to the person in charge (if they are pitching to the rest of the department, for example,) that person would love the project and it would get picked up. Of course, a good project will generally excite anyone in the department.

Also, I think that creators sense the development executives get bored easily and are looking at their watches. This may be true some of the time. On the other hand, sometimes a minor crisis of some sort is unfolding, and then it's 2:00 and you are off to a pitch. It's impossible not to seem distracted and unfocused. Sometimes it helps to be honest about being distracted.

2-What, if anything, about this process would you change if you had the power to do so?
First, I'd find some way to make the process much less stressful. I used to joke that I was renaming the pitching process "come in and tell us about your idea," so it would sound less stressful. But the nature of the process is that it is stressful.

Also, many people who pitch are either not that great at representing their property, and many don't seem to know it well enough to make the pitch completely sound enticing. What creators can do is know their properties and be able to talk about them, rather than reading from the pitch or doing an unfocused pitch that doesn't really represent the idea. Give examples of how a show is funny, rather than saying it's going to be funny.

There are some other mistakes that creators and producers make when pitching:
- When you are pitching to a network, know what shows they produce and watch them before coming in.
- Don't think that your show needs to be exactly like the other shows on the network. They have those shows already.
- Don't insist that you know a network better than the executives sitting there. Maybe someone's trying to do something different.
- Don't tell me that other networks really like the idea and are interested. The pitching process is a lot like dating. So if you wanted to date someone, would you tell that person that many other people were interested in dating you? Or that you were interested in dating other people? Your goal is to convince the networks why your project is perfect for their network.

There are also some mistakes that executives make when taking pitches.
- Be as honest as possible. It is hard to say no, but I think most people would rather have an honest answer than to think the pitch was great and then get rejected.
- Don't act too self important. Someday, you might be on the other side of the desk, pitching to this person.
- Sometimes the pitch you are looking at isn't one you fall in love with, but perhaps this creator will be back with something better next time. You can offer feedback and/or encouragement, rather than just some terse comments.

3-What are some common problems you often see in show art in a pitch bible?
There usually isn't enough art. If you are pitching and you've only bothered to draw one drawing each of the main characters, that doesn't usually capture the feel of the show. And if the characters are posed for presentation or a character lineup, they can look pretty static. The optimum pitch, from my point of view, has rough art as well as finished art, and shows characters in a variety of situations or actions. If the show is meant to be humorous, the designs should convey that.

Many times, people will put badly drawn art in a bible. For those who do not have a background in designing characters for animation, consider hiring someone who does. The ability to illustrate is not the same as the ability to design for animation. And someone's ability to "draw just like a Disney animator" is not the same as actually being an animator. Unattractive, badly drawn or amateurish designs often ruin what otherwise might be a good idea.

4- What are some common problems you often see in plot synopsis's in a pitch bible?
Much of the time, there is too much written and it doesn't really tell much about the show. Try to be succinct, and most importantly, make sure it is an interesting read.

I always have a stack of pitches waiting, and I tend to read the shortest ones first. And if a pitch doesn't interest me right away, I don't always finish it. If a pitch isn't interesting to read, the show probably won't be much better. I should be hooked at the very beginning of the pitch.

Don't spend much of the pitch telling us how funny it will be, make it actually seem funny and that will go along way in convincing us you have the right tone.

5- What are some common problems you often see in character descriptions in a pitch bible?
Sometimes a great deal can be written about a character, and yet we still don't know much about this character. Sometimes, people have very little information about the character, othen that how funny they are going to be. Try to describe the character using terms that capture the character as if it were a real person. Make us believe this character is believable and interesting. If you want people to tune in every day to see what this character is doing, make us care about the character. When creators use very basic and bland terms to describe a character, you end up with a character who doesn't seem particularly interesting. If you need to practice, write a description of yourself, the way you'd want to be described. Most people have more than one or two character traits.

6- What are some common problems you often see in world/set-up descriptions in a pitch bible?
Creators often come up with very high concept ideas that are interesting in the pitch for a few minutes, and then just seem like they take time away from the more important parts of the shows. When someone pitches an idea where the world concept is highly stylized and everyone has names that are animals or plants or colors, I usually end up thinking that if I don't love the characters, I don't care how cleverly their world was constructed or how high their high concept was.

