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# Wednesday, February 04, 2009
MOVIE TALK: Coraline
Posted by Chad

Coraline, which opens this Friday (February 6), is the kind of movie critics love to praise.  They’ll use words like “quirky” and “whimsical”… they’ll congratulate it on being a kids’ movie that dares to be “dark”… they’ll laud it for using old-fashioned stop-motion animation.  And in their rush to appear smart or hip or highbrow or whatever they feel their praise makes them, they’ll overlook one small thing…

Coraline is underwhelming on almost all fronts: visually, narratively, emotionally.  Perhaps most importantly—it’s just not that much FUN.

In case you’re unfamiliar, Coraline is famed stop-motion director Henry Selick’s (The Nightmare Before Christmas, Monkeybone) movie adaptation of Neil Gaiman’s  novel (props to HalibetLector for catching my error-- it's not a graphic novel, as I'd originally said-- sorry!)… and the world’s first full-length 3D stop-motion animated feature.

The story follows Coraline Jones (voiced by Dakota Fanning), an 11-year-old girl who has just moved with her parents to an old Victorian country house—known as the “Pink Palace”—in remote Oregon.  Unfortunately, Mr. and Mrs. Jones (Teri Hatcher and John Hodgman) are busy writing a book on botany and have little time or energy for their curious daughter, so Coraline takes it upon herself to explore her new world.  One day, while out dowsing for water, Coraline runs into Wybie (Robert Bailey, Jr.), an odd, slightly misshapen neighbor boy who lives with his grandmother (who, as a girl, lived in the Pink Palace).  Wybie and Coraline strike up a friendship, and Wybie gives Coraline a mysterious doll that he stole from his grandmother’s house… and happens to bear an uncanny resemblance to Coraline herself!

As soon as the doll, “Little Me,” enters the Pink Palace, strange things begin to happen.  Although Coraline never catches it in action, the doll seems to move by itself… and soon leads her to a secret crawlspace hidden in the walls, a passage to an alternate reality.

At first, this alternate universe looks almost exactly like Coraline’s actual reality.  Her house looks the same, her garden looks the same… she even meets “Other Mother” and “Other Father,” who look just like her real parents (except for one unnerving difference—everyone in the new universe has buttons in place of their eyes).  But Coraline soon discovers the supernatural wonders of this other world.  Other Mother and Other Father are much more affectionate and loving than her real parents; they shower Coraline with attention, make her amazingly delicious meals, play games with her, and let her play in their magical garden of glowing plants, giant mechanical insects, and tickling flowers.

Over the next few days, Coraline is drawn back repeatedly to her alternate universe, which is a welcome respite from her drab, lonely existence at home.  Where her real parents ignore and dismiss her, her Other Parents adore and celebrate her.  Where her real world consists of subdued browns, grays, and dull blues, the Other World is vibrant and colorful.  

Of course, not all is as it seems in Coraline’s other reality.  As she soon discovers, Other Mother is actually an evil, spider-like monster who has simply created this fantastical world in order to trap Coraline… just as she’s trapped several earlier inhabitants of the Pink Palace (including Wybie’s great-aunt), keeping their ghosts locked in limbo.  And when Other Mother kidnaps Coraline’s parents, Coraline sets out to rescue them… and destroy Other Mother forever.

Unfortunately, while Coraline has all the makings of an adorable Alice-in-Wonderland-esque adventure, it falls short on almost every level.  It’s not a “bad” movie, at all… it’s just a continual disappointment.

First of all: the animation.  While I know critics will gush about something that’s actually “animated,” using old-school techniques and not CGI, in a world where we’ve already loved The Nightmare Before Christmas and Corpse Bride, Coraline offers almost nothing new.  

Secondly, its “3D-ness” is totally wasted.  Much of the film, especially the portions in the normal world, have no visual elements that would make them interesting in 3-D… and when the movie DOES have segments that could look great in 3D, it fails to use it!  Sure… these segments—like the madcap routines in the house of Mr. Bobinsky, an old circus acrobat, or Coraline’s final battle against Other Mother—have a bit extra depth, but depth isn’t what makes 3D fun… it’s seeing things pop off the screen, explode toward the audience, surround us and suck us into the world of the film.  There are numerous times when Selick could’ve used his three dimensions to shatter that fourth wall, and he almost always chooses not to.  In other words, Selick’s three dimensions remain as distant and separate from us as any regular movie.

Looking at Coraline from a screenwriting perspective, it has three weaknesses that keep it from being a truly satisfying emotional experience…

1)  WHO THE HELL IS CORALINE?  We never truly get to know the main character… what she wants, what she loves, what she fears, what she longs for, how she sees the world.  The press materials describe her as “feisty, curious, and adventurous beyond her years,” but I’m not sure this is ever illustrated in the movie.  I mean, Coraline does things… she delivers mail to her neighbors, dowses for water, explores her house… but it’s all done with a certain resigned sense of boredom.  She seems to be doing things not because she lusts for life or is excited by people and things she discovers, but because her parents won’t have anything to do with her.

Similarly, we know almost nothing of Coraline’s old life.  She keeps a photo of her old friends at her bedside, but we know little about those relationships.  What did she and her old friends do together?  Why are these friends so important?  Why does she miss them?  (Obviously, we all miss our old friends when we move, but HOW does Coraline miss her friends?  Why these kids more than anyone else?  What made them so special?)  How did Coraline's old life fulfill her in ways this new life doesn’t?  What parts of Coraline are now dying or missing?  How would her life be different—both better and worse—if she were back in Michigan?

Coraline is ultimately a paper-thin character… and in a movie which—like The Wizard of Oz—is about an adventure that takes place mostly in her own imagination and psychology—there are few things more important than our understanding clearly who this main character is.  She doesn’t need to be “complex,” per se, but she does need to be full-bodied and easily understandable… yet Coraline never pops.


2)  CORALINE IS RARELY PROACTIVE.  This stems directly from the first point.  Because we—and, I think, the storytellers—never have a solid grasp of whom Coraline is at her core, she never has a single, driving WANT that forces her to take action.  Thus, she’s RE-active for most of the story, simply responding to events and people around her.  This doesn’t mean she doesn’t do anything; but it does mean she doesn’t drive the story.  Rather, she bounces through it, propelled by other forces, and simply watches and wonders at things going around her.

Had Gaiman and Selick given Coraline a want—say, Coraline WANTS to go home to her Michigan life, or Coraline WANTS to make Wybie come play with her, or Coraline WANTS to convince her parents to let her help with their botany book—Coraline would have been forced to take actions that would drive the story, and all these incidents and side-roads would feel like obstacles or stepping stones on a forward-moving narrative path.

