Once Upon a Renaissance: Recontextualizing Disney/Pixar Dynamics and Defining the Third “Disney Renaissance” Garrett Ray Harriman Senior Seminar April 2014 Harriman 2 Abstract As it exists today, the relationship between Pixar Animation Studios and Walt Disney Animation Studios is the product of different eras of animation aesthetics, technological breakthroughs, corporate organization, and creative storytelling drive. Each studio has lived through periods of “Renaissance,” denoted and connoted by critical praise, strings of financial success, and a defining collective spirit for crafting peerless entertainment. This paper sifts through several layers of these companies’ internal and cooperative dynamics, cultures, and histories, while simultaneously exploring if the concept of “Renaissance” is more than nominally applicable to specific periods of their ideologies and output. In so doing, a new definition of “Renaissance” is reached, one predicated on fluidity, transition, and active construction. This renewed understanding lays the case for the most recent string of Walt Disney Animation Studios films representing another “Renaissance” period of American animation, guided by Pixarian principles, yet developmentally distinct from canons past. Harriman 3 Contents Introduction: “Be Prepared”……………………………………………………………………....4 Part 1: “The Bare Necessities”: Redefining Renaissance………………………………………..14 Part 2: “A Whole New World”: Disney Dogma (1932 – 2006)………………………..………..28 Part 3: “A Star is Born”: Pixar Paradigms (1995 – Present)…………………………………….41 Part 4: “Prince Ali”: The Power of Pixar Mythmaking………………………………………….58 Part 5: “You’ve Got a Friend in Me”: The Disney/Pixar Merger…...……….........……………..71 Part 6: “Something There (That Wasn’t There Before)”: Disney’s Third Renaissance..………..79 Conclusion: “Almost There”……………………………………………………………………..89 Acknowledgments……………………………………………………………………….……….91 Annotated Bibliography...………………………………………………………………………..92 Harriman 4 Introduction: “Be Prepared” So prepare for the chance of a lifetime Be prepared for sensational news A shining new era Is tiptoeing nearer… The Lion King, 1994 “Long Live the King” Mufasa, the Lion King of the Pride Lands, has just exploded from a stampede of panicked wildebeest to haul his battered body to the safety of a canyon outcropping. His son, Simba, is safe from the herd on the canyon wall. From this vantage, he watches his father near the flat of a precipice; in the shadows out of his sight, his covetous uncle Scar waits to pounce. Scar, slighted the throne, watches Mufasa plead and struggle up the rock with an eerie coolness. Suddenly he lunges. His claws sink into his brother’s exposed paws. He leans out from the shadows, ever so briefly, and darkly hisses, “Long live the king.” Mufasa’s eyes widen, unbelieving. Scar forces his brother into thin air. The Lion King falls screaming to his death. Simba screams in unison, unaware in his fear and grief that his homeland, his legacy, has irrevocably changed. This tragic sequence of events, depicted in the 1994 Disney film The Lion King, is a fantastic metaphor for the sea change following the advent of CGI animation, which happened less than a year later on the release of 1995’s Toy Story. Of course, the results of this innovation have been far from lamentable—it has given the world Pixar Animation Studios and their pantheon of now-classic characters and films. At the same time, like Simba, Walt Disney Animation Studios remained in the dark as to the eventual world-changing power Pixar’s Harriman 5 technology would birth. Most groundbreaking shifts take time to process. In Simba’s case, he needed to come to the realization of his true potential after years of self-imposed exile. Luckily for the world, and for Disney, such drastic measures were not required. The Divide Three decades ago, after a year spent surveying technology companies and university lectures, veteran Walt Disney animator Frank Thomas published a five-page summary of the work and ambitions on parade in the nascent field of computer animation. The article reads as a pedagogical artistic breakdown of the great divides separating computer generated imagery (CGI) and traditional hand-drawn animation—divides Thomas felt could be bridged only so far. The first subheading of the piece presages the hopeful, if unbelieving, tone of his conclusion: “Can it be done? Should it be done?” (Thomas 20). From Thomas’s perspective, one major impediment dividing the two mediums manifested in a gulf of observational experience. For decades, Walt Disney’s best artists had plied the mystery of movement via intensive observational efforts, culminating in an unfinished awareness of the systematized nuances of motion. This hard-won knowledge included adapting real-world movement into believable (if exaggerated) energy, the ability to create a “caricature of important actions,” and defining the relationships between minute, interconnected bodily systems (Thomas 21-22). Entire animation careers became protracted labors endeavoring to articulate, exaggerate, and adapt the je ne sai quoi of real-world movement into a tenable and enjoyable cinematic language. Thomas summarizes this impassioned humility: “the Disney studio…never had even twenty animators who fully mastered the craft” (Thomas 23). Their task—connecting audiences with emoting characters and richly-imagined worlds—proved ever uphill. Harriman 6 By contrast, proponents of CGI seemed energetically ignorant of such hills. Investigating the work of CGI animators, Thomas was chagrined to discover a prevailing attitude of irreverence and overconfidence toward both matching the history of animation and perfecting its future in half the time. There seemed no lack of bloated rhetoric on display in the character of young techno-whizzes he and his colleagues encountered during the field’s budding years. He recalls a newly hatched egghead circa 1968 estimating, “‘In six months, we will have “Snow White Quality” animation capabilities’” (Thomas 20). Faced with such brazen hyperbole, it is little wonder Thomas’s piece partly reads as an unflattering appeal for these upstarts to get a grip. There is a second, more quantitative reason for justifiably writing off CGI during the mid-‘80s. Until that point, no legendary animator or animation fan could have predicted what computer generated animation would become. During Thomas’s research, the future of the art form was pure speculation, CGI’s influence doubly so, making Thomas’s words today seem retrospectively sophomoric: “Today’s computers can generate cartoon actors with rich personalities and put them in story situations that achieve full audience involvement…It is even possible to make the computer figures appear to think, but there it ends. The subtle pantomime, believable dialogue, appealing drawings, and most of all that personal artistic statement [emphasis mine] may be beyond our reach in the mechanical area of electronic circuitry…” (23-24). Refusing to defend the messianic attitudes of CGI wunderkinds and their undervaluing of animation techniques is a retrospectively understandable defense on Thomas’s part. Yet it would be all too belittling (and misconstrued) to peg Thomas for a gasping endangered animal on the Harriman 7 cusp of its own extinction. CGI’s meteoric ascendency to its contemporary animation dominion could not have been predicted. Experts lacked the foresight for what CGI would become. Thomas’s argument instead defines what he considers the true divide separating handdrawn material from the characters and worlds of the CGI: a heedless, willing, and headlong ignorance of the rich artistic fundamentals he and his colleagues cultivated during Disney Animation’s first heyday. His fear is that something would inevitably, and even tragically, become lost in the transmutation of pen strokes to keystrokes. Disparity lay not in computers’ power to emulate reality, but in the subtle artistic nuances such aped pixilation would forgo. On this stance, the animator is unmoved: “Even today [July 1984] there is no electronic process that produces anything close to ‘Snow White quality’” and, says Thomas knowingly, “there is little reason to believe there ever will be” (20). Of course, Thomas’s egghead’s prediction was not in the least bit wrong. The 2-D/CGI divide was a chasm inevitably crossed, its forecasting merely eleven years premature. The Stampede Thanksgiving, 1995: CGI Snow White arrives with the release of Pixar Animation Studio’s Toy Story. Critically and commercially, Pixar’s inaugural effort dominated foreign and domestic box offices and overjoyed the public’s imagination. Audiences, critics, and computer science prophets were each equally underprepared for the landmark title’s resonance and influence. Ironically, the “personal artistic statement” of Toy Story was not “beyond reach,” but infinity and beyond reach. Pixar’s first cinematic outing loudly proclaimed what full-length CGI was capable of, toe-to-toeing with 2-D animated Disney films financially and, most importantly, aesthetically. The world now knows this story by heart. CGI is the new animation standard, the new landscape Harriman 8 to which all other animated efforts must adapt. Since Buzz Lightyear and Woody’s first adventure, computer generated animated films have become the new animation standard. Forbes reports that Pixar films have grossed over $7 billion dollars globally, each raking in top-tier critical praise and an average of $61 million apiece (Pomerantz 2012). Even outside the studio Luxo Jr. built, CGI animated films explode at the box-office, many grossing hundreds of millions of dollars and at far-expedited rates reminiscent of Disney’s (and Disney’s competitors’) 1990s roaring animation floodwaters. 75 animated films (the majority CGI) have graced theaters since 2008, with an expected 13 major releases this year (Varirer, LA Times). 10 out of 12 Academy Award nominees for Best Animated Feature have been CGI productions, Pixar itself having won 7 times, plus garnering dozens of other nominations for technical and writing awards (Wikipedia, Pixar Touch 265). In addition, every entry in the Pixar canon has opened domestically at Number 1 (Inside Pixar). The evidence is overwhelming. CGI animation can be done, has been done, and continues to extend its financial, cultural, and creative dividends year by year, with Pixar ever at the vanguard. Thomas’s piece, printed on the eve of CGI’s crosspollination into traditional Disney methodology, could not chronologically account for the art form’s techniques later splicing into Disney’s collection of 1990s films, collectively referred to as the “Disney Renaissance.” CGI had been financially and creatively viable, however, before Pixar’s full-length outing stole the show. A case study of this hybridization is found in the now-classic film The Lion King (1994), released less than a year before Toy Story. The infamous stampede scene was only made possible through a computer-derived system called behavioral modelling. Behavioral modelling allows animators to create dynamic Harriman 9 crowds in their films via computer rendering—the wildebeest stampede in The Lion King, and crowd shots in The Hunchback of Notre Dame and Mulan prime examples (Pallant quoting Terzopoulos 1999, 38, Demystifying Disney, 98-100). This superimposition of large-scale crowds with traditional foregrounded animation carried over into subsequent Disney films, though special attention was paid to ensure the fidelity of the 2-D look. While CGI wildebeest thundered down the African gorge, animators set distinctly 2-D parameters for this shot, treating these creations with the same “2-D multiplane pan style” and giving animators room to finesse the motion of individual constituents in a crowd (99-100). Though behavior modeling bore its own limitations—crowds still demanded rigorous post-production editing and the finessing of individual motions of members of a crowed—its function in The Lion King (now celebrating its 20th anniversary) was more than ornamental, more than an experimental usage of a timely aesthetic tool (Pallant, Demystifying Disney, 100-102). It solidified one of the most exciting and dramatic scenes in a Disney film for a generation of movie-goers, young and old. It functioned as a story device, enveloping audiences in Simba’s desperate mental state. Essentially it overturned and amplified Thomas’s conservative hopes for what computer generated animation could add to animation or accomplish of its own accord. The stunning visual difference between Toy Story and The Lion King temptingly offers a handy metaphor: Wouldn’t it be appropriate to hold the stampede as surrogate for the paradigmshifting CGI onslaught to come? Could there be a more fittingly morbid comparison for CGI’s takeover of the industry than 2-D Mufasa shoved off a cliff into the insuperable rush of CGI wildebeest? As retrofittingly congruous (and morbid) a comparison this is, it simply is not the truth. Subjectively, Mufasa’s death would not have been half as wrenching without CGI wildebeest Harriman 10 flattening him into a rug, but Disney did not die in the wake of Pixar’s theatrical releases. Readers familiar with the film’s story know good things arise afterward. Framed for patricide, Simba flees his homeland, adopts a hedonistic lifestyle, abdicates responsibility of his regal obligations, and is confronted by a cosmic vision of his father at a critical juncture in his life. “Remember who you are” Mufasa admonishes. This advice is so stirring, so transformative, Simba immediately races home to reclaim the throne from his evil uncle Scar. Was Frank Thomas’s curmudgeonly stance toward CGI indicative of a breed fearing extinction, or is there more than a modicum of truth in his lamentation of the Disney “Golden Age” transmuting from pen strokes to keystrokes? The fear at the time was minimal, but palpable. Who could have guessed full-length CGI could work developmentally and commercially? And clinging to a canyon wall, somewhere between 2-D and 3-D space, Mufasa is murdered by Scar, sealing a dark, barren future for the Pride Lands—“Be prepared!” he bellows atop his foreboding spire. Desolation swiftly follows. Yet the resulting surfeit of CGI animated films did not desolate, extinguish, or trample the Disney name. Like Mufasa, Walt Disney Animation Studios (hereafter WDAS) continues to live on in new forms, contemporarily fueled by the spiritual stylings of Walt Disney and the creative, organizational, and ideological skills groomed by the gurus at Pixar. Though it has strayed recently from its cultural and entertainment obligations, the living ghost of Walt’s legacy continues its evolution under the newly tented precedents of CGI. As will become clearer, though Disney waned from the Lion King’s cosmic advice, it is currently primed to follow a modified version—“Remember who you want to be.” Considering Frozen