Sometimes a world just isn't believable and a creator's defense is often, " Well, this is my vision, in this world, dogs fly. That's how I see it." But there is often something missing or underdeveloped that makes you continue questioning the world.

7-For a first meeting with a creator, do you prefer to see a few of their ideas roughed out on two sheets before they go through the larger effort of creating a full pitch bible?
This tends to be a matter of personal preference. I prefer to see something at the very beginning, and at this point, I can tell people if the idea is interesting and a good fit for us.Then they can go back with some feedback and develop it a little more fully for us specifically. When people walk in with the foamcore-mounted characters or a finished pilot, I usually sense that they aren't open to much feedback. But on the other hand, it's very rare that someone walks in with something that works perfectly for us with no additional feedback.

8-How many pages should a pitch bible be?
I find that the initial pitch can be around five or six pages and that can include everything that I would need to see in a first draft. A typical pitch for PBS will end up fairly lengthy in the end since the show needs to be educational as well as entertaining, and the pitch also needs to be for all platforms, not just for television. But there is no need to communicate much more than the basics at first. These basics include the initial idea, the main characters, their world, the visuals, the curriculum, and five or six stories. In a final pitch, the curriculum document would be much longer, their would be an interactive/web plan and a list of advisors, as well as several other items, for example. But that just underscores the difference between a pitch for a series and a pitch that represents the idea across platforms.

9- How important is presentation in a pitch bible? For example, if the show is about furry green monsters, should the pitch bible be bound and covered in furry green fluff?
This is a matter of personal taste, I believe. I personally have no particular interest in how well the show is packaged if I don't fall in love with the basic idea. I have never picked up a show because it was packaged well for the pitch. I have wondered in some cases if the person behind the pitch might be better suited for a marketing job at times. But again, it is a matter of personal taste -- some people are driven by visuals to the point where the thought of sending something that wasn't cleverly packaged just seems wrong to them. But we tend not to pay much attention to the packaging, unless it makes the project unwieldy. (It's true, green fur doesn't file well...)

We have an ongoing joke about people who have their projects professionally bound at the printers, because the first thing we usually do is tear the binding off to have copies made.

If you want to put your time into something aesthetic, put it into making the artwork in the pitch as compelling as possible. If someone were pitching a show that had a comic book feel to it and they made the cover look like a comic book, or they did a few pages of a fake comic book that made me laugh, I'd be much more impressed.

10-Do you like to be thumbing through a pitch bible during a pitch meeting or is it a distraction?
It's a distraction to me to be thumbing through a pitch. I'd rather have someone just talk to me about the show. After all these years of taking pitches, I still have no idea if I am supposed to follow along with a pitch or not unless someone tells me specifically what I should do. It's different from pitch to pitch. The easiest for me is when someone brings art they can hold up, and then at the end, they hand out takeaway pitches for us to review.

11-What is the best way for a creator to present an animated pitch in a pitch meeting?
I prefer when someone comes in and can talk fluently about the show, can show artwork by holding up a bunch of examples, and can then capture the idea in the pitch they hand me to review. I also prefer smaller pitch meetings, as the conversation is usually better and more natural. What I hate most in a pitch meeting is when people read to me.

People usually want to know if they have to have some animation to show. They don't, but I can think of a few times when people walked in with some Flash animation that was pretty funny, and it certainly helped to get us excited about the idea. On the other hand, I can think of many more times where a weak demo killed the property for us right then.

12-How much of your development content is found or pitched to you at industry events such as MIPCOM or Kidscreen each year?
Many projects are pitched at these events, but few turn out to be right for us. I find events such as Kidscreen helpful for meeting people, but I find pitches at these events to be rushed and awkward. I find myself taking pitches from people who are not familiar with what we are looking for and are trying to pitch to as many people as possible.

In a typical pitch in my office, there would be some time to chat and learn more about the person pitching and for them to learn more about what we are looking for. The whole pitching process can be a little more relaxed, and more feedback can be shared. At Kidscreen, chances are that I am scheduled with back to back 15- and 30-minute pitches all day and after about the third or fourth pitch, my ability to concentrate is shot. At Kidscreen, I prefer taking pitches from people I'd have no chance to see during the rest of the year.