Unfortunately, even when scenes and characters are interesting—like the Other World’s magical garden, Mr. Bobinsky’s bizarre circus apartment, or the neighboring Vaudeville divas (Miss Spink and Miss Forcible)—they feel like uninspired tangents, diversions that are stalling any real story momentum.

I’m guessing, if Neil Gaiman or Henry Selick were here, they’d say that Coraline wants something like “validation from her parents,” or “a sense of belonging,” or “to explore her world,” or “acceptance.”  And all of these are fine “emotional” wants—I think it’s necessary to have “emotional” wants… but it’s just as important—and maybe more important—to have TANGIBLE wants that can be physically accomplished. 

(In Almost Famous, for example, William Miller wants to be considered and taken seriously as an adult [this is his emotional want]… but he has a physical want that is simple and tangible: TO PUBLISH AN ARTICLE IN ROLLING STONE magazine.  If he can do this, he believes, he will be accepted and viewed as an adult.  Thus, everything that happens is either a help or a hindrance to both his emotional and his “tangible” journey.)

(Also, to be fair-- Coraline does finally get a "want" late in the movie, when she must return to the Other World to rescue her trapped parents.  This is the first time she genuinely takes action to achieve a goal... and the last third of the movie, once Coraline has this mission, feels like a much more solid, controlled story.  It's also fun to watch the film's many disparate elements, like Coraline's oddball neighbors, come together in some creative ways during this final battle.  Unfortunately, the film's sudden new sense of direction comes a bit too late to make up for its meandering first two thirds.)


3)  CORALINE LACKS A SATISFYING ARC.  At the end of the movie, after Coraline saves her parents from Other Mother’s evil alternate reality, Coraline realizes to appreciate what she has (or, as the movie's billboards all over town say: “Be careful what you wish for”).  And sure—this is, in theory, a decent arc for her character.  Here’s the only problem…

SHE DOESN’T SEEM TO SEE HER WORLD ANY DIFFERENTLY!

Coraline's parents still dismiss her.  The “real” world is still nothing but grays and browns.

So Coraline hasn’t learned to see things in a new way, she’s just learned to appreciate the disappointing humdrum of her own reality!  In other words, the movie seems to say, “the real world may suck, but at least it’s better than the dangerous, shitty OTHER world!”

…Which, again—in theory, is a definite character arc… it’s just not a very FUN character arc.  (Which I’m sure will prompt critics to praise the movie’s subtlety, its adult themes, etc.  But the truth is: celebrating boredom is still… at least for me… boring.)

The most disappointing thing about Coraline is that it could’ve been so much better than it is.  I’m a fan of both Neil Gaiman and Henry Selick… and with those two imaginations working together, the movie should be transcendent.  It’s not.  It is tragically—like Coraline’s world itself—just less than ordinary.


CORALINE TRAILER




Animation | Movie Talk
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Wednesday, February 04, 2009 9:11:30 PM (GMT Standard Time, UTC+00:00)  #  Comments [6]
# Tuesday, February 03, 2009
GUEST PERSPECTIVE: Ellen Besen, Animator - Part Three
Posted by Chad

Today we wrap up our chat with Canadian animator and author Ellen Besen, who’s been explaining the ropes of animation and offering advice on breaking into the industry…

ME:  ELLEN, IMAGINE YOU HAVE STAR STUDENT WHO HAS JUST GRADUATED, HAS A TERRIFIC PORTFOLIO, AND IS ABOUT TO LEAVE BUBBLE OF SCHOOL.  WHAT ARE THE FIRST, OR MOST IMPORTANT, THINGS YOU WOULD TELL HIM TO DO UPON STARTING LIFE IN THE REAL WORLD OF ANIMATION?

ELLEN:  The first thing I would say is: where is your initial skill?  Are you stronger in character design?  Stronger in animation?  People think when they say “I’ll do anything,” it’s helpful for recruiters; it’s actually harder work for recruiters, so be aware of where your initial skills are.  Go in and say, “I’d like to start out in the layout department,” or “I’d like to start out in storyboarding.”

It’s also helpful to know where you think you want to go.  Are you aiming to be a director?  A lead character animator on a Disney film?  Those paths will be different.  

Have a super-solid portfolio.  Show off your best abilities to create artwork, showing your ability to design characters, your ability to do layouts, a little bit of everything you can do.  

[Have the right] attitude.  Make it really clear you’re ready to get in there.  I can’t over-emphasize how important the team-player aspect is.  A lot of writing in animation is done by group, and you have to check your ego at the door.  You can not worK in this field if you have a lot of ego issues; there’s just no tolerance for it.  If you have five people around a table… one person [has] an idea, one person criticizes it, the next person tops it, and that brings around the next idea.  Anybody who gets upset about that is going to have a hard time functioning in the field.  It’s good to be a little detached from the work.  It’s not about you personally—very important.

The next thing is, if you know where you want to aim for, know the studio you’re going to go for.  Know their work, because there are different styles and attitudes.  What Disney wants is different than what an anime studio wants.  So being aware of differences in the kind of style you’re aiming for, and the kind of product they’re aiming for, is helpful.  

It sounds vague, but that really is what it comes down to: you can draw, you’ve been to school so you have the outline of how animation works, you have that attitude where you go in and can be part of a team and take direction.  That’s the starting point.

It’s that [whole] package studios are looking for.  They need people.  Every studio head is criss-crossing the world looking for pockets of talent.  


SO, LET’S SAY I HAVE ALL THOSE QUALITIES… AND I’VE JUST STEPPED OFF A PLANE IN LOS ANGELES.  HOW DO I EVEN BEGIN MEETING PEOPLE WHO CAN HIRE ME?  DO I JUST SHOW UP AT STUDIOS AND HAND THEM MY RESUME?

If you’re in that raw position, the better bet is to be in touch with one of the major animation festivals.  If you’re in North America, for example, the Ottawa International Animation Festival (OIAF), which is a yearly event [each fall], goes back to 1976 and is the major North American animation festival and one of the major festivals in the world.  

I’m gonna put a plug in now for another festival I’m involved with: the Kalamazoo Animation Festival International (KAFI).  

The big festivals, of which those are two good models, actively invite studios to send recruiters, and studios come expecting to meet people.  There will be actual formal activities set up where you can sign up to meet the various studios.  In many ways, that’s your best way to make contacts.

Get your portfolio together.  Make it look beautiful.  Students have a terrible tendency to leave in stuff they did in first year.  Strip that down, so it’s [only the best stuff].  Same thing with your resume.  I had a really top student who was showing us his resume, and he won an award in the third grade and still had it on his resume!  It was really sweet, but we had to explain… make sure you’ve taken that stuff out!