Harriman 11 Frozen, released in 2013, follows the story of two Scandinavian sisters—one born with magical icy powers, the other not—whose adventures teach them the meaning of accepting who you are and championing familial love. Money-wise, the film has fallen in rank beside the crowning heavyweights of Pixar and 1990s Disney. In descending order, the three top-grossing animated films worldwide, as compiled by Box Office Mojo, are as follows: Toy Story 3 ($1,063,171,911), Frozen ($1,049,743,000), and The Lion King ($987,483,777) (Wikipedia, “List of highest grossing animated films). As one metric of success, Frozen’s surpassing of the Disney Renaissance juggernaut The Lion King, and becoming one of only three billion dollarexceeding animated films, is itself telling of an invigorating new audience desire for WDAS production (12 years a slave). Of course, financial success is only one criterion of success, and not enough to dub the newest Disney outing as “Renaissance”-worthy. Critically, Frozen has garnered tremendously positive accolades. Critics have hailed Frozen as Disney’s best effort since 1994’s The Lion King. “It's as if the studios have reversed roles,” reports Kevin Fallon, “with Pixar mired in sequelitis and write-by-number scripts while Disney gambles on out-of-the box story ideas” (Fallon 11/25/13). Jaime Bibbiani of MacClean’s writes, “Frozen really is a beautiful and unique snowflake… reminiscent of the rest [of Disney’s canon], but really, there’s nothing quite like it” (Bibbiani 11/17/13). Frozen also won both the 2014 Golden Globe Award and Academy Award for Best Animated Feature, the latter a feat Disney has never before obtained in the 14-year history of the category. It also garnered Best Original Song for “Let it Go,” and has entered the fabled financial territory of animated film Toy Story 3 and The Lion King to have earned over $1 billion dollars in international box office (“12 Years a Slave”). Harriman 12 Is this praise and adulation enough to designate Frozen a Renaissance-bearing Disney title? It is reasonable to think this new “Renaissance,” if it exists, will bear striking resemblance to the ones which came before—repeated financial and critical esteem—but there is a glaring fallacy imbedded in this logic. The question is not “Will Disney, or is Disney now, in the midst of a third animation Renaissance?” Instead, the more prescient question should be, “What is a Renaissance, anyway?” The Question Now “Ultimately the breakthrough [for CGI animation]…will not be in an awkward duplication of Snow White or Bambi,” Thomas says in his essay. “It will be something new and vital…The only question now is, who will be the first to do it?” (23-24). The answers to Thomas’s questions—“Can it be done? Should it be done?”—continue being etched our living cultural wall. Pixar was the first, and over the past decade and a half of releases seems to be cemented in a position of unimpeachable power. Moviegoers now reap the benefits and gluttony of CGI artistry cascading from Pixar’s headwaters. Yet the recent postmillennial WDAS releases, financially and critically, bespeak another power shift, and possibly another “Renaissance.” I posit not only has Thomas’s disfavor of CGI animation has proven unfounded, but that Walt Disney Animation Studios (hereafter WDAS) has learned, and continues to learn, from Pixar’s output, ideology, and branding success. In lieu of Pixar’s presence and intercession circa 2006, WDAS would have continued to flounder in the now full moon tidal sweep of CGI animation houses. This second wind has revivified the Disney name and, most importantly, has imbibed the current suite of Disney animators and directors with the tools, leadership, and bright- Harriman 13 mindedness required to define for themselves what quality means—what “Renaissance” means—again. Before continuing this paper, let me first outline what this paper is not. It is not a soapbox meant to unilaterally gild Pixar over Disney in the eyes of casual fans or animation aficionados. “Exuberance,” to quote Flaubert, “is better than taste,” and each company, rightly and for equally credible reasons, deserves their most exuberant proponents (Flaubert, 72). Instead of polarizing the ideals and craftsmanship of one animation giant over the other, I endeavor to show the ways Pixar and Disney operate as individual companies and at a newly symbiotic level of creative and aesthetic direction which, even now, nears watershed caliber. Framing and highlighting these goals, I further hope to show the reader that the nominal categorization of films (and eras) as “Renaissances” is a far more fluid label than our cultural assumptions typically consign. This, I believe, is the crux of the question. Critical consensus and financial excellence simply denote too little. Only after revised definitions are reached and chains of influence linked can Frozen, and other recent WDAS offerings, be substantiated as bellwethers of a third “Disney Renaissance.” Harriman 14 Part 1: “The Bare Necessities”: Redefining “Renaissance” And don't spend your time lookin' around For something you want that can't be found… The bare necessities of life will come to you The Jungle Book, 1954 “Take It Easy, Little Britches” Baloo is a go-lucky jungle bear who adopts a the “man-cub” Mowgli. He starts teaching him the rules of the jungle—what to eat, how to survive—and most of all, how to relax. Bagheera, Mowgli’s black panther guardian, is not convinced in Baloo’s ability to teach the young wild boy what he needs to know—in fact, his mission is to return him to his village before Sher Khan, the jungle’s deadliest tiger, finds him trespassing in his territory. As comes to pass, both Bagheera’s and Baloo’s advice see Mowgli involved in all kinds of trouble. It is when Mowgli decides for himself what it means to be human, to be himself, that he is able to pay respects to his mentors and look forward to the future (The Jungle Book, 1967). What’s in a “Renaissance”? Can the Disney animation throne be reclaimed in the new millennium, or at minimum polished to a shine familiar to its most ardent supporters? Animation fans have wondered since the late 1990s if the company will ever again reach the fabled artistic heights of its “Renaissance” era, a period extending from The Little Mermaid (1989) to Tarzan (1998). Their drive to once more see the studio thrive is predicated on the belief that the reproduction of past successes, the absorption and extension of previous merits, is all that underlies the term. Harriman 15 This section will make clear the fallacy of “Renaissance” under this constrictive, popularized definitional umbrella. Nominally and categorically, the term “Renaissance” evokes the reclamation and advancement of past inventions and principles. Practically, the true nature and defining characteristics of “Renaissance” all but guarantee the impossibility of a one-to-one reclamation of past ideals. The construct itself is a far more fluid and exciting animal, capable of more daring ticks than merely recapturing or emulating the effervescent aesthetic sprit of earlier eras. Understanding what the term truly connotes—and how it continues to morph—is critical for approaching the question of the Disney Renaissance, Pixar’s influence in its development, and for designing a solid, revised critical defense for Disney’s newest films fitting this definition. Renaissance Clichés What has “Renaissance” come to mean in the popular imagination? Is this conceptualization accurate or representative enough of the historical period that spawned it? The origin of the “conceptual renaissance” is generally attributed to 16th century art critic Giorgio Vasari via his 1550 coinage rinascita, meaning rebirth, and who noticed that Tuscan elites prized and valued objects of both literary and artistic merit (Findlen 86). Furthermore, the term was first “singled out” as a discrete spiritual/philosophical age in 1860 by Buckhardt’s Die Kultur der Renaissance in Italien, wherein the idea of a “Renaissance civilization” and culture distinct from other timeframes was penned (Kristeller 451-452). It is from this latter categorization that our modern compartmentalization of Renaissance, and the ideas and ideals it spawned, sprang forth. Since Buckhardt’s groundwork, the “public image of the Renaissance” has been Harriman 16 extirpated from the hands of academics and collectors and disseminated across museums and galas, TV documentaries, and everyday objects the world over, is one that can often be cited as “a term of convenience,” but should be investigated more critically (Findlen 83). (My argument demands just such semantic vivisection. “Disney Renaissance” has become a buzzword that only superficially acknowledges the many subcutaneous designs undergirding, and justifying, such a label. This reflects our long-held supposition and support for what the Renaissance (at least in Italy) actually involved, and for the uncritical adoption of the term by Westerners at large.) The history of Renaissance ideals and spirit has likewise stemmed from the study of groups of thinkers during the age and connecting common threads between them, often from a privileged or revisionist vantage. This lumping together has certainly made consensus thoughts of the Renaissance more historically and critically approachable; at the same time, as a method of convenience, the definition has filtered much of the nuance, and frankly truth, from what this proscribed era was truly all about. Nowhere is this oversimplification more apparent than the discrete categorization and hierarchical molding of what bare necessities constitute Renaissance thinking. Much Renaissance scholarship is preoccupied with establishing consensus of authorship among relevant scholars. Efforts of this nature only reinforce and amend what “Renaissance” denotes among critics and historians, further distancing the public from the true nature of the era by allowing clichés to perpetuate unchecked outside of academic circles. Beginning this revision requires unpacking these long-held Renaissance “themes,” which I do below. Art and Nature Florentine artists, such as Ghiberti, Donatello, and Brunelleschi, intellectualized art more Harriman 17 than their predecessors, individualized experiences of mood and form, distancing art’s primary Medieval function of religious exhortation into a sphere of wider public patronage, carving a niche for highly sought-out talents. “The activities of these artists reflected the growing interest in Ancient Rome and the new way of looking at it. Rome also lent their works prestige” (Leven 220-221). Close terms these indispensable pieces of the Renaissance puzzle “commonplaces.” In a larger arena of thought, most people are familiar with the concepts of art, nature, and the classical trains of thought running through both. Close offers a more sizeable, nuanced definition for both terms and their linked classical origins. Art, for instance, is “any rationally organized activity which has a practical rather than a speculative end…and as the system of theoretical knowledge or the intellectual expertise or the technical proficiency which such activities presuppose” (Close 467). Nature is defined as a 5-tier concept: the powers/principles behind change and growth; a “universal causative power”; the first and persisting ground of existence, either cosmically/pre-Socratically via elements or Platonically via ideas; the form and function of physical items/creatures; and “the cosmic scheme of the natural world” (Close 467). It may seem obvious that the super-headings of “art,” “nature,” and “antiquity” extend into nuanced territory beyond their blanketed cultural definitions. Yet it is precisely these Renaissance “themes” that deserve deeper scrutiny, as their superficial definitions have guided and cemented so much thought and interpretation of the timeframe. Close unpacks the generalizations of these overarching Renaissance ideas as follows: 1. Art imitates nature: Technologies and institutions we invent always seem inspired/imitate natural processes. (Close 469). 2. Art ministers to, complements, or perfects nature.: Art exists to fill in nature’s blemishes, Harriman 18 and since nature is a teleological affair (forms follow a great chain of ever-better forms), the cultivation of the arts ennobles the soul, which is man’s teleological end. Art is therefore necessary for humans to reach their ultimate form of development (Close 472473). 3. Art is based on experience or study of nature: Plato describes how first the contemplation and observation of nature and its true form/processes is needed before orators, doctors, and other artists have any hope of imitating or complementing its function. Proficiency can’t exist, and art likewise, without first observation (Close 474-475). 4. Art and nature in educational theory: Both Greeks/Roman philosophers (and thus the Renaissance thinkers) felt that man had a certain talent endowed by nature, but that education could better a naturally talented person and an unnaturally talented person to varying degrees (Close 476-477). 5. Art makes use of nature’s material: Human art depends on nature to exist; however, the “Universal Nature” of people makes certain arts and institutions conduits of a nature already endemic to people (Close 477). 6. Art has its beginnings in nature: Art either “begins in nature” or is a rediscovery and realization of the gifts which nature gives all men (Close 477-478). 