***Stay tuned for part II of my interview with Linda Simensky next week! Till then, Happy New Year!

Monday, December 19, 2011

Creativity and Writer's Block


Tonight is the last day of my SVA Animation Careers class. This is the first time I've taught the class in the fall and it's been a real pleasure. In the past the only opportunity seniors had to take my class (which is a graduation requirement) was the Spring, smack in the middle of the mad rush to complete their thesis films. But whichever season the class hits, there's been one consistent variable among the students: a fear of writer's block. I get a lot of questions about that and it's a curious thing.

After the writers block questions flared up this term I asked the students, "How many of you have gotten ideas for future films you'd like to make as you've been working on your thesis films?" Every single hand in the room went up.

When you are being creative and in-process on something, ideas just seem to flow––ideas and solutions for what you're working on and stray bits of new ideas you'd like to explore in the future.

I've brought this up before, but I think I learned something about creativity by being the son of an Ad man. My dad would use his entire 4 hours-per-day commute to fill backs of envelopes and scraps of paper with scribbles of new campaigns, concepts, logos, etc. One doodle would lead to the next. But, he would have never gotten to the best stuff without having gone through that process. Quantity of ideas lead to quality. His job was just to put them all down on paper (as fast as his hand would allow) and with the understanding that the good ideas will stand out. Creativity and editing are separate stages. I think a lack of awareness in this area is what is confused with writer's block.

For example, I develop, write, and pitch proposals to networks each year, but I don't think I would be accomplishing that if I began development with my editorial hat on. To start that way would be saying, "What's the best possible idea I could think of?" That would be a sure way to kill creativity because it sets an impossible standard for any ideas to follow. A better beginning would be to ask your self: "What do I enjoy?," "What areas of interest of mine can I start with to get things flowing?"

After all is said, writer's block does exist--just ask Stephen King, who has used it as a central topic in many of his novels. No matter how comfortable we get in our brainstorm process, there will be times when we hit a wall. But, there's always options or exercises to help with that.

When I had trouble starting the storyboards for my latest film, I engaged Willy Hartland to do the storyboard (see one of Willy's original panels above), thus allowing me to focus my attention elsewhere. And, you know what? Being able to build off of what Willy did gave me the confidence to get started, even allowing me to take some of his sequences to the next level and reboard certain sections with new ideas once I figured out what I was doing. And, none of that is to fault what Willy did. I love his storyboard. But, just a like a creative brainstorm, a first storyboard is a conversation starter. Solutions and the right path to the finish emerge as you work. They don't come as easily (or at all) by staring at a blank page.

Monday, December 12, 2011

Fireworks


I don’t know what I’ll be working on professionally, year-to-year, so the only way I know if my career is on track is by making sure I'll have new experiences. All of us get some degree of new experiences through the work we do for clients, but the most reliable source for new challenges is from creative works you generate your self.

Since 2007, I’ve amped up the regularity by which I’m making indie films (averaging about 1 every year-and-a-half), and these projects ensure that whatever happens in the economy or to our industry, I’ll make my own new experiences no matter what.

Films allow one to experiment with so many elements: the visual development that usually takes place at the beginning, the approach to the storytelling discovered in the storyboard, the pacing of the film established in the animatic, the style or design of the animation that emerges as you draw picture after picture, the audio styling that tells half your story and in ways that the visuals couldn’t alone, and the fabric that is all these elements stitched together in the final product. The indie short filmmaker has final say over all these ingredients–– there’s truly no other venue (as animation people) where that freedom exists.

Another thing I appreciate, is how these projects give us something positive and creative to occupy our thoughts. Sometimes while I’m walking, about to go to sleep for the night, or brushing my teeth, I’ll get an idea of how to restage my scene-in-progress, or a solution for a tricky camera move, or maybe hatch a new name for the film. In short, when you’re working on a personal film, there really is no time away from it. You’re always thinking about it, improving it in your mind, and forever going through the creative process. I find this to be a very addictive.