[Also,] if your school has any kind of co-op program, see if you can get an animation apprenticeship.  It’s the kind of thing that’s do-able, and if you go to a smaller studio, they may be very happy to have a second pair of hands there.  It’s a small field, and very inter-connected, so the sooner you make personal contacts and build relationships, the faster you’ll get work.

Which is, again, why I suggest going to animation festivals.  Animation festivals are very low-key; they’re much more low-key than live-action festivals.  People are very approachable; there are very few people who are stars like John Lasseter, Matt Groening.  Most people are very regular folks in terms of attitude, so… chat up people.  Begin to make friendships.  That’s the best way to work your way in.

I’m going to say something that sounds really obvious, but it’s a mistake a lot of students make.  They sign up [for recruiting events], but then they wait to be courted or they don’t show up on time.  Again, it’s a grunt [business], and recruiters are on you in that sense.  You have to be on time and highly respectful.  [In the real world], you’re working too hard and deadlines are tight; if you can’t demonstrate you’re able to get in there and meet those needs, you’re not gonna make it.  They just don’t have time for it.  So on one hand, they’re strict about that stuff, on the other hand: remarkably accessible.

Most studios [also] have a website, [so] go to their employment [page].  You’re [probably] going to hear back, because they do need people.  But if you’re in schools, most schools will do recruiting for you, and the good schools have studio connections.

[Also,] the big animation website is Animation World Network (AWN).  It’s the premiere site in the world for premiere animation information.  You can find all the festivals, all the available schools.  It’s the professional site of sites, so I highly recommend that.


YOU LIVE IN CANADA.  YET FOR BETTER OR FOR WORSE, THE CAPITAL OF FILM AND TV IS HOLLYWOOD (AT LEAST FOR NOW).  SO FOR ANIMATORS WHO DON’T LIVE IN HOLLYWOOD, IS IT POSSIBLE TO HAVE A CAREER OUTSIDE OF L.A.?  HOW CAN SOMEONE OUTSIDE OF CALIFORNIA BUILD AN ANIMATION CAREER?

There are a lot more smaller centers of animation than there used to be, so the first thing is to look in the phone book or go on the Internet and see if you have animation in your area.  Toronto has a large-size area.  In Canada, you also have one in Montreal.  You have one in Vancouver.  The same thing will be true throughout the States; you may find you have studios in town.  If you want to stay local, your first thing is to approach local studios.

The other thing is—and this may take longer for you to build up, but it’s still part of it—a lot of work in animation—and this isn’t a recent, it’s been going on for years—is done in parts.  So in Toronto, for example, there are a lot of studios that are subcontractors.  They’ll work on Hollywood features, doing a piece of it in Toronto.  I suspect that happens all over the States as well, so seek out studios that work for Disney or big studios, and do it locally as well.

I’ve known storyboard artists who are based outside of Toronto.  I knew someone who for many years was based in the British Virgin Islands.  [Storyboards are] relatively easily transmittable stuff, so you’ll get stuff shipped to you.  So if you’ve built up enough of a freelance ability, you can work from home.  You have to be fast, you have to be well organized, but it’s a significant part of the field nowadays.

The guy who did the illustrations for [Animation Unleashed: 100 Principles Every Animator, Comic Book Writers, Filmmakers, Video Artist, and Game Developer Should Know], for example, is very individually motivated.  He’s had a career for ten years doing animated inserts for other people’s stuff.  He does opening sequences and animated bits for live-action shows.  They prepare the script [and soundtrack] for him… then he, at home, creates the entire visual and sends it back and they insert it into the bigger production.  

Part of why this is possible is because this is where the digital part is fantastic.  What used to be an incredibly expensive process of having to send stuff to camera services and labs and editing and then back to the lab… what used to be half of your budget—one half was labor, the other half was outside services… now, is [much more affordable].  It doesn’t matter if you’re Mac or PC, you can get applications to get all that stuff very inexpensively.  You can get professional quality quite affordably.

I know a number of people whose careers are based on doing exactly that, doing small jobs of various sorts.  Again, the key to establishing yourself is to take a piece and finish it.  Get it up on the Internet.  Your short piece is your calling card.  There are tons of sites that have online festivals where they get watched by other animators.  AWN is a great source for that information.  Enter various animation festivals, actual festivals.  Word will get around.  It’s a very accepting field; it doesn’t close doors on new talent.  So if you’re organized and don’t want to go the studio route, it’s the smaller side of the field for people who do well at it, it can be a great thing.

Then, of course, there’s all the other oddball applications of animation: forensic animation, medical applications.  Anything where people need imagery, animation is the tool.  So look around for those oddball applications… go to museums, people who are teaching, medical schools.  It’s very specialized and you have to bring a different kind of skill to it, but in fact, the technical end of animation is thriving quite well.

THANKS SO MUCH FOR TAKING THE TIME TO CHAT, ELLEN!  THIS HAS BEEN SUPER-HELPFUL AND INFORMATIVE.  BEST OF LUCK WITH YOUR WORK AND THE BOOK, AND I HOPE TO TALK TO YOU SOON!


Animation | Books Tools Resources | Guest Perspectives
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Tuesday, February 03, 2009 8:35:10 AM (GMT Standard Time, UTC+00:00)  #  Comments [0]
# Sunday, February 01, 2009
GUEST PERSPECTIVE: Ellen Besen, Animator - Part Two
Posted by Chad

Hey, screenwriters—

We’ve been chatting with Ellen Besen, an accomplished animator and author of the great new book, Animation Unleashed: 100 Principles Every Animator, Comic Book Writers, Filmmakers, Video Artist, and Game Developer Should Know.

Last time, we talked about creative principles of animation.  Today, we’ll learn the rules of breaking into the industry as a young animator…


ME:  LET’S TALK ABOUT BREAKING INTO ANIMATION.  IF I WANTED WRITE FOR TV OR FILM, I’D WRITE A SCRIPT.  IF I WANTED TO BE A DIRECTOR, I’D DIRECT A SHORT.  AS AN ANIMATOR, WHAT PRACTICAL TOOLS DO I NEED TO BREAK INTO THE INDUSTRY?  JUST SAMPLE DRAWINGS?  ANYTHING ELSE?

ELLEN:  Certainly, if you want to be an animated script-writer, you come up with sample scripts.  Fortunately—even more so in some ways than live action—the festival circuit; if you can put a film together, it’s an open door to enter, regardless of whether you’re a first-timer or have been animating for forty years.  