7. Art is inferior to nature: Plato held this view because certain kinds of art try too hard to fulfill the things the “divine art” or “soul’ of nature does more perfectly. To Aristotle, art was inferior to the creator’s works not because certain fields try to jump their teleological fences, but that the ultimate product works far less consistently or as well as nature’s. A third view held that art, in itself, is worthless unless it endeavors to follow the lead of nature and aid our moral development (Close 479-480). Harriman 19 8. Nature is an artist: In antiquity, nature (or some or another divinity) vacillated between the ultimate craftsman and the source and energy behind all moral/creative human endeavors. This energy is that intangible “thing” which makes art art (Close 481). These commonplaces persisted throughout Renaissance thinking in large part due to Renaissance patrons’ avarice collection of all things ancient, their subsequent alterations, and the lingering Middle Aged idea of what is God’s power/art as distinct from nature (Close 484). Essentially, “..when the commonplaces are repeated…they often undergo development, modification, or adaptation. It would be misleading to suggest that their manifestations [then and now]…simply reiterate ancient and medieval ideas” (Close 486). This suggests rather fiercely that the definition most Westerners carry for “Renaissance” is an oversimplified ideal, and that our (re)construction of the era is drastically different from how, if at all, Renaissance people defined their own time and values. One artist and theorist, Vitruvius, resurrected the ideas of art and divinity from Rome. His Neo-Platonic doctrine outlines that beauty is the “harmony” and order inherent in the divine; artists are challenged to imitate this beauty as faithfully as possible; in their renderings, beauty was therefore neither a “matter of taste” nor “trial and error,” but an attempt to trace God’s plans, thus bridging the artist to the idea of the divine. However, as our tools and means are imperfect, we always “corrupt” the nature we imitate—therefore it is necessary to imitate Nature’s laws over her products, her “outward manifestations,” as the closest way to humanly praise the divine (Laven 226). Many Neo-Platonic artists were preoccupied with the “conquest of reality,” but a cadre of others—Bellini, Mantegna, and da Vinci—started the tradition of tackling the ideas of representing 3-D objects on 2-D planes, sowing impressionistic (how we really see and perceive Harriman 20 the world), and cubist seeds (elements of the art project out of the frame). That is, a distinct draw toward a hyperreal extension of the capacities and exigencies of art (Laven 233). “The Renaissance,” Findlen writes, “continues to symbolize the very definition and, to a lesser degree, origin of culture” typically under the large-scale categories presented above (84). The profusion of this way of thinking has given rise to the idea that there is an essential “sprit” that defines Renaissance thinking and philosophy, some common denominator that binds these differing thinkers together and thus their way of life. But like all zeitgeists, Renaissance Italy is a many-headed creature (Kristeller 450). What are the discrete parts, separate from our convenient conceptualizations of art, nature, and a reverence for antiquity, that truly represent these centuries of Italian history? The following sections outline these traits. Education and Innovation What of Renaissance education, innovation, and the image of the “Renaissance Man”? In many respects, Renaissance education was far different that Medieval education. Most texts and teachings to boys during Medieval times were intended to instill hatred toward all thing secular, with the primary focus on education channeled into spiritual and religious “goals.” Only later on in Middle Ages, when technical skills were needed, was secular education tolerated for pragmatic ends (allowing people to subscribe to jobs commensurate to their social standing), and Roman and classical texts were “tolerated” as “a means to an end” (Black 316-317). Renaissance education was a humanist overhaul of this old system. Its purpose was to teach the pupil how to live and create morally, with special regard given to the unity and freedom of choice inherent in all humans and their works. The rediscovery of texts from antiquity was a Harriman 21 realization of the “fullness” and breadth of human knowledge and development, a “discovery of man as an individual entity, historically concrete and determinable” (Black 317 quoting Europa 102). Man thus became a tool not for some larger institution, but for all humanity. Ultimately the “revival” of teaching ancient texts facilitated self-actualization through the only avenue possible: the knowledge and experience gained by inhabiting another’s perspective. Knowing the greats allowed students to “know themselves,” developing their whole personhood in ways that the conscripted Medieval education system denied (they studied texts for a decided religious endgame, not for their content and perspective alone) (Black 317-318). This notion sounds intimately familiar, yet there are contrary claims to this Renaissance educational story. Instead of fostering a scholastic exploration, whereby pupils at all levels of schooling during the fifteenth century (Latin to schoolboys, semantics for university, technical/artisanal skills for specialists), much evidence shows that most Renaissance learning was rote memorization of these ancient texts with little if any time granted for open debate. Under this view, humanist’s doctrines were widespread and successful not because they were heretical or truly prompted whole-personhood, creating a feedback loop of innovation and reform, but because they relied on rote memorization and utilitarian dogmatism to past ideals without promoting critique (Black 318-320). Thus Renaissance teaching was that of antiquity, but whether for scholastic or humanistic goals (and how successful either was) is still the debate today (Black 322). This unresolved distinction, embedded within the larger distinctions between Medieval “scholastic” education and Renaissance “humanistic” education, actually has many more overlaps than the contemporary, nominal categorization of the time lets on (Black 325). Medieval classics remained at the core of study and university expansion from the fifteenth Harriman 22 century onward (including Aristotle, Cicero, Ptolemy, Galen, and Euclid). From 1300 to 1600, the structure of Italian schooling, the types of Italian schools, hadn’t really evolved from Medieval set schemes. Quickly however, Black writes: “The widespread dissemination of schools of Christian doctrine…the emergence of vernacular reading, writing, and arithmetic (abacus) schools…the appearance of specialized calligraphy and writing schools; the predominance of free education in the communes—these were all developments of great importance and even innovation…which fundamentally altered the structure of Italian education in the sixteenth century” (Black 327-328). Different forms of pedagogy also took root, with medicine and technology courses cultivating a more hands-on instructional mode. “The growing interest in first-hand observation and the consequent willingness to question works that had previously been held as unquestionable authorities,” was an ideological sieve filtrating much Renaissance thought (Laven 177). Many professors in Padua circa 1446 began their own dissections in schools “Whilst the students handled bits of the bodies.” First-hand experience and knowledge-gaining from close observation rapidly replaced “the bookish aloofness of traditional methods” across much of Renaissance Italy (Laven 192). Much of Renaissance “findings” were not so much original creations as refurnished and expanded nuances and applications of previous Greek/Roman medical discoveries. This new attitude of reaching to the past to erect a better present helped to resuscitate and implement antiquarian ideas and ideals into the scientific and artistic spheres of Renaissance Italy (Laven 186-187). Kristeller makes the argument that Renaissance thinkers applied Medieval learning to their current problems, and that “the Renaissance presents no sharp break with the past, but rather the significant use and reconstruction of firmly established [Medieval] traditions” Harriman 23 (Kristeller 458-459). Where does this leave the “Renaissance Man” ideal? In far murkier waters. The wholepersonhood may not have been an explicit educational pedagogy during the time period. In an effort to consolidate and make sense of the complicated interplay of classical education and contemporary innovations, the idea of the “Renaissance Man” became a simplified surrogate for these complex interactions. There was a continued claim to “build character,” but evidence shows Medieval carryover curricula and “philological teaching methods” were retained, and often rotely enforced, from Medieval times (Black 331). The conflicting historical evaluations of pedagogical mores of the time make pegging Renaissance instruction far more difficult than the popular story of ceaseless innovation and historical disavowal problematic. It can be agreed, however, that education was of utmost importance to those fortunate enough to receive it during the 15th and 16th centuries. Possession and Knowledge Ownership is not typically associated with the images of spirited innovation and uninhibited cultural celebration the Renaissance conjures, yet the singular possession of the past is a trenchant fixture of Renaissance activity. The flighty notion of shared historical ownership and preservation was the product of the same materialistic drive evident in Western society today. Good trade after the Middle Ages, coupled with a rise in artisanal craftsmanship and wealth comingling with nobility, fueled the desire of Italian patricians to adorn their abodes with rarefied objects evocative of the past (Findlen 86-88). For some collectors and antiquarians, owning an archaic object was commensurate with owning the part and ideal of human history it was extracted from. The humanist Francesco Harriman 24 Petrarch emphasized that the knowledge of art in Renaissance culture was equivalent to knowing a great deal about many subjects. At the same time, one could curate a more “superficial possession” of a desired piece of art should he or she get some value not generally held by the artistically articulate. There were therefore many ways one could come to possess art and confer it meaning during the Renaissance (Findlen 90). As a collector himself, Petrarch describes his own “craving and consuming [of] culture” while simultaneously disparaging the elites who “decorate their rooms with furniture devised to decorate their minds” (Findlen 91). This feverish hoarding and rediscovery of artifacts prompted the “possessing intellectual objects [to become] a metaphor for the acquisition of knowledge” (Findlen 92-93). Owning is not knowing, of course, but this became a placeholder, a stepping stone, to true intellectual mastery, one both covetous and necessary in the eyes of Renaissance collectors. Possession is thus a two-pronged idea during the era: first, to physically possess something is paramount, and it thereby followed one would become possessed by the knowledge, history, or promise composing it. Preservation and Reproduction “Italian humanists” believed the past to be “an embodied presence,” and so ruins of art and statuary from antiquity, specifically Rome, became the focal point of reverence and a “conditioned” sense of value toward modern objects developed (Findlen 95). In essence, the “shared qualities [of Renaissance and antiquarian artwork] created a continuum between past and present,” and collectively formed a sustainable picture of culture (Findlen 97). The atmosphere surrounding this Renaissance aesthetic reverence was coupled by atmospheres of patronage, collecting, and stockpiling current and Greco/Roman artifacts for their Harriman 25 intrinsic and extrinsic value, often to the detriment or damage of the artifact. Findlen writes, “preserving culture became an obsessive concern for Italian Renaissance patrons, scholars, and artists”—but why? (97). The accruing of antique works gave impetus to the fervent idea of preservation— specifically, the gluttonous, superficial, and negligent air of possessing previous artworks led to the depletion, and often defacement, of the original/exhumed works themselves. As more and more “real” artifacts were culled and spoiled, becoming harder and harder for anyone but wealthy patrons to own, copies and derivative works, as well as the art of the time, became as if nor more vaunted than legitimate pieces of antiquity. When the works of the collected past had reached the bottom of the barrel, Renaissance patrons began treating their current artisan’s works with the same dire reverence. The more elusive or damaged authentic ancient artifacts became, the more collectors and Italian humanists strove to preserve and share in galleries the artists of their own era. They did not want the same “imperilment of its artifacts” to befall their own artists’ works, and strove to insure the pieces and fragments of the past they’d mined would remain for others to see and appreciate in their own time. By the 1550s, a “specifically cultivated appreciation for modern things, either as an extension of antiquity or as a replacement for it,” was in full swing (Findlen 103-104). Come the mid-1600s, “the desire for authentic [Renaissance] objects still competed with the growing acceptance of cultural reproduction” (Findlen 112). Findlen describes this process as the definition of culture expanding due to the rarefied hoarding and desecration of antique works (100-103). Entertaining this view, culture is the reproduction and preservation of past and present human works. Specific to the Renaissance, this definitional adoption evolved after decades of selfish hoarding bequeathed a damaged legacy of Harriman 26 works for the next generation. What we consider the Renaissance, the very culture of the time, was the product of a fervent backpedalling meant to preserve the works of their own era from the damages of singular collecting. Culture was thus shared and disseminated partially out of fear—fear of being written out of history altogether by their own hands. Public collections were disbanded caches of private collections. The estimation of certain artists over others was thus at the mercy of esteemed collectors who, by virtue of their own predilections, tastes, and subsequent donations, decided which artists and styles were the high watermarks worthy of preserving for posterity (Findlen 108, 111). “The Renaissance was not simply a label for an artistic movement,” Findlen concludes, “but also described a dynamic cultural process that has much to tell us about the making and remaking of the past” (113). Redefinition “What is most striking about the Renaissance, in the popular imagination, is its legacy as a reproducible past. Our consumption of this particular past is an expression of our own identification with its material richness…it is a legacy to be admired, publicized, copied, and even [re]invented” (Findlen 85). Embedded within Findlen’s words is the public hope that each “Renaissance” will resurrect some golden nostalgic pixie dust from the past, conferring on the contemporary landscape both highly original and spiritually derivative artistic works that legitimize our current cultural epoch for posterity. This hope is but one component of popular thinking surrounding the Renaissance, routinely classified as either a full schism from both scholastic and humanistic thoughts preceding the period—that its great leaders and thinkers provided relentless innovation under the Harriman 27 scruples and guidelines of either school—or else codified as the last breath of the great pedagogy of the Medieval past, a final cord severing from antiquated thinking to more enlightened, “naturalistic” thinking and “intellectual independence” (Kristeller 450-451). From the evidence presented above, “Renaissance” is more transition, it seems, than definite period. The Renaissance was neither a time of unparalleled innovation nor of dogmatic adherence to the values and lessons