Once a film is done it’s like preparing to launch fireworks. Some are duds, and some explode to their full glory maybe even going beyond expectations. But, unlike fireworks, after a film burns through a two-year festival run, it still exists, building up a body of work for the filmmaker. Above and below are stills from my new short, which is only days away from completion. It’s almost time to aim it away from my face and light the fuse…



Saturday, December 3, 2011

He Played it by Ear

A still from "The Ballad of Archie Foley - he played it by ear," a 1995 film co-directed by Candy Kugel & Vincent Cafarelli.

I was very sorry to hear that Buzzco Associates, inc. co-founder Vincent Cafarelli died last week. Vinnie was one of those people that you assume will always be around. Passing away at the age of 81, his career spanned from the days of the theatrical short (Famous Studios) through the golden age of NY animated commercials in the 1950s and 60s, and concluding in the present era's botique studio of the Hubley's model.

I met Vinnie so many times over the years, going back to when I first attended an ASIFA-East board meeting at Buzzco in 1995. Vinnie didn't stick around for the meetings, but as he was heading out the door we always exchanged a few pleasant words. I was aware of his talent and reputation and I admired his warm and gentle disposition. In 1996 when I was on a layoff from Michael Sporn's studio, I officially interviewed at Buzzco where Vinnie and his studio partner, the friendly Candy Kugel, sat me down to check out my work. At the end of the interview, I asked if I could stick around to watch all their films, which they had compiled on a single video tape.

I had already seen at least two of their films at ASIFA festivals, but this was the first chance I had to see the full body of their work. I was blown away by the variety and quality of the shorts. I particularly loved the films "A Warm Reception in L.A." and "We Love It," both of which were tongue-in-cheek looks at what it's like being an artist working in a commercial field.

After the meeting, they invited me to stay for lunch and eat with their crew. For someone newish to the industry who was currently out of work, sitting down to a meal with the Buzzco family made me feel a little more hopeful, and a little less lonely before returning to my apartment to face the rest of my layoff. That was the shop that Vinnie and Candy built. A family atmosphere that happened to be professional animation folks churning out award-winning indie films and top-notch commercial assignments.

I had the pleasure of seeing Vinnie only two weeks ago at an Academy screening, where we chatted about Brooklyn. Vinnie lived in Cobble Hill near my wife's Aunt. I told Vinnie I was living in Brooklyn too and that my dad was from Brownsville and my mother from Canarsie. Vinnie said to Candy, who standing near by, "We have another Brooklyn boy here."

After I heard the news of Vinnie's passing, I kept thinking about Buzzco's 1995 film, "The Ballad of Archie Foley," which depicts the life of a gentle man who spent his days in the entertainment biz, albeit in the largely uncelebrated role of foley sound recording. How apt a metaphor for animation people who similarly toil behind the scenes in anonymity. Still, I think the majority of us wouldn't have it any other way. We speak through our drawings and our films, and through the people left behind that absorb that work and it's lessons.

Vincent Cafarelli has left behind a rich legacy and we are richer for having had him a part of NY Animation all these years. For a more detailed account of Vinnie's career be sure to visit Michael Sporn's post. My thoughts are with Vinnie's family, Buzzco's extended family, and with his partners' Candy Kugel and Marilyn Kraemer.

Saturday, November 26, 2011

Magic Decade


I don't think I'm unique in being fascinated by the time immediately before I was born. For me, that decade happens to be the fascinating and transformative 1960s, so that certainly doesn't hurt none. All my life, the 1960s have had a distinct pull for me from music to movies to history. Most importantly (on a personal level) it's when my parents met, married, and settled in Long Island where I was later born and raised.

Now my lifelong interest in that era has gone one step further in that I'm making a short documentary animated film about how my dad, Bob Levy, unexpectedly came to go to Cooper Union, graduating in 1961. Each day on this film connects me with that time, and with my family's history. It's an experience I'm relishing, and maybe that's why a film I wanted to be finished in a month is taking me four times that long.

Making personal films exploring family history, is allowing me to bridge gaps in my past and that of my ancestors. It's been said that you should write what you know, or do the research until you know what you write. As part of the research process, my dad and I turned his house upside down to find his artwork from the period so it can appear in the film at key moments. In one closet (as his three curious cats looked on) we stumbled upon some of his random creative and business projects from the early 1960s. There were original song lyrics (I had no idea he had tried to write songs), artifacts left over from a successful silkscreen printing business he co-owned and operated for two years, and a stack of cut-paper Christmas cards (images above and below) that he made but never got around to printing.