The field is in flux in some ways; there was a fairly long stage before the full advent of the Internet where if you wanted to be in the industry, you had to get into a school.  It’s very hard now to get a full-scale industry job.  If you want to be a Disney animator [or anything commercial], it’s very hard now without getting into a decent school.  The key, of course, is to know a decent school from a fly-by-night school.  

Animation is a grunt business in that there is no getting away from having to work very hard.  I’m saying this because there are quite a few schools that cater to the person who says, “If I can just get my hands on the equipment, I can fool around, figure it out, and put something together.”  The person like that is never going to do well.  You have to be willing to take direction.  It’s an attitude.  

I’ve done workshops that are a mix of actors and animators.  [With the] actors you had to coach everything, and be careful… they’re delicate in how they feel about stuff.  But with animators, you can be blunt, dump it on the table.  It’s never meant personally… it’s about the work.  That’s the first thing.  You have to have the right attitude, love the field, be willing to work incredibly hard.

It still doesn’t hurt to know how to draw, even if you’re working digitally.  In another generation, that may change, but at this point, knowledge of the feeling of pencil on paper, and being able to translate from the real, three-dimensional world into a two-dimensional drawing [is important].  There’s some primary learning that happens in there.  The ability to do good quality life drawing… how the body looks, how it functions, not just for structure, but how structure translates into movement… those are all foundational skills people still find helpful and [employers] are still looking for.  

So get into life drawing classes… not just drawing from photographs.  That’s a different skill altogether because the photograph does the translation for you, which is why it’s so much easier to copy.  You have to build up the ability to see the three-dimensional and how it translates onto a piece of paper.

The studying of action [and] learning the nature of good character design are important skills.  I see a lot of bad design these days—overly busy.  

You have to understand, for example, that when you’re… designing an illustration or a comic book, that frame you’re drawing is the final piece and how you are arranging it on the page is the final thing.  That’s why comic book artists can do such wonderful things with their page layouts… in terms of how they ask readers to trace their thoughts around the page and follow the story.  In animation, you have very little choice.  It WILL be one frame replacing another on the screen; it’s the nature of the medium.  So you have to build things for movement.  You have to build things for that one frame they’ll see at any given moment.  If you can’t make that leap into that understanding, you’ll get very confused when you try to figure what you should be doing in preparation.  So the way characters are designed directly affects how they moved.  

When they first were doing TV specials with the Peanuts characters… they were initially trying to make them like three-dimensional characters.  When their head would turn from right to left, they tried to give it full rotation like a real head, with three-quarter angles… and it looked awful, freakish.  The animators realized if you treated the head like a ball, with full three dimensions, you lost the sense of the characters; they changed too much.  You couldn’t do a three-quarter angle on a character’s face; it didn’t look like a character anymore.  There was something key to the nature of this environment that wouldn’t allow it to go there.  So they had treat [the Peanuts’ heads] like coins, so they were flat.  They could go from the front view, to the profile, to the front view and the head would flip around… and that actually looked like the characters.  That was a design element; they worked better as if they were made of paper… if they were thin, rather than a three-dimensional character.  So [you have to have] awareness of designing the character, knowing how they’d have to perform in the story, and knowing what kind of feeling you want.

Do you want realism, a Disney style of classical feeling?  Or do you want something that deliberately looks abstract?

Did you ever see The Simpsons special where they suddenly threw them into the three-dimensional world?  It was hilarious.  It was one of their early ones from ‘93, ‘94, something like that.  A couple guys who had worked on the CG part of it came to the Ottawa Animation Festival a couple years later and showed footage; they said it was really, really hard to make Homer three-dimensional.  The characters didn’t translate that easily.  He’s a crazy looking character anyway, but in three dimensions he was hideous.

Well, those are design problems you must anticipate in how you design the character.  Learning to have that awareness is critical.  Everything affects your final outcome, down to that final detail.  

Animators tend to be extreme detail people with that kind of analysis. It’s a great place for disassociated people.  You’re an actor who has to be able to act something spontaneously, then step back into someone who watches the action, then break it down into it’s tiniest component parts and anticipate all the problems.  Then the artist kicks in to take that analysis and recreate it as drawings of what might not even be a human; your character [might be] an animal or a chair.  So you have to translate the performance onto this other object!  Great animators have three or four skills going on—it’s amazing to me.


I ALWAYS TELL PEOPLE THAT THE BEST WAY TO BEGIN A CAREER IN ENTERTAINMENT—AND YOU TOUCHED ON THIS-- IS TO START AT THE BOTTOM AND WORK YOUR WAY UP.  HOW DO YOU DO THAT IN ANIMATION?  HOW DO YOU TAKE THE FIRST STEPS IN AN ANIMATION CAREER?

You can come up through the production line, which is where most people are going to get work.  It’s hard work, but if you love it, you love it… and it’s more stable than it used to be.  It can be up and down, but the advent of specialty stations has been wonderful for animation.  

The other way you go is totally as an individual, independent filmmaker with their own style.  As long as you can make the thing move, there are a million ways to make the stuff work.  There’s no limit on how many designs, as long as you come up with something that integrates properly.  The nature of [“Animation Unleashed” is that the principles can be applied to any style of animation, it doesn’t matter what technique you’re using.  If you can get a coherent piece together, make a film.  Animation, especially with digital stuff, is so cheap now.  You can get an application and do the whole thing from beginning to end, and if it’s good enough, if it looks good on the screen, put it on the Internet or send it to a festival.  You can break in that way as well… and go to a commercial career.

The main thing is: get into a school, get your portfolio, and gather those commercial skills.  [Or] if you feel you don’t fit—if you don’t like to follow those rules, if you hate being a team player, if you hate hearing blunt instruction on how to do things—then it’s not the field for you.  

[Or if you have a genuinely] quirky drawing style, point of view... make a film.  If you need to take courses to understand how to make a film, do that.  If you can throw it together out of your own abilities, do that, too.  But make a statement and get it out there.  

Either of those routes, depending on your talents, can get you into the field these days.


IN THE WORLD OF TELEVISION, THERE’S A VERY SPECIFIC, STEP-BY-STEP PROCESS TO BECOMING A WRITER.  YOU BEGIN AS A P.A., MAKING COPIES… THEN YOU BECOME  THE P.A. FOR A WRITING STAFF... THEN A WRITER’S ASSISTANT… THEN, HOPEFULLY, AN ACTUAL WRITER ON THE STAFF.  