of times past. It was rather an era of incremental influences and a willingness to change, somewhat arbitrarily, definitions for what value and culture meant. It was a time spent preserving and extolling contemporary artists while avoiding the mistaken decisions that quickly eroded the hoarding of older Medieval doctrines and artifacts for often superficially aesthetic reasons. It was not a time for completely retracing past achievements, but also not a total divorcing from all surviving pedagogies and ideals. This refined information contradicts the storied ideal the Western world perpetuates for the period. Such being the case, what was it, then? What are the “bare necessities” that define these centuries of Italian history? I propose a one word redefinition: transition. The Renaissance was a transitional period, one of revisionary and fluid conceptualizations, at once possessive and reverential, innovative and conservative. This, I believe, is a far more fitting definition of the era, and should be kept near to mind as we further probe the cultural dynamics of Disney and Pixar. Harriman 28 Part 2: “A Whole New World”: Disney Dogma (1937 – 2006) A whole new world A new fantastic point of view No one to tell us no Or where to go Or say we're only dreaming... Aladdin, 1992 Magic Carpet Ride Visiting her balcony under cover of night, Aladdin, the eponymous hero of Disney’s 1992 film, spirits Princess Jasmine away for a starlit tour of Agrabah and beyond, courtesy his magic flying carpet. Jasmine is astounded by the world she’s been cloistered away from, though not enough to be rendered speechless. She and Aladdin share a duet, lauding the “unbelievable sights” and “indescribable feelings” inherent to their romantic discovery of the beauty and promise the wider world holds. Everything is new to the princess’s eyes—“It’s all so magical,” she sighs—and the experiences they share that night reflect “an endless diamond sky” of potential (Aladdin 1992). This movie moment would not have been created without the Walt Disney Company, whose pioneering aesthetic and technical innovations from the 1930s onwards etched an indelible cultural and artistic mark on the field. The animators and craftsman under Disney’s employ truly discovered and created worlds as they went along. The history of their efforts has culminated into a global animation empire, and has bequeathed a legacy of design and spirit seemingly without peer in the animation universe. Detailing the history, innovations, and “eras” of Walt Disney Animation Studios (WDAS), the “Disney Renaissance” included, is essential to decoding what “Renaissance” connotes and how Disney both embodies and deviates from the Harriman 29 movement. “Classic Disney” The history of Walt Disney’s film legacy properly begins in the 1930s. This “Classic” era of Disney Animation references an eight-year span of time for the studio, during which Snow White (1937), Pinocchio (1940), Dumbo (1941), and Bambi (1942) (Pallant, “Disney Formalism,” 342). It was during these fabled years the aesthetics and standards held for decades, and still vaunted today, were established. Walt strove to make the most lasting animated contributions imaginable. His ideology “prioritized artistic sophistication, ‘realism’ in character and context, and above all, believability.” These formative (and transformative) stylistic components will be discussed promptly (Pallant, “Demystifying Disney,” 38-39). One of many precedents these early films set was that of an adherence to certain storytelling tropes. “Classic Disney” has since solidified into a synonymous evocation of the coopting of fairy- and folktale tropes, princes and princesses, as well as a “legion of identikit orphans” who go through Campbellian monomyth adventures—the call, the rise, the fall, the return. Of course, not every Disney enterprise subscribes to this template, especially more recent Disney outings discussed later. (Pallant, “Demystifying Disney,” 35-37). A second precedent involved combining and advocating art and technology, and taking personal investment to see such innovation sustained. Walt Disney himself personally bankrolled and Disney’s financial investment, his personal bankrolling, during his early years always flowed back into his animation division and their tools and technologies, which, during Depression-era animation, was unheard of. He “immediately reinvested in a continual attempt to raise the quality of the Studio’s animation” (Pallant Demystifying 38-39). Ed Catmull, CEO of Pixar Animation Harriman 30 Studios, echoes Disney’s sentiments: Walt Disney “believed that when continual change, or reinvention, is the norm in an organization and technology and art [commingle] together, magical things happen.” He was as much an inspiring artist as a technology advocate, being the first animator to pair animation and sound, to use color, and composite live action with animation (Catmull 7). These are the facts of the “Classic Disney” era—Walt’s proprietary school of animation and his personal investment in artistic and technological innovation. In considering the redefinition of “Renaissance” as it applies to WDAS, however, it would be wise to extrapolate on the nominal makeup of this time in Disney history as “Classic.” In short, what are the “broad connotations of classic” when discussing current Disney film evocation of earlier aesthetic ideals? (Pallant, “Disney-Formalism,” 342). As established earlier, “Renaissance” as a term reflects a fluid categorization process, not some impenetrably defined frozen-for-convenience designation. “Classic Disney” imbibes this same fluidity. As Pallant summarizes, “the concept of ‘Classic Disney’ has evolved in recent years, developing from a seemingly straightforward term featured in numerous discussions of Disney, to one which lacks the specificity required to support ‘shorthand’ critical engagement” (Pallant Disney-Formalism 341). In fact, there has been an ongoing shift, depending on perspective, of what “Classic Disney” means. In the 1960s and 70s it was used to periodize the pen-and-paper animation efforts as separate from the animation/live action hybrids coming out of the studio, for example Mary Poppins. The eighties saw critics extolling the “Classic” period for its myriad technical and animation evolutions. In more recent times, the video market of VHS, DVD and BluRay releases has commodified the term as a way of re-releasing older offerings, with monikers ranging from Harriman 31 “‘Gold Classics’, the ‘Masterpiece’ collection, and the ‘Platinum’ range” (Pallant Disney Formalism 343). , “Classic Disney” can mean the studio’s adherence and morphing of fairy-tale narratives and tropes to the screen, as well as a certain periods in the company’s history—that is, “classic” films were the ones Walt invested in before the global multimedia conglomerate Disney has now become (Pallant Disney Formalism 344). Even Disney scholar Pallant’s neologisms of “Formalist-Disney, Neo-Disney, and Digital Disney,” used to further partition and reencapsualte certain timeframes of Disney output, bespeak both a categorical partitioning of persistent aesthetics and values and a need to historicize and time stamp a host of innovators, filmmakers, and ideologues (Pallant, “Demystifying Disney,” 52). Clearly “Classic Disney” is an amorphous designation roughly affixed to Disney’s original four theatrical features and the animation principles and technological leaps pioneered during their creation. While the nominal categorization remains in flux, the specific animation contributions and ideologies cultivated during Walt’s early years are more static qualifiers of the time. Hyperrealism Irrespective of nominal fluctuations or reimaginings, there remains a certifiable, unchangeable node planted during “Classic Disney” days that continues bearing the envy and de facto standards for much of Western animation today: the aesthetic of hyperrealism. Disney’s “artistic paradigm” of hyperrealism spawned during Snow White, and was a response and refutation to earlier “Squash-and-Stretch” animation Walt beget with Steamboat Willie (Pallant, “Demystifying Disney,” 40; Thomas 22). Hyperrealism strives for believability of motion over real-world fidelity. The Golden Age Disney animators internalized this goal, Harriman 32 though the paradox of their practice forbade such one-to-one correspondence. What is this paradox, and what drove Walt to circumvent its pull? In essence, the magical paradox of animation (according to animation theorist Paul Wells) lies in the rendering of reality using an artificial-to-life medium. It is “predicated” on fakery, and its challenge is manifold: to convince the audience there are real people or creatures on the screen although, by virtue of the medium itself, this is impossible. To divert this paradox, the WDAS animators resorted to “cute” their characters to better convey motion and emotion, which quickly became the sweeping standard among competing animation studios (Pallant Demystifying 42). During a production meeting of Snow White, for instance, the entire crew was told to refocus on her eyes, mouth, and facial movements, to avoid the distracting “squash-and-stretch” animation style previous Disney shorts embodied, and also a different idea than the wide-eyed protagonists of recent Disney outings (Tangled, Wreck-ItRalph, Frozen) (Pallant Demystifying 40-41). Veteran WDAS animator Frank Thomas explains further: “Real action was too complex, too mundane, too lacking in focus, too restrictive…To be convincing, the believable had to be based on the real” (Thomas 21). This reframing of reality was always a finely drawn line away from mundanity. The “Squash and Stretch” aesthetic was foregone for the hyperreal, and the hyperreal was born from field observations. It was ever an uphill battle to avoid the stiffness of reality, and to continue to define the differences between real world movement and “principles of animation” the Disney team strove toward (Thomas 22). In essence, Disney and his company made a conscious artistic choice to dodge the “metamorphosis” and “plasticness” of his earlier shorts and other contemporary animation houses, deviating from what film theorist Sergei Einstein describes as “freedom from Harriman 33 ossification…primal protoplasm, not yet possessing a ‘stable’ form” (Pallant Demystifying 4344). In so doing, Walt championed “believable movement,” the controlled distortion and proportion of reality translated onto celluloid. Aesthetic in hand, there was a “drive for perfection” from Pinocchio onwards, with Bambi considered the high-water mark of all Golden Era outings (Pallant Demystifying 44). Disney himself further insisted on animals in his films looking “as real as possible,” going so far as to corral deer on the lot for animators to observe, even going so far as to present for the animators deer carcasses that they would strip, layer by layer, to understand how the animal’s musculature and inner-systems worked (Pallant Demystifying 49-51). As Thomas says, “flesh is supple and stretches,” and rarely does the entire body move as a single unit. There are nuances of systematic interaction. He further describes the “phenomenology” of early Disney animators: “Eventually we shot our own home movies in order to understand the actions that eluded us…We took film of each other doing the actions we were trying to draw, and we shot endless footage of animals doing everything” (Thomas 21). This hyperreal aesthetic, laudable though it is, demanded a fervent devotion of time and energy, so much so that during the years of WWII it no longer became consistently feasible. Bambi alone took six years to make; the financial reality of the war years prevented a guaranteed return to this high-investment precedent (Pallant Demystifying 50-51). In a very tangible sense, subsequent WDAS animation, including today’s contemporary Disney canon and the films of Pixar, either try to replicate or pay homage to these early four films and the rigors and leaps they cultivated for the industry. As one Disney animator remarked, “all cartoon animation that follows the Disney output [between 1933 and 1941] is a reaction to Disney, aesthetically, technically, and ideologically” (52). Harriman 34 “The Age of Not Believing” Animation is at the core of everything Disney. Michael Eisner, long-time CEO of Walt Disney, once called animation the “soul, heart, and most of the body parts” of what Disney is. Starting in the 1950s, however, Walt himself gravitated toward more live-action and television projects, as well as overseeing Disneyland and Epcot. Consequently, the singular emphasis on quality animated features waned (Waking Sleeping Beauty). It was thus by increments that Walt’s hyperreal aesthetic, a lauded animation division, and the generations of followers it inspired, eventually ran aground, both internally to Disney and externally. In 1984, traditional animation at Disney was all but given up for dead, with the over-deadline, over-budget, and underwhelming The Black Cauldron spelling the epitaph for the storied animation division (Waking Sleeping Beauty). This era of Disney films and their dive in quality, according to Pixar director Brad Bird, was “like a Cadillac Phaeton that had been left out in the rain. It was this amazing machine that was beautiful but old and getting a little decrepit….The movies were still well executed, if uninspired” (“Innovation Lessons” 8). Furthermore, there was a sense of dread in the executives after Walt Disney passed of not using their supreme technology to keep innovating, but to try their hardest not to mess up the legacy as it stood, which dampened creative innovation (Innovation Lessons 8). Money was rerouted toward Disney amusement parks and the rereleasing in theaters—and subsequently on VHS—of “Classic Disney” films, staggered every 7 years out of the “Disney Vault.” The 1980s was, pivotally, the critical and commercial nadir for WDAS. Ironically, the sole division of the company that foundered was the one that began it all—animation (Waking Sleeping Beauty). Harriman 35 The “Disney Renaissance” As if by magic, the arrival of new animation leaders to the Disney Studios prompted the birth of what has colloquially been dubbed the “Disney Renaissance.” Disney scholars attribute 1989’s The Little Mermaid the Renaissance’s opening number, and say it concludes with 1998’s Tarzan (Pallant, “Demystifying Disney,” 93-95). There are two flagrant benchmarks that delineate this era: artistic innovation and critical/financial success (Pallant, Demystifying Disney, 97-98). This bookend makes sense financially. The ten films of the Disney Renaissance grossed an average of $140 million dollars, while the three subsequent outings (Fantasia 2000 (1999), The Emperor’s New Groove (2000), Atlantis: The Lost Empire (2001)) together averaged $80.7 million (Pallant, Demystifying Disney, 93-95). Not