I thought it would be fun to share some of these designs here, especially with the holiday season just around the corner. Happy Holidays from one magic decade to another.






*all images © Robert S. Levy

Friday, November 18, 2011

PES by Numbers


PES, photo courtesy of AWN.com.

Currently based in L.A., the stop-motion animator/director PES first established his career in NYC where he became an important fixture of the local indie animation scene. PES represented a new type of indie animator, one whose creativity and ambition was matched by his savvy in self-promotion utilizing new media. Just as Bill Plympton broke ground by tapping into new markets such as MTV and tournées like Spike and Mike in the late 80s and early 90s, in the new century PES became the darling of viral videos that spread via e-mails, his website, and later on YouTube.

I miss the guy and his energy, so today I thought I’d share PES’s complete essay written in 2005 for use my first book. Enjoy!


“I shot my first film when I was 25. It was live-action and it was a short film, precisely 48 seconds long. It was more like a commercial than a traditional short film, with fast-paced editing and a surprise ending.

I spent 700 dollars on it and called in lots of post-production favors. I had to figure it out from the ground up. I wrote it, directed it, produced it, cast it, did the costumes, built models to create my own effects in-camera and I even borrowed a 16 mm camera to shoot it. My goal was to discover, in a relatively low risk scenario, whether or not I enjoyed the process of making a film enough to continue doing it.

At the time I was working in a large advertising agency in New York City. It was my first job after college. I was a “creative assistant,” in other words, a glorified secretary to an ad executive on the creative side. This means I had gotten m y foot in the door in a fun place to work, but that was about it. I was at the bottom of the totem pole. My days were spent doing menial tasks like booking flights and making popcorn in the reception area. Stuff you could do with your eyes closed. But at least I was getting paid, and I had lots of time to devote to developing some of my own ideas.

The advertising agency was great for many things, one of which was RESOURCES. There were people, machines, tape stock -- anything and everything you could think of -- tens of thousands of dollars worth of goods and services.

Another interesting thing about being in the advertising agency creative department was that I was surrounded by creative content from all over the world: commercials, short films, music videos, print advertisements and posters. I looked at everything in my spare time and was definitely influenced by it. I was drawn to the short storytelling format of comm ercials. A simple idea, you’re in and you’re out. Leave a viewer with a thought, make them laugh, but more than anything: get their attention. Show them something they’ll never forget. The big lesson I learned from advertising is that short can be powerful.

After I made my first film (the 48 second “Dogs of War”) I promoted it to advertising press sources. I slapped a logo on the end and called it a “spec commercial,” a term used in advertising to refer to commercials that were not commissioned but are useful in getting a director paying work within the industry. The press sources ate my film up, even though it wasn’t a commissioned job.

Calls from agents and commercial production companies looking for up-and-coming directors started coming in: What else do you have? And when can I see it? What’s your next project? Can you send me your reel? Unfortunately I had only those 48 seconds to my name.

The title card from "Whittlin' Wood," demonstrates how the filmmaker's signature design sense makes it to every aspect of his work.

I planned my next films. The second was another live-action short film shot in a desert that could also function as a “spec commercial”. I called this idea “Whittlin’ Wood.” The third film was a little idea about two chairs that have sex on a New York City rooftop. It was to be an animation with objects. Two life-size chairs would need to move inch-by-inch on a real rooftop. I knew immediately had to quit my job in order to make these films because I would need lots of time to shoot the second one, “Roof Sex.” On top of that I had to teach myself how to animate.

I took out 8 credit cards and quit my job. This was a scary leap, but necessary for me. It was the moment I placed all my faith in my own ideas and myself.

I learned more about filmmaking in that year than any time at school could have taught me. I thought very hard about all my shots, and about how the films would play out. I considered many options for every scenario, choosing the ones that made the most sense to me. Since I was spending the only money I had access to, I had to make absolute sure both these films were good. A dud was out of the question. I never really believed in learning by making mistakes. My feeling was, if you think hard enough through an idea, and if you have a genuine feel for the medium, you can avoid simple pitfalls that a less-prepared filmmaker might make.