HOW DOES THAT PATH WORK IN ANIMATION?  IMAGINE I’VE JUST GRADUATED FROM ANIMATION SCHOOL AND STEPPED INTO THE REAL WORLD.  WHAT’S MY FIRST JOB… AND THE NEXT STEPS AFTER THAT?


Basically, we’re talking about the person who wants to go into commercial production, probably at a studio, big or small.  The first thing: you’ve got a great portfolio.  You’ve used your time in school to get a great reel.  You can show you can animate.  You have a great portfolio that shows a variety of other skills you can do.  

There are two different [pieces of knowledge] that are useful to have.  One is where your initial skills are, an awareness of where they fit with the industry; and the other is where you WANT to be. Sometimes those things are quite different.  

In the old days it was easy.  You could go in and be a cell painter.  Many people started as cell painters and got the animators to look over their shoulders.  [Then, they would take] home a few drawings, become the animators’ assistant, et cetera.  It’s tougher these days.  

One thing people have to realize is—for better or worse—quite a lot of animation is done overseas.  

More has come home with digital stuff, which has been good… but… there was a long period—certainly through the 80’s and much of the 90’s (pre-digital)—where what was happening with a lot of TV work and feature work [was they] would do all the pre-production here, but actual animating, coloring, shooting, even final background work was done in places like Korea, India, China.  There are actually giant factory-like studios in the Far East and various countries where they churn this stuff out.  [They] can do a three-week turnaround on a half-hour film, which is otherwise unthinkable.  That’s allowed certain things to happen, but for many years it meant you couldn’t really animate here; you’d do pre- or post-production, but you couldn’t actually do production.  Digital has shifted that and a lot of people are getting to animate again, which is a good thing, but… it may go overseas again.  

So if you’re a CG animator here, you can actually be animating.  But a lot of the work is pre-production, so the kinds of jobs that are possible are: you could start as an assistant animator, which means you’re working down the line, maybe directly with an animator.  It might be with more of a breakdown team, depending on the level of animation you’re doing.  You could be working as a colorist. You could be in the layout department, helping to design elements, or doing cleanup of someone else’s designs.  You could be in production, working with whoever is managing the whole project, filing, keeping track of numbers.  Or you are working in a smaller studio, assisting with flash animation.

[Also very important:] storyboarding.  Storyboarding is an art and there’s always a shortage of people who can do it.  If you’re a person who can lay down ideas… storyboard in animation is much more structured than in live action.  It is literally the whole structure of the film; it’s every shot, every action in that shot, any indication to what the key sounds will be, editing decisions, camera moves.  In real, full-scale animation storyboards, everything is indicated, everything is pre-planned.  They may make changes as they go along, but this is a starting point.  You look for a very tight shooting ratio at the other end, so basically you’ve pre-edited the film to a large extent.  And people who can churn out small accurate drawings, getting the camera angle right, are very valuable.

TO BE CONTINUED


Animation | Books Tools Resources | Guest Perspectives
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Sunday, February 01, 2009 2:44:31 AM (GMT Standard Time, UTC+00:00)  #  Comments [0]
# Friday, January 30, 2009
GUEST PERSPECTIVE: Ellen Besen, Animator - Part One
Posted by Chad

Hey, folks—

We have a special guest with us for a couple days, animator and National Film Board of Canada director Ellen Besen, author of the recently released Animation Unleashed: 100 Principles Every Animator, Comic Book Writers, Filmmakers, Video Artist, and Game Developer Should Know.  I had read Ellen’s book and loved it… and thought it would be interesting to learn more.  

I know very little about animation, and Ellen was incredibly generous in hopping on the phone with me and chatting about how animation works (both creatively and practically), how to break in, how digital technology is changing the medium, etc.  It has been a great conversation  and a terrific addendum to her book (which I highly recommend even for non-animation writers—it’s a great tool for thinking differently about story and characters).

So without further adieu, let’s dive in.  Today, we’ll chat with Ellen about her career path… and some of the primary creative principles of being a modern animator…


ME:  ELLEN, YOU’RE AN ANIMATOR, A TEACHER, AND NOW AN AUTHOR.  HOW’D YOU GET TO WHERE YOU ARE TODAY?  TELL ME YOUR CAREER PATH, YOUR STORY.

ELLEN:  It’s a story that’s not uncommon from my generation, but it’s different from what people are experiencing coming into the field now.  Going back to the late ‘60s, early 70s, animation, especially classic animation, was on the cusp of becoming a dying art.  All the big Hollywood studios had shifted out of doing short productions.  All they were doing was TV work, and Disney for some bizarre reason decided not to train any new people.  They were still producing features, but there was no apprenticeship going on.  If you tried to ask about producing animation for adults, for older audiences, [people would say,] “no, no-- it’s just for kids.”  They had spent so long making it only for kids they had come to believe it was something inherent in the medium.  

[Fortunately, there was] a bunch of kids who came up around the same time, retained an interest, and wanted [animation] to be for more than kids… and that coincided with the period where animation schools started showing up.  So [once again] you could actually get trained, then go into studio jobs.  

I came in having always loved the medium; I was made fun of when I was a kid for liking animation—it was a weird thing to still like cartoons when you were 16, 17 years old.   I was [also] coming from a background that had some music and some art and some dance: a whole lot of different pieces that weren’t adding up to anything.  One of the beauties of animation is that it takes all those things and uses them in balance, so it was like a prism that took all my bits and pieces and combined them into something that made sense.  It was a very exciting thing to fall into.  

Many people ended up in animation by falling into it; it wasn’t something you considered or thought about ahead of time because there was so little structure for it.  It was exciting because it was a period where we were rebuilding, recreating the art.  It was also a period where places like the National Film Board of Canada, which was a major center, was one of the keepers of the flame, and I was lucky enough to work there from 1977 to 1981, and then on and off.  

I was actually at Montreal at the Film Board headquarters when they were producing the most amazing stuff in the world, and anyone who had any degree of interest in animation—like the old Warner Brothers directors—would show up.  You’d walk through the waiting room and the old Disney animators would be hanging around, having a chat.  

Gradually, I went from being a filmmaker to teaching other people how to do it, writing about it, being an organizer.  [Then] the whole thing broke thru in the late ‘80’s and early ‘90’s, when suddenly you had The Simpsons, The Little Mermaid.  And then, of course, you had CG, which changed the whole world in terms of what animation is.  So here I am, now having had twenty years of active filmmaking, and a number of years of supporting people and being a critic and analyzer of animation.