until recently has Disney mustered such numbers and accolades. It also makes sense critically. When Beauty and the Beast won the Golden Globe for Best Musical or Comedy and was nominated for 6 Academy Awards, including Best Picture, the feeling among Disney animators was that “animation [was] no longer at the kids’ card table in the kitchen” in terms of getting high public reception and distinguished respect (Waking Sleeping Beauty). After Beauty and the Beast, the emphasis and spending on the animation division soared. A new building was erected, there were raises and a panoply of new pressures to be perpetually great, each film “becoming bigger than the last.” The animators were “living the dream” once Disney became, once again, an animation mecca. In five years’ time, the animation team expanded from 150 people to over 500. And after the wildly successful release of Toy Story, the focus in the department shifted from working on one film at a time to five films. Harriman 36 There were downsides to such a meteoric rise, too. As one animator put it, “Everybody was spread too thin” and there was constant worry, and even repeated stress injuries, for animators to forsake other parts of their lives and meet critical and commercial expectations (Waking Sleeping Beauty). One animator on The Lion King, Tom Bancroft, shared some insight into the “impatience” for unending success as lower yields after his film in the 1990s: “Any company that goes through a huge boom of success goes through [a perceived identity crisis]…There was a disappointment in everything after Lion King” (Weinman 2013). The “Disney Renaissance” remains a heady hash mark on Disney’s timeline. As Richer Turner of The Wall Street Journal wrote, the animation division at Disney during their 1990 upswing could be defined in four words: “collaborative, confrontational, extravagant, exacting” (Waking Sleeping Beauty). From CAPS to Deep Canvas A major ingredient of the “Disney Renaissance” was the investment in (and gambling on) nascent CGI technology. There are four major advancements that integrated with traditional animation and made possible the technical and artistic achievements of the Disney Renaissance: 3-D modeled backgrounds, the CAPS system, behavioral modeling, and Deep Canvas. While Disney had been experimenting with CGI in the mid-80s with their developmentally treacherous film The Black Cauldron, the most defining use of both 3-D environments were first seen by audiences in The Great Mouse Detective (the clock tower finale) and Beauty and the Beast (the ballroom scene). Then along came CAPS—computer aided production system—allowing animators to create 2-D animation and subsequently digitally composite and color the final result. The Little Mermaid Harriman 37 and The Rescuers Down Under were the first to employ CAPS, which remained a staple throughout the Renaissance (Pallant, Demystifying Disney, 95-97). CEO Michael Eisner defended this expensive choice as healthy for the whole animation division, harkening back to Walt’s earliest values: “CAPS didn’t save [Disney] any money…its costs quickly rose to $30 million. But it did open up vast new avenues for our artists…In a short time, CAPS technologically and artistically revolutionized the archaic method by which animation movies had been made since Snow White” (Pallant quoting Eisner 1999, 180, 96). CAPS was gestated by none other than Pixar, then a cadre of brainiacs developing imaging technologies (including MRIs) deep inside Lucasfilm, who, even at the beginnings of the “Disney Renaissance,” had their innovations near to the Mouse’s hand (Waking Sleeping Beauty). Behavioral modeling and another system known as Deep Canvas bejewel and complete crown of “Disney Renaissance” technological leaps. Behavioral modelling allowed animators to create dynamic crowds in their films—the wildebeest stampede in The Lion King described previously, as well as crowd shots in The Hunchback of Notre Dame and Mulan (Pallant quoting Terzopoulos 1999, 38, Demystifying Disney, 98-100). This superimposition of large-scale crowds with traditional foregrounded animation carried over into the remaining DR films, though special attention was paid to ensure the fidelity of the 2-D look. Lastly, Deep Canvas allowed artists’ “brush strokes” to be mapped fluidly onto the frame (think about the junglesurfing scenes in Tarzan). “Not only did the Renaissance witness a qualitative revival in the Studio’s animation,” it also proved how CGI and animation could blend and expand on one another (Pallant Demystifying, 100-102, 110). A final note of interest to the breakthrough of the DR is the relative “centrality” of this Harriman 38 tech’s integration into their features. For the press, its instantiation was collectively “downplayed,” a far cry from the publically disclosed innovations of Disney’s “Golden Era.” (Pallant, Demystifying Disney, 102). Although Disney had sought to “hire animators who had been schooled in computer-aided animation, its animated product[s] still looked quite conventional—deliberately so—and it continued to be marketed as consistent with the long and popular tradition of Disney cartooning” (Pallant quoting Telotte 2008, 162, 102). This secreting of the very things which rallied the Disney troops to new artistic heights is itself in conflict with both the clichés and realities of the Italian Renaissance ideals denoted earlier. “Neo-Disney” In the eyes of critics and moviegoers, the “Disney Renaissance” did eventually come to a close. The “Neo-Disney” period (1999 – 2004), coined by Pallant, followed this creative glut, and is proof positive that eras, including Renaissances, are singularly watery creations. The string of films of the Neo-Disney include Fantasia 2000 (1999), The Emperor’s New Groove (2000), Atlantis: The Lost Empire (2001), Lilo and Stitch (2002), Treasure Planet (2002), Brother Bear (2003), and Home on the Range (2004) (Pallant Demystifying 111). These films, with the exception of Lilo and Stitch, were mostly major losses for the company. For instance, its lowest financial performer was 2002’s Treasure Planet, for which the company had to “take a $98 million write-down” (Barnes 2008). Money-wise, “Neo-Disney” films were lame ducks. However, this era of Disney output consistently deviated from Walt’s “Classic” hyperreal aesthetics in exciting ways, aesthetics competing animated 90s films took underwing (Don Bluth films in particular). These films Harriman 39 remain “the most consistently experimental in the Studio’s history” as both a reaction to CGIs (i.e. Pixar’s) encroaching dominance and in an effort to stay relevant culturally (Pallant Demystifying 125). What exactly separates this Disney fare from “Renaissance” and “Classic” staples? Storywise, they are more “self-reflexive” in terms of fourth-wall breaks and homages to film characters/genres (Pallant Demystifying 120). Story structures and characterizations also morphed from established designs, allowing the presence of morally questionable characters, cartoonish animality, protracted action-scenes in place of musical numbers, and progressive representations of female form/pregnancy (116, 121). Their musical numbers morphed from sudden outbursts of song to more overlaid tracks and montage sequences (120-121). And new genres such as sci-fi and western were explored, as well as totally deviant art styles, including the angular faces in Atlantis, the Tex Avery-inspired cartoon physics of Emperor’s, and a more pre-Disney hyperrealism roundness aesthetic in Lilo (114, 119, 121). Only two of these NeoDisney outings, Brother Bear and Treasure Planet, sought to replicate “the studio’s established conventions of [hyper]realism” (Pallant 116), and both were financial underperformers. Disney’s first forays into full-CGI animated film territory, Chicken Little (2005), The Wild (2006), and Meet the Robinsons (2007) likewise were continuations of these experimental, self-aware aesthetics. All three films proved lukewarm entries in the Disney canon. Summary This portion of my paper has sought to unfurl a greater contextual backdrop on the carry-over ideals of Renaissance Italy—its clichés as well as its redefinition—as applied to WDAS. Walt Disney’s “Classic” style of hyperrealism and his integration and acceptance of new technologies Harriman 40 fits many clichéd molds of “Renaissance.” The slump of the 1980s captures the permeability of adhering to such conditional definitions for too long, while the boon and “Renaissance” of 1990s Disney animation gives renewed testament, and further innovation, to “Classic” ideals. By comparison, “Neo-Disney” outings collectively display a decided break from either prepackaged “Renaissance” values or the values of the company itself. The salient point is not that certain aspects of Disney history, development, or innovation “match up” with preconceived ideas of “Renaissance.” By degrees many do, but this is not the product of new critical understanding—rather, it is a generous, lazy elbowing of well-trod definitions and categories. I refuse such finessed shoehorning. If anything, these arbitrary eras of Disney lore are prime examples of my revised definition of “Renaissance”—a time of transition—marked by success and innovation for the whole person (or company) and complemented by failures of equal, if not greater, measure. Transitions are neither all positive, nor all negative; neither all progressive, nor conservatively, or slavishly, devoted to preceding values. Please hold this concept close, as the next section performs the same definitional vivisection of Disney’s foremost modern rival, Pixar. Harriman 41 Part 3: “A Star is Born”: Pixar Paradigms (1995 – Present) He's a hero who can please the crowd A star is born! Come on everybody shout out loud A star is born! Hercules, 1997 “He Was So Hot…Steam Looked Cool” There is a fantastic montage set to fast-paced gospel music in Disney’s 1997 film Hercules. It follows on the coattails of our demigod hero, after a trying adolescence and years of training, at last proving himself a champion capable of defeating evil monsters in the eyes of a dubious public. He seems to have fallen from the sky, can “do no wrong,” and comes to bask in the accolades and fame his unparalleled skills afford him. Hercules believes his fame and winnings are enough to grant him renewed audience with his parents on Mount Olympus, Zeus and Hera. It is not until the film’s finale, however, that Hercules learns the true measure of a hero: it is “by the strength of his heart,” not his deeds and fame alone, that make him a “true hero” (Hercules 1997). Pixar Animation Studios has followed a similar trajectory. From its humble origins as an underrepresented faction of Lucasfilm designing computer imaging software, the company has since solidified itself as the preeminent animation house of the past 15 years. Not only did its singular success appear to descend from the heavens unannounced, but it has internalized the value of “heart” needed from the outset. Their technical innovations, storytelling prowess, legendary success rate, and of course that certain Pixar “something,” has insured the animation studio a permanent and beloved spot in the history of Western animation. Harriman 42 Like the previous section did for WDAS, this section will uncover the history and ideologies at work at Pixar. Our redefinition of “Renaissance” is woven throughout every facet of the company’s sprit and culture, and thus is necessary to understand for the merger and transition that has since come to pass between both companies. Pixar: Where Story is King Alex Woo, a story artist at Pixar, succinctly describes the company’s guiding motto, one that has entered popular conceptions of the studio, for the past 20-plus years: “Story is king” (“Learn why… 2013). What exactly does this mean, and is it as innovative a system as WDAS’s? The first component of this creed reflects the Pixarian notion of protecting, reworking, and sanctifying story. Writer/Director Brad Bird says at Pixar, “stories are protected, challenged, nurtured…given all their vitamins and iron and goodnight’s sleep” (The Incredibles commentary). Pete Docter, director of Monster’s, Inc. and Up, talks about “camouflaging and disguising emotional ‘set-ups’” in Pixar films, specifically things, items, details at the very beginning, usually during the first ten minutes, that have the potential for great, circular, rewarding impact later—this includes “talismans,” such as Carl’s blue balloon (Up commentary). Pixar films also carry what director Lee Unkrich refers to as “Matchstick Moments”— that instant when all hope seems lost and that, when the solution or turn becomes apparent, it feels organic and inevitable. This staple of Pixar features spawned from the literal matchstick moment of the first Toy Story film, where Woody reignites the match that lights Buzz Lightyear’s rocket and jettisons them back to Andy (Toy Story 3 commentary). Lee Unkrich references another Lasseterism tied to matchstick moments: at Pixar, “we sand the underside of Harriman 43 the drawers” in terms of on-screen detail and story beats—even the most fleeting lines or design choices must add layers and weight to the world(s) of their films (Toy Story 3 commentary). Pixar’s culture is so defined by perfectionism, “Our films,” says Pete Docter, “are never finished, they’re just released.” Sometimes animators will push for more time to perfect details that the audience will never notice, but these changes and finesses will be addressed if their omission or half-completed state will take the audience out of the story (D23). Dailies—the presentation of the day’s work and shots—are used at Pixar. Unlike other film studios (including Disney), where an elite group of top execs gives Commandment-style notes to directors, Lasseter learned from his ILM days to include everyone, the entire animation team, in on the viewing. Unfinished pieces are put side-by-side with more polished pieces. Since there is no pressure for perfection during dailies, the whole crew can be informed by the director and inspired and charged by each other’s work. There is no “wasted effort” during Pixar dailies of rallying everyone together at separate times (Catmull 7). On top of this, every three to four months during production, the whole movie crew watches the film. This includes rendered scenes, finished scenes, and the interspersal of rough storyboards with finished compositions. The movie is stitched together as it stands and withstands the ire and critique of its creators every step of the way (Seton 95). This collaborative aesthetic was embodied in the experiences John Lasseter had at California Institute of the Arts (as well as the input of investor Steve Jobs) and later working at Lucasfilm, where collaborative discourse and open discussions were the norm. Lasseter used to improvise his lines and jokes while employed at Disneyland