One of the reasons I was drawn to start making films in a shorter format was that I felt I could have a better chance of making a great film all-around, with fewer compromises than I might have been forced to make on a larger film (given the financial constraints I was working with). So very early on I decided that for me a great 1-minute film was going to be 100 times more valuable than a mediocre 5-minute film. I believed in the inherent value of great short content, especially in an increasingly internet-savvy world.

At the time I also wanted to get up and ru nning as a commercial director so that I could make money to finance future personal projects. Commercials were always how I planned on making my bread and butter. It was where the big money was, and I knew that from the very beginning. But aside from money, I knew commercials would be great for experimenting with techniques and equipment, working with A level Hollywood cinematographers and art directors, getting valuable experience directing large crews. As an added bonus, if you were lucky (and talented) you even might make something that gets absorbed into the bloodstream of popular culture. Above all, I felt commercials and music videos were a logical entrée to getting larger projects such as a feature off the ground sometime down the road.

Check out this still from Roof Sex. Anyone can drag some furniture on a roof, but how many can compose a shot like this? PES's cinematography paints the city scape as if he designed the buildings himself.

How/why I started doing animation
Now I went back to the drawing table. At this point I will remind you that I had only done one animated film, this was not my “thing” yet. I had made Roof Sex ® because it was funny and I loved the idea of furniture porn, not because I wanted to make an animated film. I taught myself how to animate because I had a clear vision for this film and I didn’t want anyone else to fuck it up. I had to do it myself in order to be 100% certain it was exactly how I wanted it. However, the process of creating Roof Sex was so exciting for me that it was like opening up a chamber in my brain stuffed with hundreds of ideas about objects and now I wanted to make them all. Like Steinback said, ‘First you have one rabbit. Then you have a hundred.”

Only thing was, that credit card debt was eating all my money and I had literally nothing to make my new films with. This turns out to have been the next critical juncture for me: I would start making the cheapest of these ideas first. I called up the armies of household objects, small stuff: peanuts, seashells, binder clips, and other assorted ≥ household objects. The more films I could make the better. I pushed myself. In no time I began to create several films with animated objects, some as short as 10 seconds. I was just following some of my ideas, within the realm of what I could afford to make. All this work was very experimental; I was really just playing around. Stop-motion animation just happened to be the best method for this crop of ideas, not the only type of film I ever wanted to make. But I persisted.

The next important decision I made was to create a website where my films could have a home. Sarah my girlfriend was key in this process. She learned basic html and we put it up ourselves in a couple of weeks. I called it EatPES.com, and I offered my films up for free. The idea was to do something simple, focusing on the work.
On my website I posted my short animations along with Roof Sex. “Roof Sex” drew thousands of people to my site instantly, sin ce it already had a life of its own.
Furniture Fornication as art, in "Roof Sex."

Traffic on my site began to climb over the following months, completely by word of mouth. People came to the site looking for “Roof Sex” and discovered a body of work, lots of ideas and executions. Films I had made 2 years before were now seen in the context of everything else I had made. This is very valuable to people out there because you suddenly leap from being a one hit wonder in the public’s eyes to an artist with a particular style and distinct point of view. This “fingerprint” is really the most valuable asset you have. It’s what makes people want to work with you.

On Film Festivals
Annecy 2002 is when my life started to change. Roof Sex took a top prize for BEST FIRST FILM at Annecy. Overnight it became one of the most talked about films in the world. When we returned home to NYC the fax machine was flooded with papers and my first instinct was, what the hell happened here. But i t turned out to be licensing agreements for “Roof Sex”: TV channels all over the world had seen Roof Sex at Annecy and wanted to run it on TV. Better yet, they were offering to pay. I was dazzled by the requests – there was a genuine desire out there for short content. It confirmed everything I had been feeling when I first decided that short and memorable was the way to go.

On Promotion
If you have something new to say, it’s only half the job to make it: you have to get it out there. Otherwise, you don’t give it a chance to have an impact and you lose out on the opportunity to experience any benefit the film may bring you. Promotion is a very important part of the equation.