YOUR BOOK, “Animation Unleashed,” IS A PRACTICAL HANDBOOK ABOUT THE CREATIVE PRINCIPLES AND PHILOSOPHIES OF ANIMATION.  OF COURSE, THERE ARE LOTS OF BOOKS ON ANIMATION OUT THERE.  WHAT INSPIRED YOU TO WRITE THIS BOOK?  WHEN YOU LOOKED AT THE WORLD OF ANIMATION AND ANIMATION BOOKS, WHAT WAS MISSING?

After I’d been teaching for a few years and a certain number of students had passed thru my classroom… [so] over the years, I’d seen certain patterns, certain common problems.  

First, I noticed certain blocks people would have, quite consistently, in their thinking.

Secondly… animators really weren’t taught film analysis, so we were operating on instinct, but we weren’t learning how to “close-read” the films, or really look at other films to see the techniques that were there.  The most important [technique] was having a very strong visually-based analogy underneath the film.  If someone arrived at that analogy, not only was it a better film in the end, but it was an easier production process because there was some logical means for decision making.  You have to control every element, and everything has to be decided.  There’s no given [in animation], so the decision-making process can be excruciating and every decision can throw your story off if you are not super-careful.  You need a reason to decide this or that… so certain patterns became obvious.  

The other thing that happened was: we started doing intense film analysis classes.  I had always liked Disney features, but had never had any real insight into what was going on.  Suddenly, in that context, the scales come off your eyes and you see things you never saw before.  Suddenly, it was, “Oh my God—look what they’re doing there!  Look at this incredible storytelling!  This is such astonishing craft!”  

I even dare to say that—at a point where live-action was still figuring out a lot of their technique—Disney animators had figured out such a sophisticated style.  The level of storytelling, the level of control over every element… they were controlling and working every bit so it added directly to the storytelling in a precise way.  So [as] we had more of that kind of analysis, the more we’d see that certain principles were in play [and] specific to animation.

[What excites me now is that] we’re in a world where film is digital, and once you make things digital… they become animation.  They suddenly have the same principles; the source material is different.  And actually understanding what it means to be able to manipulate something—every pixel in every image in every frame of a piece—is the essence of animated thinking.


THAT’S AN INTERESTING NOTION.  SO BASICALLY… EVEN A LIVE-ACTION DIGITAL FILM FOLLOWS THE SAME CREATIVE PRINCIPLES AS AN ANIMATED FILM?  OR IS SUBJECT TO THE SAME RULES AS AN ANIMATED FILM?

You have that option.  You’re not necessarily going to want to do that with all live-action, but you’re going to want to understand that the potential is there.  And there will often be a great mix, now that extras in a scene may be animated instead of actual people.  Certain effects will be digital.  More films, even if they’re not obviously hybrids, are going to be hybrid films, so understanding that you need certain rules for playing with those tools becomes incredibly important.  

All filmmakers now should be studying animation to understand these new tools they’re taking on.  It’s an interesting and relatively new area.  How do you marry the rules of live-action to these new rules?  

A film like Amelie is an incredible example of hybrid filmmaking.  You don’t think of it as using animation principles, but it totally does.  You can actually break it down on a frame-by-frame level and see how [director Jean-Pierre Jeunet] controls it and makes decisions that are almost invisible when you watch it the first time.  But when you go back and do analysis, you see incredible stuff.  Jeunet is a guy coming from an animation background and bringing that sensibility to live-action filmmaking.  

I had an interesting experience with that film; I was watching it with a guy coming from a theatrical background… and when we came out he said, “I know it looks like a fantasy, a fairy tale, but I’m not sure why.”  He was certain it was because of the acting, but the reality was it was everything in that film.  Jeunet actually took every frame, all the beautiful shots of Paris, and he scrubbed the film—altered the lights and colors and everything—in order to heighten, or make it the ultimate caricature of Paris.  That’s animation: you can alter terrain, as well as characters, special effects… and marry it all for a very specific, controlled kind of effect.


I THINK A LOT OF PEOPLE TODAY—MYSELF INCLUDED—STILL THINK OF ANIMATION IN TERMS OF OLD-SCHOOL, TRADITIONAL FORMS LIKE Snow White and the Seven Dwarfs OR EVEN The Incredibles.  BUT THE WHOLE WORLD HAS EXPLODED OPEN… THERE’S BIG BUSINESS NOW IN COMICS, GRAPHIC NOVELS, VIDEO GAMES.  HOW IS DRAWING FOR TV OR MOVIES—CREATIVELY, STYLISTICALLY, AND PHILOSOPHICALLY—DIFFERENT THAN DRAWING FOR A COMIC STRIP OR A GRAPHIC NOVEL OR A VIDEO GAME?

Video games come into the same territory as animation; once you insert movement into the process, it changes everything. That’s an important thing to realize.  I’ve had students who come from a comic book background and have had the hardest time making the leap into animation; they can’t fathom why it’s different.  

The key with animation is that every drawing is only a tiny piece of the greater whole, and what you are looking for is the combined effect, which is often quite different than any little piece.  For examples, when you are drawing a background, a background isn’t just a landscape, it’s a place where action can happen.  You have to actually build and affect what will happen with the action by what you do in the background.  

There’s a beautiful section in Spirited Away, by [writer/director Hayao Miyazaki] where Chihiro, this girl who is being led into adolescence, is being led into this crazy fantasy park.  It looks like she’s walking through a park—you just kind of look at it superficially—but if you really look, there are buildings pressing into the frame, blocking her ability to go backwards.  She can only walk in one direction, and there are stone paths and all sorts of enticing things… which basically means she has to go a certain way.  She can’t go another way.  You think she’s operating on free will… but Miyazaki has made it so there’s no other way for her to go.  There’s your background.  It’s a location for action.  You have to decide what actually needs to happen there, what supports the plot, what supports the theme, and build those things into the background.  

[Here’s another] anecdote of sitting in on a live-action shoot of a script I helped develop  It was supposed to be a hybrid, but a major piece was live-action, and they were doing a critical scene that happened in an alleyway.  They had three or four alleys to choose from, and they were talking about the benefits of one alley versus another.  I turned to my partner, the other animator on the team, and we realized that in animation this discussion would be completely different.  [They were talking about] how long the alley should be, and they were trying to adjust the action to fit the alleys they had.  This is one of the key obstacles young animators get into.  They draw a certain alley, then try to stuff the action into it.  They forget you can make the alley whatever length you need it to be.  If you need it longer, you can stretch it.  If you need to add a hidden passageway, put it in there.  

It seems simple, but remembering you have that power is one of the critical principles.  You can alter every element and make all the pieces fit together, not just adjust one thing against the other, like we would in the real world.