as a live performer, as well, all experiences that “informed his subsequent animation practice” and which, because it is encouraged, informs every other animator’s sensibilities Harriman 44 Lasseter talks about the story crafting process in more detail: “Everything in the beginning of a Pixar film is all set up for something later on…but none of it feels like a set-up, it’s all just there,” which makes the final ten percent of the production a necessary time to make those. Stanton bounces this notion further along, saying that sometimes you lack the intelligence and vision at the start of a project to realize what the “punchline to your joke” is, and because end sequences are generally the last to enter production at Pixar, these final revisions can routinely be turned around to create a better vision (D23). Furthermore, Pixar encourages 11th hour changes to productions; if the case can be made for the story being stronger, what Pixar producer Darla Anderson calls the “poetry and symmetry of storytelling” Pixar cultivates (Toy Story 3 commentary), usually the whole crew rallies together and works overtime to make this happen. By example, Andrew Stanton knew the third act of WALL-E needed to be altered considerably (originally it was EVE, not WALL-E, who was crushed and needed saving). Stanton describes story development as an archeological dig, one where, should you find a bone late in construction that throws the whole skeleton out of proportion, will you have “the guts” and initiative to see that the thing is put together correctly? Thankfully, Pixar puts story on a pedestal above all else, and the changes were implemented (WALL-E commentary). Bird gives insight into servicing the story, even if technology has to be rewritten late in the game. On Ratatouille, the rats had been “articulated,” given specific muscle movement, to only move on four legs, which took the animators over a year to complete. Brad fielded complaints as to why he wanted them to be able to walk upright and on all fours: “This movie is about a rat who wants to enter the human world….If we have this separation [bipedal vs quadrupedial] as a visual device, we can see the character make his transformation…he can Harriman 45 become more or less ratty, depending on his emotional state. This brings the audience into the character’s mind” (“Innovation Lessons”4-5). While the story-development process is full-bodied and painstakingly scheduled, Pixar leaves plenty of room for free-form creation. Docter and other Pixar directors often just give “beats” for animators and their scenes, a general idea of what an action is without belaboring specificity. This is part of the discovery process, which when reworked enough times, gives the feeling of “springing fully formed from somebody’s brain” (Up commentary). Lassester also says in every Pixar film “There’s one thing in the story that we need to do that we don’t know how to do when we start the project” (Inside Pixar). For instance, Sully’s hair in Monsters, Inc. needed a whole system to be written for it, as well as the underwater effects in Finding Nemo (Pallant, Demystifying, 103). That tailored sense of “completeness,” formed from both zealotous, start-to-finish story changes, coupled with spontaneous inspiration and problem solving, is the Pixar stamp of approval. That intangible, core something people refer to as Pixar’s “secret ingredient” is actually a process of transition, collaboration, and perpetual development. Simplexity and Hyper-realism John Lasseter, now Chief Creative Officer at WDAS, has a famously-quoted axiom: “Art challenges technology, technology inspires the art” (Inside Pixar). At heart, this is true for what constitutes “Pixarian” aesthetics and history. Director Pete Docter echoes Lasseter’s sentiments and appreciation of design and technology limits, as they restrict what you can do one way, so you must flex your mind and creativity another way (Up commentary). What is the main differences behind Pixarian and WDAS aesthetics? Whereas Walt’s Harriman 46 formalist aesthetics lied in hyperrealism, where artists tried their hardest to replicate reality within the paradoxical dynamics of the medium (often involving the “cutening” of characters to achieve as high a degree of verisimilitude as possible), CGI has the opposite problem: computers can render life to such photorealism that it become distracting to the eye and thus less believable, what 1970s Masahiro Mori called the “uncanny valley” phenomenon (Pallant Demystifying 131132). Pixar, aware of this CGI conundrum, tend to dispense with true photorealism and instead pursue more believable and “expressive representation[s]” in their characters and films; essentially, through what Docter calls “Simplexity” in Up, is giving a credence and I-Buy-It quality without being so distracting (Up commentary). Pixar and other CGI animation houses must constantly “self-regulate” their style to not be so photorealistic. However, some effects, such as water in Finding Nemo and hair systems in Brave and Monsters, Inc., try to get as close to reality as possible (Pallant Demystifying 135-136). John Lasseter gives a defining example of hyper-realism in action, talking about that Army soldiers in Toy Story movies. Instead of giving the soldiers rubbery use of their legs to walk, they were made to waddle on their molded plastic platforms. “I call myself the logic police,” says Lasseter, “because everything in our films has got to be logical—for the world we’ve created. Not realistic, but believable…In an animated film you can do whatever you want, but that doesn’t mean you should do everything you want” (Woods 2009). Lassester knows a Pixar film succeeds if audience members say, “‘I know it’s not real, but boy it sure feels real!’…that’s the goal of a Pixar film. Feeling like you can reach up and touch something…that’s part of the entertainment” (Seton 95). Hyper-realism also relies on the creation of 3-D “sets” in the computer that are often rendered and lit with near-photorealism. Live-action film qualities are given play in films to add Harriman 47 to sense of realism within a caricatured world. Pallant uses the example of focus shifting and zooms in WALL-E. While still doing physically impossible camera shots from time to time, and concludes his analysis by saying that current Disney features tend to foreground most of their creations, whereas Pixar continues to manipulate “eye-catching ‘camerawork’” as another stylistic difference (Pallant Demystifying 139-141). Get Into It One of Pixar’s core animation techniques actually extends beyond the computer to solve problems and tackle tough animation challenges: “embodied…life experiences” and “phenomenological experiences” are a huge part of their animator’s repertoire. These “embodied experiences, improvisations and collaborations are significant aspects of Pixar’s workplace culture” and extensions of WDAS’s early animators’ naturalistic observation of animal behavior (Seton 94). Brad Bird is a big advocate of animators learning and implementing their own tics and physicalities into the role. “Too many animators,” he says, “study only other animation” when they should be personalizing their digital performances from their lives (The Incredibles commentary). Pete Docter and Lee Uncrich give direct examples of upholding this value, both saying that the child drawings found in their films were pieces their own children drew (Up commentary, Toy Story 3 commentary). Animators commit “bodily” to the story-crafting process, putting on storyboard performances to help sculpt “audience feeling” because they are audiences to each other. When animating, animators use mirrors to embody the character and emotions they are working on, often filming themselves in isolation acting out the scene, which is both a vulnerable and Harriman 48 “revealing” process of tapping into character (Seton 95-96). The integration of animators’ lives and personal stories into their work is essential for forging creative legacies in-house. Lasseter talks about meeting one of the original cel painters on Snow White who is fiercely proud of the minor stamp she left on animation history. John wants his employees to always do work that will make their family and friends cherish their legacy and contribution to the medium “for the rest of their lives.” In addition, “the injection of our lives…into the projects” defines Pixar, as John and other animators field questions from everyone in the company and bounce demo reels off their children at home to gauge reactions (D23). Another side to embodiment, a darker side, does exist. During the final three months of production on Toy Story 2, crew members succumbed to “repeated stress injuries”: to avoid this ever happening again, Pixar hired a full-ergonomist and had physical therapists visit the office several times a week. They value their animator’s bodily involvement, both for character and workload, at Pixar (Seton 96). One final facet of bodily commitment involves travel. According to Andrew Stanton (WALL-E commentary), if you have directed a Pixar film before, the first year is really R&D time—time for turning over the rocks of your ideas and seeing if there is life, time for an excess of story meetings, and research trips. For instance, the crew behind Up toured several tippuis in South America, while Brave’s masterminds visited Scottish highlands and ruins. On-site experiential learning completes the bodily and personal life detail integration trifecta of Pixar’s phenomenological culture. Creative Culture Harriman 49 “Everybody will protect [Pixar’s] culture with their lives” says John Lasseter (Inside Pixar). Brad Bird echoes his spirited defense: “[Pixar is] a collection of brilliant people really trying their absolute hardest…the hardest working group of people on the planet…they do not ever take these films for granted” (The Incredibles commentary). But what does Pixar culture actually entail? Aesthetics and story-crafting processes remain only small parts of Pixar’s inner-workings. It is also an ever-changing emphasis on creativity that fuels its leaders and animators. Ed Catmull, CEO of Pixar Animation, offers invaluable insight into how the ability to “Foster Collective Creativity” is the main lifeblood of the studio. What follows is a handful of Pixar’s most pertinent and dynamic creative customs. 1. Investing in People Pixar also fosters lasting and emotional ties between animators and projects. For example, Lee Unkrich rallied “the best of the best” from the first two Toy Story films to return to their characters for the final installment. Darla Anderson, producer, says this gives the films the same “design language” in both big and subtle ways (Toy Story 3 commentary). Furthermore, Catmull believes collaborating with “smart people” is better than any single “good idea,” and had seen in the studio an average team unable to pull off a great concept, yet an amazing team transforming a mediocre idea into something treasured (Catmull 3). The only way to make good films “is to create a healthy and vibrant community of filmmakers,” says Catmull. This is antithetical to how most film companies operate. “Pixar has become the envy of Hollywood,” reports Taylor “because it never went Hollywood” (2006). The general paradigm runs as follows: actors, directors, and tech teams rally behind a script, hash out the fine print, do their work, and “disband” to other projects. Pixar’s community is more akin to a circus troupe touring together, perfecting acts and skills night after night, before ultimately hiking up the tent Harriman 50 for good only to unfold it and begin again, together, on the next project. This flexibility comes at a cost—loyalty—which Pixar flies in the face of. Pixar employees are “long-term collaborators” who try to push each other with every project (Taylor 2006). 2. Risks and Uncertainty Creativity also means taking risks. Brad Bird rallied the troops during production on The Incredibles with criticisms that his project was too ambitious. “If there’s one studio that needs to be doing stuff that is ‘too ambitious,’ it’s this one. You guys have had nothing but success…do something that scares you, that’s at the edge of your capabilities where you might fail” (“Innovation Lessons”5-6). Risk and reward is a cornerstone dynamic of Pixar ideology. “Unlike most other studios, we have never bought scripts or movie ideas from the outside,” continues Catmull. “All of our stories, worlds, and characters were created internally by our community of artists…We must constantly challenge all of our assumptions and search for the flaws that could destroy our culture” (Catmull 2). Catmull emphasizes that the “high concept” of stories, what it’s “about,” is only one of thousands of decisions reached by creative risk and consensus. And as Pixar audiences have grown accustomed to “see something new every time” Luxo Jr. hops across the screen, the process “is downright scary.” Rather than prevent risky scenarios, execs at Pixar encourage investing in risks: “If you want to be original, you have to accept the uncertainty, even when it’s uncomfortable” (Catmull 3). John Lasseter offers a metaphor of the scientific method to defend Pixar’s belief in the power and payoff of risk. “In science, there is experimentation. Experimentation—nine times out of ten, ninety-nine times out of a hundred—the experiment fails. But you do that, it’s part of the Harriman 51 process” (Inside Pixar). Risk is an perennial and essential part of Pixar orthodoxy. Risk also took the form of hiring outside the company’s original founders when looking to fill leadership positions. Brad Bird says one radical thing different about Pixar as opposed to other animation houses was that, even in 2000 when he joined, and after they’d had nothing but hits, they were terrified about becoming complacent. Lasseter even told him they don’t want to “[feel] like we have it all figured out. We want you to come and shake things up” and introduce “fresh blood” (“Innovation Lessons” 2; Catmull 9). Constantly stirring the pot, in terms of the people present and the radical ideas inside such people, is another Pixar axiom. 