This weird thing happens when people get familiar with your work. They think they know you. They talk about you on a first name basis. For better or for worse, people start seeing you as a kind of brand: your taste, the ideas you make, the way you tell a story, the pacing you set. This is your fingerprint. People latch onto your name as a symbol that stands for the combined identity of all these things. “Have you heard of this guy PES?” “Oh he’s the guy who did that Nike thing…” or “Oh, the chair guy…” "That’s very PES," stuff like that. I believe it’s very important for artists to carve out their identities in the marketplace, really develop a distinct voice. When someone who's not involved in film knows about you, they want to see your next films. These are the people who enjoy your films for sheer entertainment value. When advertising, music video, television, and film people know about you, they enjoy your films but they also keep you in mind for future commissioned projects. Unless you have a trust fund an/ or are happy getting paid outside the industry, this is valuable turf for you. Do not underestimate the value here. It’s only a matter of time before they bite.

So, after a couple of rollercoaster years of making films and promoting them in both the film and advertising industries, I finally got my opportunity to direct legitimate commissioned work. And this is working out great for me. It’s exactly as I thought it would be. Some projects are great and others are just so-so. But they all help finance my personal projects, which I rely on for my own artistic satisfaction. I haven’t had any terrible experiences with commercials so far. They are collaborations, and sometimes the creative compromises you make along the way (the client technically owns the film) are a bit depressing, but at the end of the day it’s just a commercial."

Saturday, November 12, 2011

Animondays Interview: Signe Baumane -part II

Above image from Signe Baumane's film, "The Gold of the Tigers."

Last week I presented part I of my interview with indie animator/director Signe Baumane. Today I'm pleased to share the 2nd and final installment in which Signe explains what sets indie animation apart from commercial animation, the difficulty she's had directing animators, and the painful (yet educational) act of sharing your work with an audience.

Notice how she honestly critiques her work in the answers below. I think that's an important thing to be able to do if one wants to grow as an artist. Not that one should act as their own reviewer, but not being satisfied with one's previous works, and understanding why, allows the artist to push forward and keep creating/exploring.

Without further ado, here's part II with Signe Baumane. Enjoy!


1-What part of directing animation gives you the most satisfaction?
Nothing, really, It is a lot of hard work, and I have no patience to see how drop by drop the bathtub gets full. I am not cut out for working in animation. I hate to work, but in animation all you get is work, work, work. Ironically, I am always in a rush to finish a film, because I want it finished yesterday, but once it's done, I immediately start a new film. Why? I think I should get my head examined.

Ok, there is one part of the process that makes it worthwhile––the excitement of conceiving the idea, having hopes that this is going to be the best project ever, living with my vision for months and months. Or years. But, inevitably, when it's done, it is a disappointment. It never is the best film ever. Maybe I work too fast? Maybe I don't invest enough time in thinking through minuscule details? But I can't. Working on something for too long kills me.

2-What methods have been the most effective in giving notes and feedback to your animators (assuming you do this)? And, what has not worked so well, and why?
I am not very good with working with animators. When I give them the task, we act the scene out, we play with it, have a great time and then the animator goes to work and when she comes back there is nothing left of what we acted out. The animators that I worked with always try to do some short cuts, give themselves slack and I dont know how to push them to work harder.

There were about 4 occasions in my experience of work with animators when an animator truly gave me her best. It was like flying, like sex. We experienced great unity, intimacy and feeling of conspiracy. Those were the cases when animators wanted to prove something, to me or to themselves or to a producer. Mainly, the animators I worked with, regard me either as a cash machine (they want me to accept the scene so that they get paid) or their adversary (because at times they don't believe in my vision and think my ideas suck). Then I feel very lonely, deserted, and can only trust that my concept will carry the story and I edit the shit out of the mediocre footage I got. Meaning, editing and timing the scenes is also part of the work of a director. Am I too hard on my animators? : )

It's all probably my fault...

3-Where did you learn your sense of timing, acting, staging, and storytelling that is so essential in directing animation?
I definitely was not born with it. I was very sloppy with timing, and ignorant, too. The day I watched my first film "The Witch and the Cow" with an audience, I was in pain, what a horrible film, what a torture to sit through those 2 minutes 40 seconds!

I decided to be better with my next film, but "Tiny Shoes" was too fast at times, too loaded with imagery for audience to understand everything I was trying to say. The next film "The Gold of the Tigers" was a directorial disaster, although I am still fond of the story. In short, constantly making a new film and watching it with an audience has been a great education for me.

