A hallmark of a healthy creative culture is that its people feel free to share ideas, opinions, and criticisms. Our decision-making is better when we draw on the collective knowledge and unvarnished opinions of the group.
Edwin Catmull
Candor is the key to collaborating effectively. Lack of candor leads to dysfunctional environments.
After Pixar's 2006 merger with the Walt Disney Company, its CEO, Bob Iger, asked me, chief creative officer John Lasseter, and other Pixar senior managers to help him revive Disney Animation Studios. The success of our efforts prompted me to share my thinking on how to build a sustainable creative organization.
With certain ideas, you can predict commercial success. So with a 'Toy Story 3' or a 'Cars 2,' you know the idea is more likely to have financial success. But if you go down that path too far, you become creatively bankrupt because you're just trying to repeat yourself.
Every one of our films, when we start off, they suck... our job is to take it from something that sucks to something that doesn't suck. That's the hard part.
It is not the manager's job to prevent risks. It is the manager's job to make it safe to take them.
The Braintrust developed organically out of the rare working relationship among the five men who led and edited the production of 'Toy Story' - John Lasseter, Andrew Stanton, Pete Docter, Lee Unkrich, and Joe Ranft.
Sometimes a leap of faith doesn't pan out.
I don't think most of our films should be realistic, but you want that as an artistic possibility. Then, the artist can take the realism of the world and push it in ways that we can connect with.
When I see a film, I'll remember that there was a time when it wasn't working, and there was some pain and angst in order to get it to work.
It doesn't even matter how successful a movie like 'Up' is: you'll never sell a lot of toy walkers. But that's the way we spread out the risk.
Programmers are very creative people. And animators are problem solvers, just as programmers are.
Believe me, you don't want to be at a company where there is more candor in the hallways than in the rooms where fundamental ideas or policy are being hashed out.
When it comes to producing breakthroughs, both technological and artistic, Pixar's track record is unique. In the early 1990s, we were known as the leading technological pioneer in the field of computer animation.
I have received a great deal of benefit from the simple yet difficult practice of learning to stop the internal voice in my head. I learned that the voice isn't me, and I don't need to keep rethinking events of the past nor overthink plans for the future. This skill has helped me both to focus and to pause before responding to unexpected events.
Every Pixar movie has its own rules that viewers have to accept, understand, and enjoy understanding. The voices of the toys in the 'Toy Story' films, for example, are never audible to humans.
Beware of being blinded by your own success.
It is only by trying new things that we can hope to create products that are original. Don't just say those words; act like you believe them.
If you're a director presenting a new idea, and the person who can judge whether or not it goes ahead is in the room, that makes you somewhat defensive.
We've always had ups and downs at Pixar, starting with the high we felt doing something we'd never done - 'Toy Story' - and the low we felt right after when we realized we'd messed a bunch of things up along the way.
'Balance' is a soft word. It implies calm, something almost yogic, but that's not it at all. The process is always chaotic and turbulent.
My best advice came by examples. A supportive environment at home, school, and grad school. Support at the New York Institute of Technology, then George Lucas, Steve Jobs, and Bob Iger. The examples meant that I should support other people, even when things aren't going well. It will pay off.
If you put out 20 films, you hope that a number are successful. It's like human reproduction versus frog reproduction. Frogs produce thousands and hope a few succeed. Humans don't produce many babies but put a lot of energy into them, which is kind of where we are. They still don't always succeed, but you try a lot harder.
The need to challenge the status quo is just more obvious when you're failing than when you're succeeding. But it's no less urgent.
Creative ideas aren't like Jenga blocks, where they fall apart and you've got to start from scratch, though it can feel that way.
One of the effects Pixar University has on the culture is that it makes people less self-conscious about their work and gets them comfortable with being publicly reviewed.
In life,you're going to have risk, so you have to say, 'My attitude going forward is how to I fix the problem.' And it's not trying to cling onto the past. When I look around, most problems happen because people are trying to cling onto the past.
Part of being the successful Pixar is that we will take risks on teams and ideas, and some of them won't work out. We only lose from this if we don't respond to the failures. If we respond, and we think it through and figure out how to move ahead, then we're learning from it. That's what Pixar is.
With every one of our films, we try to touch emotions, but we don't try to touch the same emotions each time.
The problem is some of our riskier films just don't make as much money. But if you only make films that will just be commercially successful, then you can also sink yourself as a studio.
The trick is, in everything we do, there are things we love. And sometimes the things we love get us stuck. And it's only if we let go of some of those things that we free the movie up to become greater.
We encourage our people to build their ideas from scratch, and we give them the resources - and, crucially, the candid feedback - that are required to transform the first wisps of a story into a truly compelling film.
Creativity has to start somewhere, and we are true believers in the power of bracing, candid feedback, and the iterative process - reworking, reworking, and reworking again until a flawed story finds its through line or a hollow character finds its soul.
We have to evolve, we have to change, and in order to do that, we have to initiate the change.
I've always been surprised at the number of people who think we've got it all figured out. It's incorrect, and it's a real problem.
Encourage people to mingle, meet, and communicate.
I worked closely with Steve Jobs for twenty-six years. To this day, for all that has been written about him, I don't believe that any of it comes close to capturing the man I knew.
I liked the first 'Kung Fu Panda.'
I know that with most companies that have a lot of success, it tends to throw you off, and you can become more conservative. One of our questions is, How do we keep from being pulled into conservatism because we're afraid of not being successful again?
We need business leaders who have a respect for technical issues even if they don't have technical backgrounds. In a lot of U.S. industries, including cars and even computers, many managers don't think of technology as a core competency, and this attitude leads them to farm out technical issues.
I've certainly seen R&D groups, typically funded by large corporations, where they bring together a lot of smart people and nothing happens. And the reason nothing happens is that they don't have a clear goal.
In the early 1970s, I headed to graduate school at the University of Utah and joined the pioneering program in computer graphics because I realized that's where I could combine my interests in art and computer science.
We need to remember we're always a lot more wrong than we think.
The skill of a good creative leader is being comfortable with blowing up an idea and knowing it will get better.
When companies are successful or not successful, they almost immediately jump to the wrong conclusions about how they got there or why they got there.
For me, one of the great tragedies is the conclusion studios have drawn about traditional animation. I believe that 2D animation could be just as vital as it ever was. I think the problem has been with the stories.
While problems in a film are fairly easy to identify, the sources of those problems are often extraordinarily difficult to assess. A mystifying plot twist or a less-than-credible change of heart in our main character is often caused by subtle underlying issues elsewhere in the story.
I exercise in the gym about three times a week. I vary the workout every time, but I'll always do some type of circuit work with weights. It gets my heart rate up without putting too much stress on my knees, which for some reason seem to be older than the rest of my body.
I started off life at Pixar with interesting technical problems. But as time has moved on, I found that the social and management problem was far more complex and interesting.
Look at the computer industry. I've watched a lot of companies come and go, some that were right at the pinnacle of their success.