3. Quality Quality carries a special meaning at Pixar; it call to mind their earliest efforts and their collective decision to avoid spiritual compromising. During Toy Story 2, Pixar culture firmly planted itself in the minds and hearts of its earliest masterminds. Disney wanted TS2 to be a nontheatrical DVD-only sequel, which was their way of keeping characters and franchises alive while knowing going in the quality would be lesser. As co-financers and distributors of Pixar, they asked Pixar to follow suit. “We realized early on, however that having two different standards of quality in the same studio was bad for our souls,” says Catmull, “and Disney readily agreed that the sequel should be a theatrical release” (Catmull 4). As most senior heads (Lasseter, Uncrich, Stanton) were working on A Bug’s Life, a second team took over TS2. The core story concept was retained, but the crew couldn’t understand how to ratchet the drama of Woody’s decision to abandon his toy family and live in a Tokyo museum. With only 8 months left before release, Jessie’s song scene was added and major story revisions followed. This became “the defining moment for Pixar…If you give a good idea to a mediocre team, they will screw it up; if you give a mediocre idea to a great team, they will either fix it or Harriman 52 throw it away and come up with something that works” (Catmull 5). This also set precedent for the studio of only making good films, not good and mediocre ones: “it became deeply ingrained in our culture that everything we touch needs to be excellent” (Catmull 5). At the same time, this perfectionistic mindset had its pitfalls—ratcheting up production time and budgets, for instance. On this topic, Brad Bird helped reroute thinking significantly at Pixar. There was always a creative solution on his film The Incredibles, “cheats” he used for shots in solidifying camera movements early on so that the team could focus on making more sets. As he taught the perfectionist Pixarians, “Not all shots are created equal. Certain shots need to be perfect, others need to be very good, and there are some that only need to be good enough to not break the spell” (“Innovation Lessons” 2-3). By treating certain shots as less important than others, a bigger sense of scope could be achieved in the same amount of time. Postmortems—analyzing with the group what went wrong after the production wraps and how to eschew those pitfalls on the next outing—also ensures quality control. Most people dread these, but Pixar upends the formula by keeping track of quantifiable creative/time data (its neutrality prompts discussion and feels less didactic) and also ask people to list Top 5s of things that were good/bad during production. Balancing the yin and yang of self-critique is key (Catmull 9-10). The Brain Trust Pixar is a culture of peers, open communication, and permeable pecking orders. Nowhere is this more evident than in what the company calls “The Brain Trust.” The Brain Trust consists of eight in-house directors (Andrew Stanton, Brad Bird, Peter Docter, Bob Peterson, Brenda Chapman, Lee Unkrich, Gary Rydstrom, and Brad Lewis). These Harriman 53 leaders act as the senior in-house patriarchs of Pixar values, story creation, and teamwork. The origin and first roll call of the brain trust happened during Toy Story, when “John, Andrew, Lee, and Joe” developed close personal relationships and grew to totally trust one another’s input without fear of probation or censure (Catmull 6). How does The Brain Trust function today? Whenever film directors needs help, they are able to secure a two-hour ego-free session with the Brain Trustees. It is up to the directors themselves to implement or ignore their advice, to effectively decide what to do on their production: “There are no mandatory notes, and the brain trust has no authority,” Catmull explains, which truly makes the asking for advice and the giving of it devoid of secondary pecking-order agendas. The insights and expertise of these eight leaders is always freely available to short film and feature film creative leads. An offshoot of this accessible pantheon of Pixar superstars is the company’s approach to film cooperation. Pixar bets big on one or two creative leader’s visions, then assembles “incubation teams” of artists, animators, rendereres, etc., who all develop and pitch ideas and strategies good enough to convince John Lasseter and other Pixar sages that the movie will be good (Catmull 5-6). In essence, where most other movie houses work the story via executives and filtered down through development department decisions, Pixar’s is wholly given leeway to have modular creative bubbles directed by a director/producer duo, while the executives hang in the background to offer advice when things really run aground. Leaderships is given to creative leaders with “unifying visions,” not subdivided among a bottom-line committee. The rest of a film’s crew is hand-selected to work well together and field ideas and criticism among one another without fear of recrimination (Catmull 6). Catmull describes Pixar as “a director-and producer-led meritocracy,” and realizes that Harriman 54 talent is not spread equally among all people. At Pixar, they adhere to several guiding principles surrounding communication: 1. “Everyone must have the freedom to communicate with anyone.” This means doing away with the ivory tower-ness of decision-making as separate from the overall communication superstructure, that managers are better to not micromanage leads and give them power to sort things out, and that progress happens when “proper” channels of communication and idea-bouncing are subverted. And 2. “It must be safe for everyone to offer ideas” (Catmull 8-9). A more personal take on the Brain Trust design comes from Brain Trustee Pete Docter, who talks about the democratic ownership of ideas at Pixar: Films and ideas never just pour through the “pipeline.” According to him, “It doesn’t matter whose idea it is,” so long as the best ones eventually germinate. By the same token, Brain Trustee Mark Andrews, director of Brave, recalls sitting at a story meeting next to Steve Jobs, who raised concerns about the flying velocipods in The Incredibles to which Andrews turned and said, “Those are mine, Steve!” Steve immediately backed off. Feedback is fielded from everyone on a daily, hourly, basis, from top to bottom of the chain. Open communication and freedom of expression is tantamount to Pixar’s creative dynamism (D23). Pixar University One final noteworthy facet of Pixar culture is their in-house education, available free to all employees. Pixar University is “a knock-off of old-school, Walt-era 1940s Disney,” whereby anyone in the company has the opportunity to learn things outside their specialty as pertains to film. (“Innovation Lessons” 6-7). Randy S. Nelson is dean of Pixar University, their on-site “education and training Harriman 55 operation,” which emphasizes investing in people over ideas, and creating loyal “lifelong learners” that allow animation teams embroiled in 4-5 year commitments to films to learn thing together, and thereby stick together when the pressure increases on their projects. “We offer the equivalent of an undergraduate education in fine arts and filmmaking” Nelson says. From payroll to kitchen staff, every single Pixar employee is encouraged to attend. and he reiterates the importance of cross-integration of ideas and learning being beneficial to the entire company (Taylor 2006). The Latin mottos of PU—Alienus Non Dietus (Alone No Longer) and Tempus Pecunia Somnum (Time, Money, Sleep)—together encapsulate Pixar’s model of failing and achieving together while keeping their energy and reputation intact (Taylor 2006). “Ongoing experiences of learning, improvising, failing and trying alternatives” are built into the working culture at Pixar, and thus extended through Pixar University. The importance of cross-integration of both ideas and people is beneficial to the entire company as a whole (Taylor 2006). Nelson explains the idea behind the project beautifully: “Why are we teaching filmmaking to accountants? Well, if you treat accountants like accountants, they’re going to act like accountants…if you treat everyone in the studio as filmmakers…[it] helps everyone understand each other and communicate better.” Ed Catmull advocates that the greatest benefit of PU is the active interaction of people in the company who wouldn’t normally see each other during daily production schedules, which creates great team dynamics and broader social circles that lead to innovation (Seton 96). By having people of all backgrounds and skill levels coalesce together under the PU banner, failure and mistakes become less critical, less localized to any one department or person. This makes soliciting advice and help easier and gives impetus for Pixarians to push themselves and “grow constantly.” As Bob Peterson, co-director of Up, says, “every day…probably 90 Harriman 56 percent of everything I create, draw, or think of will be thrown away—by choice. That’s just as it should be to make a fine film” (Seton 96). Summary Pixar is renowned for its amazing library of films, yet it is the processes and ideals their culture cultivates that lead to their films’ resonance. Their storytelling systems, hyper-real aesthetics, and bodily investment in animation are extensions and continuations, not exact reproductions, of Walt Disney-era ideals. Furthermore, their purposeful championing of allowing unfettered communication and learning opportunities showcases both sides of “Renaissance” thus explored in this paper—the pat idea of a well-rounded person being educated in many disciplines being the most obvious. The core of Pixar’s superstructure, however, lies not in the forced categorical analogs of its culture compared against Renaissance or WDAS cultures, nor in the advancement of its precursor’s values rewritten to suit its time and needs. Like WDAS and the Italian Renaissance, its innovations and success are more transitions than derivatives of the everlasting ideals of Renaissance culture. It is precisely because Pixar and WDAS remain active, vibrant entities that any Renaissance ideals they are pigeonholed with cannot be fixed in place. They continue to change, evolve, innovate, and reincorporate a myriad of influences form their own cultures and each other. Until these companies founder into obscurity, or their individual cultures are inflicted mortal blows, their “Renaissances” are incapable of reaching the clichéd critical stasis popular thinking associates with the “Renaissance”; even then, such labeling would be presumptuous and under-representative of their true values. My next section sheds light on a different side of Harriman 57 Pixar’s culture—the stories it tells and perpetuates about itself. Their metanarrative exemplifies the fluid reconstruction of history, and by extension the fallibility and transience of immovable definitions of “Renaissance.” Harriman 58 Part 4: “Prince Ali”: The Power of Pixar Mythmaking Prince Ali, mighty is he, Ali Ababwa! Strong as ten regular men, definitely! Aladdin, 1992 Elephant Rider To win the heart of Princess Jasmine, Aladdin summons his Genie to make him a prince. With ostentatious ado, Aladdin, aka Prince Ali Ababwa, parades into Agrabah with a retinue of worshipers, wild animals, and riches. Aladdin sells himself as the grandest prince of all time, one whose advances any princess would be crazy to ignore. As comes to pass, Aladdin’s over-the-top lie catches up with him; the story he makes for himself crumpled under the weight of its own design. There is a happy ending, of course, but not without lessons being learned along the way (Aladdin 1992). In recent years, Pixar has begun selling its own image to the nth degree. Numerous books, films, and television specials all seek to highlight the legend of the little tech company that broke new ground and usurped, by some estimations, the animation crown from WDAS. The process of “Pixarification” is both generated in-house at the studio and recapitulated by its more public figureheads, and then further transmitted culturally. In no small way, Pixar’s story of itself is as potent an example as any other era selling itself too much, or being “told” in a particular way so frequently, that the details are subsumed or forgotten underneath the popular narrative of the entity itself. This section delves into the story behind the story of Pixar—what’s true, what’s exaggerated, and if these distinctions influence the current and future image of the company. Harriman 59 Pinpointing Pixar John Lasseter says Pixar films have “all been successes—more than that, they’ve all really touched people. Everybody wonders, how do you do it? Well, how do you not do it? You just work hard” (Wood 2009). Wood describes how many of Lasseter’s kernels of advice sound like oversimplified platitudes. The powers that be at Pixar have made a second career of touting their unique approach to design, collaboration, and storytelling. These “Pixarisms” are an integral imageconstruction tool and a powerful cultural reinforcer both in-studio and in the minds and hearts of critics and fans. When asked what the “Pixar Element” is, John Lasseter has responded “Heart,” citing the feeling he got as a child and adult from watching Pinocchio on Pleasure Island, Dumbo rocked to sleep by his mom, and Bambi’s mother dying, citing these “classic” Disney moments as the central fuel funneling through Pixar (D23). Andrew Stanton, director of Finding Nemo, uses the term “wonder” to describe this same quality: “You can’t fake wonder; you either earn it or you don’t,” saying that Pixarians are wonder junkies who constantly try to create moments that bring them, and the audience, “back to when you first felt that [wonder]” (D23). Nebulous, feel-good answers like these spark a palpable nostalgia for times in WDAS’s past. However true these feelings may be to Lasseter and Stanton personally, there is more to Pixar than an internalization (and deviation from) past Disney tropes and values. Pixar is a brand, a label. Just as “Renaissance” and “Disney Renaissance” constitute labels and brands, they must sell themselves into the warm embrace of popular imagination to stay alive, relevant, and to have any hope of becoming standardized. How, then, does Pixar sell Pixar? Packaging Pixar Pixar’s brand history is a fascinating, serpentine topic all on its own. For the purposes of this Harriman 60 paper, I will provide an overview of the transitions the Pixar name has undergone and how said transitions have affected its public image and following. Referencing the work of Douglas Holt on cultural branding, McCullough articulates that a brand is in flux, relies on the authorship and telling of the brand’s meaning, history, and key players, and how these stories, when repeated enough times, establish themselves as a singular, if shifting, understanding. McCullough finds that even as Pixar’s “critical reputation has been firmly established” and thus repeated throughout the culture, “most of the time these anomalous discourses are subsumed by the broader studio narrative, which purports to guarantee quality and innovation at every turn (McCullough 16, 18). McCullough’s research tracks the fluctuating critical interest and reporting of what Pixar has meant across its entire history—from start-up Lucasfilm ILM subdivision to the film studio it is now, and continues to be post-merger. As the company evolved, its branding and self-presentation of its own story evolved with it. One anecdote on the fallibility and fluidity of branding in Pixar creating its own identity sees