But please note, I havent made a perfect film yet. It's surprising, because some people get it with their first film, but not me.
I have made about 14 or more short films and still am guessing how to do this right.


4- What has watching your films play to audience taught you, that you would not have discovered otherwise?
An audience can teach you a LOT. It's intuitive, visceral knowledge/learning that I can't quite describe.

It's not the laughs am going for, it's a reaction, "Veterinarian" sometimes got a very emotional reaction from an audience,
at times––indifferent, and at times––bored, restless. Even with such a different reaction I can see where I failed to communicate the emotion, the message, and where I've succeeded. The mistake that some of us, indie animators make, is
that we think if audience doesnt laugh they are bored. So, just like standup comedians, we work for laughs every 10 seconds
in fear of boring the audience.

But a laugh is only one kind of reaction and if you make them laugh every 10 seconds you might forget about building a character, making your story more meaningful, connecting with your audience in a different way. Not making them laugh every 10 seconds is taking a risk. With "Veterinarian" and "Birth" I took that risk, and YES it's painful for me to sit though those films with an audience, because I am never sure how they are going to react, they get very quiet sometimes and I am not sure if it is a good quiet or bad bored quiet. But each time I sit with the audience, I learn so much about filmmaking, my own filmmaking,
that I could never learn anywhere else. Education is painful.

The audience rules. Unlike some filmmakers who claim that the audience doesn't matter to them, I make films to connect with people (imagine you are telling a good story or a joke in an empty room, what's the purpose of that?).


Above images from "Birth," and "Veterinarian."

5-What advice do you have for someone just starting out in animation with ambitions to make their own indie animated films?
Low overhead is the key for a successful career as an independent artist, be that an animator or a painter. People who buy cars or houses or have demanding girlfriends (they demand diamonds, you know) or have expensive habits (like heroin, fancy restaurants, etc.) have a hard time staying independent. Be modest with your budget. On the other hand, dont be modest about your ambition, goals and dreams. Dream BIG. But preserve your resources.

6- What is your secret to sticking with an indie film through to completion?
Passion. The story I want to tell. Ambition. The need to have a project. The irritation of something hanging around not finished.
DRIVE.

It is a kind of character I have. I see that other people have other kinds of character and they dont have a burning need to finish anything. It's not good or bad. It's just the way we are.

7-What indie animation blogs do you visit most often and why?
I don't, really. Cartoon Brew probably is the most visited site by me and that's once in 4 months. ASIFA-East site and blogs - once in 5 months. AWN - once in 6 months. I am just too busy, juggling work for money, sending my films to festivals, trying to work on my next project, seeing work of other people, replying to emails, staying informed about animation, politics, keeping up with my personal life and friends, I have to shower sometimes and eat, too.

I dont have time for Facebook, Twitter or other excitements, I am basically overwhelmed the moment I wake up and open my emails.

8-How do you develop an original voice as an indie animation director in a world where your influences are all around you?
I think, one must have to have bad memory. My memory is so bad, I cant remember anything, so when I create something, it's coming from inside of me rather than from something I've seen. I also never studied animation nor art, so I dont know how to do things correctly, by the book. That is a HUGE help in staying original.

Another thing -develop yourself as a person, find out who you really are and what interests you. That involves reading a lot of books (on philosophy and politics), and thinking about things that are around you, form an opinion about anything you see or observe. Originality comes from inside, it cant be taught in school, it takes developing yourself, working on your Eternal Soul.

9- What is it about the properties of animation that are unique to this medium and how should those be utilized when making an indie animated film?
Animation is a very condensed medium, you can tell a story in 1 minute that in live action would take an hour. Animation is a perfect medium for expressing abstract ideas, to play with meaning of words, cultural references, and many other things. Animation doesnt require a language (dialogue, voiceover) to communicate an idea or a story.

The way that TV or feature animation uses animation as a medium is a little bit realistic and dialogue driven. Indie animation, on the other hand, if it doesnt try to imitate TV or features, tends to use animation for what it is best at - expressing one's soul, unique artistic vision, abstract ideas, and pure fun of doing things that are not possible in live action.