Also, very important, is that movement is created by this series of tiny positions… but have you ever actually taken a piece of great animation and watched it frame-by-frame?  You’d be amazed at what the individual frames look like!  The distortion of them... you almost can’t believe it, because when you run it, it looks like a fluid piece.  But crazy stuff is happening in there: extra arms and legs, extra eyeballs, bodies are squishing and stretching—very bizarre looking things.

Understanding that piece of artwork—not only for the moment it’s the frozen moment in a piece of action, but that it must exist in relationship to what comes before and after, that it exists in the total flow of where the action is going—completely changes the nature of the drawing.  You don’t [usually] see the individual drawing, you only see the flow, and it’s almost between drawings that the movement happens.  

It’s actually a physical thing that happens.  It’s the relationship of how your eyes work into your brain—a little thing called persistence of vision—that you play with in animation; you actually play with the gap and our willingness to assume there’s action there, even though there isn’t.  Live-action does that in a mechanical way; your mind recreates action.  In animation, you’re creating action that doesn’t exist under any other circumstances; it only exists in your brain.  It’s a weird thing, but it’s important to understand: it’s all raw creation.

TO BE CONTINUED…



Animation | Books Tools Resources | Guest Perspectives
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Friday, January 30, 2009 7:20:29 PM (GMT Standard Time, UTC+00:00)  #  Comments [0]
# Thursday, January 29, 2009
WEBSITE OF THE DAY: The Write Environment
Posted by Chad

Hey, guys--

Props to Andrew, who steered me toward an interesting website: The Write Environment.  Founded by screenwriter Jeffrey Berman, The Write Environment is actually a series of interviews, conducted by Berman, with some of today's top TV and film writers, including Joss Whedon (Buffy, Angel, Dollhouse), Damon Lindelof (Lost), Tim Kring (Heroes, Crossing Jordan), and Doug Ellin (Entourage). 

Berman posts clips of the interviews on the website, and you can watch the whole of each interview by buying a DVD for $12.95.  I don't know if you'll want to toss down 13 bucks for any of these, but even just watching the clips is a lot of fun...


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Thursday, January 29, 2009 10:13:18 AM (GMT Standard Time, UTC+00:00)  #  Comments [1]
# Friday, January 23, 2009
BOOK REVIEW: Master Shots
Posted by Chad

Hey, guys—

Wanted to take a few moments today to recommend a really interesting book I’ve been perusing over the past few days… Christopher Kenworthy’s “Master Shots: 100 Advanced Camera Techniques to Get an Expensive Look on Your Low-Budget Movie.”  It’s brand-new… just hit shelves at the beginning of this month… and it’s a great book for anyone about to shoot their first movie (or second or third, really).

The book is a simple, straightforward, practical guide to how to film effective shots, how and why those shots work emotionally and visually, and when to se them in a film.  This book doesn’t pussyfoot around with film theory or history or gushy tangents; it’s a no-bullshit approach to learning how to execute certain and specific moves.

The book works very simply in two-page chunks…

The first page usually contains three pictures: 1) a screen grab from a familiar movie like “The Bourne Identity” or “Sideways”; 2) an illustrated recreation of the scene using arrows to show how the camera moved to create the shot in the screen grab; and 3) an illustration showing how the same technique could be used in a new way.

The second page details, in text, how the shot works, what it accomplishes narratively/emotionally/visually, how to successfully execute it, and how to use it in a movie.

Kenworthy also arranges his book smartly, organizing his shots into easy-to-find-and-use chapters such as “Fight Scenes,” “Car Scenes,” “Revelations & Discovery,” “Shock Horror,” etc.  Each chapter than has 7 to 10 shots.  “Love & Sex Scenes,” for instance, has “Eye Contact,” “First Contact,” “Kiss Angles,” “Facing Up,” etc.

So if you’re a first-time director—or a director stuck on a particular sequence—trying to figure out how to shoot, say, a scene where a policeman is chasing a robber through a dark woods or a bustling city street, you could simply turn to the chapter titled, “Chase Scenes,” and find ten helpful shots used to bring chases to life (“Travel with Subject,” “Long Lens Pan,” “The Unseen Attacker,” etc.)  You’d then find, in simple and succinct terms, explanations, photos, and illustrations guiding you through each shot.

(In fact, the weakest part of the book is probably the illustrations and recreations.  Maybe I’m just not used to thinking like a director, but even with the arrows they were sometimes hard to follow.  I found myself wondering how much more effective the book would be with an accompanying DVD or website where you could watch the actual clips, look at moving shots or recreations, etc.  Having said that, it’s still a damn helpful and practical book.)  (But if you read this, Christopher Kenworthy, you should think about putting up a website… much like Ric Viers’ “The Sound Effects Bible” and its corresponding website: www.soundeffectsbible.com – a great filmmaking and educational resource!)

Although Kenworthy is clearly speaking to directors, I was fascinated from the book’s first page because it’s such a clear, uncluttered glimpse into the head of a DP or director.  I ALWAYS think it’s helpful, as a writer, to learn other artists’ creative processes, but this was fascinating in its own right simply because Kenworthy does such a great job of explaining the shots and why they work.

In Chapter Three (“Entrances and Exits”), for instance, Kenworthy talks about a shot he calls the “Window Push.”  Here’s what he writes…

“In these frames from ‘Amelie,’ a simple combination of effects creates the correct emotion, without it looking like a technique at all.  The camera moves towards the windows, as they are closed, and then the character walks out of the shot and turns out the light.  It’s the combination of these factors that makes this work.  When a camera dollies forward, we get the feeling we’re going to see something new, so when the character walks out of the dolly shot and leaves a dark window, it creates the surprising feeling of closure.  It breaks expectations.  Equally, if the window was already closed, or the light already out, the effect would not be as powerful.”

It’s a ridiculously simple shot… and the pictures help illustrate it… but Kenworthy is totally right. And these are the types of straight-arrow, bare-bones lessons and tips the book offers.

You may not consciously think about how this little shot works as you’re watching the movie, but as a director, it’s a great technique to use and understand.  And as a writer, it helps you both understand directors’ processes AND think about your own work… interesting ways to end scenes, reveal characters, etc.

I’ve never directed a movie, but if I were about to, I would certainly keep this book on my desk.  If not to help me plan my entire shotlist, at least to double check it… to make sure I was covering my bases and using shots appropriately.  So take heart, nervous first-time directors… thanks to Christopher Kenworthy—you have a friend.


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Friday, January 23, 2009 10:00:09 PM (GMT Standard Time, UTC+00:00)  #  Comments [1]
# Thursday, January 22, 2009
Great WGA News... including a big meeting (and free dinner)
Posted by Chad

First of all, some exciting news on the reality TV front...

Two important class-action lawsuits were settled today, surprising everyone in the TV industry.  These class-action lawsuits were filed four years ago by the Writers Guild and hundreds of reality TV writers and producers claiming production companies and TV networks (including ABC, CBS, and FOX) had cheated them out of overtime, forced them to falsify time cards, and required them to work in inhumane conditions.  These weren't just little writers and producers on little shows, these were major network programs like "The Bachelor," "The Real Gilligan's Island," and "Trading Spouses." ...So this is a HUGE victory not only for people working in reality TV, but for writers demanding fair treatment and equitable pay in every genre or medium (like animation, game shows, sketch and comedy shows... many of which STILL aren't covered by union contracts)!

(And I'll be honest, as much as I support the WGA and their campaign to organize reality... I was totally skeptical they would win this.  I think the Guild has made some huge missteps in their organizing campaign over the last few years; fortunately, they seem to have gotten back on track in the last couple months, and I think this is a huge shot of adrenaline... at least for me.)

Secondly... the battle ain't over-- yet.  There's still a LONG way to go before completely bringing reality writers and producers into the union's fold, but the WGA is hosting a meeting tomorrow to get writers, producers, and supporters up to speed.  You don't have to be working on a TV show in order to come... you just have to be a writer-- or someone who supports writers' causes.  (Plus, they provide free dinner... and hey-- who can pass that up?)

Here's the scoop...

WHEN:  Thursday, January 22, 8 pm.
WHERE:  The Writers Guild, 7000 West Third Street, Los Angeles, CA 90048
RSVP:  talbert@wga.org

Hope to see you there!




Industry Updates | Reality TV
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Thursday, January 22, 2009 12:40:56 AM (GMT Standard Time, UTC+00:00)  #  Comments [0]
# Wednesday, January 21, 2009
VIDEO OF THE DAY: "Benjamin Gump"
Posted by Chad

Hey, movie fans--

I haven't actually seen The Curious Case of Benjamin Button, but thanks to this video... you won't need to!  Props to Rick for sending this over.  Check it out... hilarious!  (I especially loved it because I find Forrest Gump one of the most over-rated movies ever... although it has a great soundtrack-- the best part of the movie)


BENJAMIN GUMP


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Wednesday, January 21, 2009 7:05:17 PM (GMT Standard Time, UTC+00:00)  #  Comments [2]
READER QUESTION: Can a TV Spec Go To New & Different Locations?
Posted by Chad

Today’s reader question comes from Erica, who writes…

“When it comes to a TV spec, do you have to try and stay on the normal sets or can you branch out?  For instance, on How I Met Your Mother, they tend to go to other places, like restaurants or the mall. But they've had several episodes that stick to just the bar and their apartments. Just curious what the rule of thumb is.”

This is a great question, Erica, and one that many writers often wrestle with.

When writing a TV spec, you obviously want to make sure you have your main characters on their primary sets for at least some (and maybe most) of the story.  But I definitely think it’s okay to go to some new places… as long as they seem true to the world and tone of the show.

For example, let’s say you’re writing a “30 Rock” story in which Liz Lemon joins a Big Sister program and “adopts” an underprivileged child.  That seems like a likely enough “30 Rock” story, and in the context of that story, it’s very plausible that you might write a scene or two where Liz goes to the little girl’s house or neighborhood.

Similarly, perhaps you’re writing a spec for “The Big Bang Theory” in which Leonard and Sheldon pick up some nerdy girls at a technology convention.  You’d probably want some scenes on the floor of the convention… and you may even have a scene or two in a hotel room.

In these cases, it’s totally okay for you to leave the traditional sets of the show… just as most regular episodes often have a few scenes shot on “guest sets” (like when Michael Scott goes to Chili’s or the doctors on "Grey’s Anatomy" visit someone else’s house or hospital).

What you would NOT want to do is tell a story that seems so outlandish it forces you to go to ridiculous places.  You wouldn’t write a “House” spec, for instance, that sends Dr. House to the moon, requiring you to have sets of a spaceship or lunar modules.  And you probably wouldn’t write an “Ugly Betty” script where a job assignment sends Betty to Antarctica.

So, in short, it’s less about sending your characters to believable locations, and more about telling stories that seem tonally plausible for the show.

Having said all this… sometimes people write “novelty specs,” or spec scripts that are clearly playing with the format of their show—usually in some clever, splashy way.  I.e., a few years ago, a writing team wrote a spec script for Mary Kate and Ashley Olsen’s sitcom (I think it was “Two of a Kind”).  The spec was titled “Mary Kate Misses First Period,” and it was the raunchy, inappropriate story of how Ashley got her first period… but Mary Kate didn’t—and then it turned out she was pregnant.  The story was raw, vulgar, and totally inappropriate… but it also landed the writers a ton of meetings and eventually a writing job.

In those cases, it’s okay to venture beyond the bounds of the show; in fact, you have to.  Writing a novelty spec, however, can be risky.  If you do an amazing job, it can garner a lot of attention.  If you do a poor job, you look silly and foolish.

I remember reading a novelty spec for “Taxi” a few years ago… where the taxi kept picking up characters from different sitcoms—Jerry and Elaine from “Seinfeld,” Will and Grace, maybe some folks from “Cheers” or “Murphy Brown.”  I don’t remember the specifics… all I remember is: it wasn’t very funny.  The story itself was gimmicky and none the characters' voices seemed right... any everyone who read it knew is.  So while it may have been a noble idea, it just made the writer seem desperate and hacky.

Anyway, I hope this helps, Erica… and for the rest of you with questions, please feel free to post them in the comments section or email me at WDScriptNotes@FWPubs.com.

In the mean time, keep reading… we have some great stuff coming up: more reader questions, Pitch Workshop submissions, book and movie reviews, and—in a few days—our first bona fide writing contest!!


Reader Questions | Writing TV
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Wednesday, January 21, 2009 12:10:47 AM (GMT Standard Time, UTC+00:00)  #  Comments [1]
# Monday, January 19, 2009
Joss Whedon's Writing Tips
Posted by Chad

Special thanks to Brian Klems for finding this awesome piece with Joss Whedon's top ten writing rules (compliments of Catherine Bray, 4Talent magazine, and Danny Stack).  I found this super-helpful... especially the first one, which-- quite honestly-- is a HUGE problem of mine.

Anyway, happy MLK Day, and click HERE enjoy some sage advice from Joss!


Fun Stuff | Writing Advice
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Monday, January 19, 2009 11:14:34 PM (GMT Standard Time, UTC+00:00)  #  Comments [1]
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