both John Lasseter and Ed Catmull pinpointing the moment Pixar shifted from a tech company to a company devoted to making the first CGI film—when Luxo Jr. was created. However, McCullough’s research fails to find this internal shift mentioned in critical writings of the company at the time—the public’s image of the company at large was still as a tech firm, not an animation innovator, regardless of whatever internal dialogue and self-identification took place. Even more interesting, “Pixar” itself was a fake Spanish word meaning “to make pictures,” developed by a cadre of tech workers at Lucasfilm in the 80s. Semantically, they felt it fit in with what Pixar was at the time—a digital imaging company, sounding more akin to “laser” and “scanner.” However, McCullough writes “the value of hindsight” that Lasseter and Catmull Harriman 61 display when storifying their company shifts the term Pixar to mean a “portmanteau of ‘pixel’ and ‘art’” (McCullough 40-42). Though a very semantic argument, the semantics of “Renaissance” must necessarily be the product of clone branding/labeling processes. McCullough proceeds to birddog the Pixar brand name through analysis of critical views and reviews at different points in time of its development. As an upstart tech company, its widespread tech was too adaptable to be conscripted to a central brand, and mainly gained steam from its “branding by proxy” association with George Lucas and Steve Jobs (McCullough 5859). It coasted and gained critical traction as more than a widely-dispersed tech start-up on the coattails of these branded individuals. Funnily enough, Pixar’s branding story as an animation company began when it was an unknown pet investment project of WDAS. One would be tempted to think that the novelty of Toy Story being the first-ever CGI films would be enough to sell the thing itself. The novelty helped, but thanks to the state of Disney’s animation division circa 1995, the median year for the Disney Renaissance, Pixar’s name was downplayed and subsumed under the Disney brand. As a result, it was only later that credit was “reapportioned” to Pixar and that its inner-members came to reiterate the story that it was Pixar that made Toy Story, not “Toy Story that made Pixar” (McCullough 93-94). Throughout the “Disney Renaissance,” the Pixar brand and story existed in total synchrony with the marketing and regained clout of WDAS. As early as 2003, however, the tide, as previously described, had shifted for Disney. Critics praised Pixar as a “reliable” producer of entertainment incapable of striking a wrong note or chord with audiences or critics. The problem with this stance is that there is very little empirical data to redouble the often hyperbolic claims of what Pixar is, means, or is composed of (McCullough, 9-10). McCulloch summarizes this consensus-sans-evidence well: “the extent to Harriman 62 which audiences trust the Pixar brand, or as what values they see as being most integral to it—is largely unknown, and therefore less significant than the fact that his rhetoric is repeated so often. The more a particular narrative of success or failure is alluded to, the easier it becomes to share in that belief; the prophecy is essentially self-fulfilling” (McCullough 11). Toward the waning of the “Disney Renaissance,” Pixar and Disney “were discursively set against each other” as entertainment providers, their qualities and merits dubbed critically distinct (95). Pixar received more branding boons from the 1990s through Michael Eisner’s illfavored company mongerings. The negative press Eisner and the Disney name fielded at the end of the “Disney Renaissance” for becoming “greedy” and losing “its creative edge” did little to dampen Pixar’s closeness with the studio. The negative press served to solidify the “tangential” dividing of the companies, their aesthetics, and their images (McCullough 109-110). McCullough writes, “The coverage of the conflict and incongruities between the studios ultimately encouraged the emergence of a series of discourses that had been building for some time, and reinforced the Pixar brand in the eyes of the journalists” (McCullough 110). Not without irony, McCullough points out another shift in their branding ascendency— their own “branding by proxy” via their distribution deal with Disney further gave impetus for more critical appraisals, comparisons, and brand assertions, becoming both a part of Disney and decidedly different, even subjectively better, as time passed (McCullough 60). McCullough further argues that the lion’s share of Pixar’s post-millennial rebranding was the doing of John Lasseter’s rise to seat the public human logo for the company. His own knowledge of animation and Disney admiration, distinct from the computer science roots of the company, helped mold the company’s Disney-esque sensibilities palatable to a wider audience: “Once [Lasseter] emerged as the figurehead for the studio, the company was set on a course to Harriman 63 become known as the talented…cool, family-friendly studio” they remain today (59). And as mentioned in previous sections, John’s deceptively simple soundbites in regards to Pixar ideology, and his the selling of his own personal story of firing-from-to-now-running-Disney (“I can go to Disney and become a director, or I can stay here and make history”) crisply rings in the ears of devoted Pixar devotees (Woods 2009). “Shall I Compare Thee…” Pixar’s brand only further self-identified itself upon the release of other competing CGI studios’ fare and the inevitable critical comparisons drawn between them. The “story” as told by critics during the Neo-Disney timeframe was that Disney’s own quality was wavering and that rival studios were getting stacked against the Pixar brand, exemplified by McCullough’s breakdown of DreamWorks Animation’s How to Train Your Dragon as essentially a side-by-side quality comparison of the two studios’ outputs; it is essentially the “othering” of Pixar that critics began to rehash (McCullough 129). “The fact that directors and writers are discussed far more frequently in reviews of Pixar films than those made by other studios also seems relevant,” McCullough muses. Entering the critical discussion were quality comparisons of either the auteur-quality of Pixar’s output, the critical parsing of films intended for certain age groups (most CGI fare) versus those made for everyone and appealing to the widest swath possible (Disney/Pixar) (McCullough 130-132). Having a positive estimation of a company/brand and prediction of its ascendency, then, are points of view formulated on quality comparisons after the brand has established itself. Also notes general thoughts on sequels: “Sequels frequently struggle for critical praise, both due to inevitably being judged against previous installments, and to the connotations of unoriginality,” a pattern Pixar eschewed for most of its studio run (McCullough 131-132). In a Harriman 64 way, Pixar, being the “storied” first company/studio to create a full-CGI film, something that was universally beloved and extolled, loyalties are in its favor. It is the original, the progenitor of the art form, and thus is put on a special critical and expectational pedestals. In essence, all CGI outings apart from Pixar are sequels and derivatives of its original conceit and prototype; this, however, does not guarantee Pixar’s lofty advantage as time passes. Two things happen with successful institutions and new hires; either the new person is ostracized and outcast (avoided at Pixar thanks to phenomenal culture), or the “awe-of-theinstitution syndrome,” which happens with Pixar. Catmull makes it a point to talk to new hires directly about the problems and lessons Pixar has learned. “My intent is to persuade them that we haven’t gotten it all figured out and that we want everyone to question why we’re doing something that doesn’t seem to make sense to them. We do not want people to assume that because we are successful, everything we do is right” (Catmull 10). Believing a certain time to be uniformly free of missteps or blemishes only makes the popular conception of that time more immutable and picturesque. Nostalgia is beyond reproach; a process, however, the true goings-on beneath the labeling of a certain string of animated hits, allows for criticism of past decisions and an inlet into the lines of influence that have become twisted from the term’s overuse. Anti-Pixarism As we have seen, the branding and storifying of the Pixar name is predicated on inner and outer influences, the conditional revising of the intermediary steps on its path to success, and the personal intercession and life stories of certain key Pixar players. In tandem, these pieces create a collage, however truth-stretched, of the studio Luxo Jr. built. But what if the company, its Harriman 65 oeuvre, and its story are inherently unappealing to you? What if you are not a fan, however casual, of Pixar? How is your estimation of the company and its history altered? McCullough writes, “Pixar has come to represent something far more profound and accomplished than any of its contemporaries” (McCullough 155). Yet it is precisely these gilded sentiments McCullough seeks to research against. Specifically, he sought what it means to be a non-fan of Pixar in the critical and commercial climate of extolling its virtues. In his words: “What are the implications of criticizing a brand that everyone else appears to adore?...to what extent has this criticism impacted upon Pixar’s reputation?” (McCullough 152). Like all other brands and film studios, Pixar does have its detractors; not everyone is a fan, though it is a given in American culture that slighting or piliaring Pixar is taboo. One such critic is historian and animation expert Michael Barrier. While he does agree that CGI was the logical future heir of hand-drawn animation, he believes the rate of stylistic growth in the last 16 years of CGI animated films is lacking when compared against the 10 years separating “Steamboat Willie” and Snow White. “I think that's an extremely compressed [growth] that I don’t think computer animation has nearly approached. What you have instead in computer animation is a continuing elaboration on texture and surfaces…without anything comparable for characters” (Zakarin 2011). Barrier also contends that while animation has always been a large group product, the flagrant artificiality of CGI has made this process more apparent. He expresses disfavor for the palpable “disconnect” felt between an image birthed from a hand-drawn animator’s hand versus the final flourishes an animator completes in CGI. His main complaint, of Pixar specifically, concerns the alleged affective showboating of their films: "I think they [Pixar] are emotionally manipulative [emphasis mine] in a Harriman 66 fundamentally dishonest way. I don’t think the people making the films are necessarily dishonest, but they don't seem attuned to what their stories are saying. One example, in the opening montage of 'Up,' you're essentially being strong armed into shedding tears about Carl and Ellie…to me, it was grotesquely sentimental and a lot of people were looking for an excuse to break into tears…most Pixar pictures…are very manipulative and completely unconvincing to me. They are congratulating their audience for feeling these synthetic emotions and, to me, that's offensive" (Zakarin 2011). Barrier’s estimation of Pixar stems from fundamentally artistic and even esoteric arguments on animation style. Other non-fans take on larger audiences less acquainted, perhaps, with the vagaries and influences of animation. Reviewer Armond White discovered the wrath an anti-Pixarian attitude can conjure in the public sphere after the release of his much-loathed review of Toy Story 3 on Rottentomatoes.com. Maligned by online film communities for his supposed “contrarian” and “trolling” reviews, White was one of three critics to give Toy Story 3 a negative review on the site. He wrote that the film’s product placement overturned any emotional or imaginative value, and referred to the entire trilogy as kid’s fare, a “sap’s story” (McCullough 164). More fascinating is the heated backlash Armond received on the comment section of his review blurb. While most reviews land less than ten comments per review. Armond’s review accrued 850, many personal invectives and threats for desecrating the perfect trilogy record of the Toy Story films (McCullough 166-167). It goes without saying that these professionals are entitled to their opinion, yet the backlash they receive for expressing dissent toward Pixar speaks to the fervent loyalty and value Harriman 67 moviegoers place in the company and its output. Location, Location, Location Detractors and extollers of Pixar’s story and films are a single cog in the larger branding machine selling it to the world. Another is Pixar as an ideal, paradise workplace. McCullough writes, “…Emeryville plays an integral role in the discursive construction of the Pixar brand, and that writing about the studio space itself demonstrates the need to explain and locate the brand’s core so that it may be replicated” (McCullough 136). How integral is Pixar’s physical environment be to its cultural saturation? On most Pixar DVDs, one or several special features are dedicated to showing “behind-the-scenes” glimpses into the Pixar building, its offices and atrium, the Monster’s, Inc. DVD showing director Pete Docter guiding viewers through Pixar on a scooter and interacting with a chimpanzee (Monster’s, Inc.). So beloved is the output of the studio, people need to attribute its success to other aspects, including the composition of the workplace itself which, admittedly, is unique. McCullough brings this argument full-circle, stating that brands cannot exist without products to support their story and allure. Citing many a reporter’s venturing into the Pixar campus, “the features of the Pixar brand…cannot be grasped unless one can engage with something more tangible,” i.e., the campus or the creative “Disney-funded” Cal-Arts college where so many of the Pixar “Brain Trust” first congregated (McCullough 149). The “critical consensus” encapsulating Pixar is thus largely dependent on the story of the studio lot, but, McCullough argues, less dependent on the place’s special features and more symbolically as a site “for the reification of the brand’s intangible qualities” (McCullough 150). To begin with location, Brad Bird describes the actual layout space at Pixar as fostering Harriman 68 creative agency—animators have carte blanche to decorate their office fronts however they like—Hawaiian, sci-fi, old west—and the open floor plan, designed by Steve Jobs, gives impetus for random encounters from everyone in the company. The cafeteria, mailroom, and only bathrooms in the place are smack-dab in the atrium; interaction is essentially bottlenecked to happen (“Innovation Lessons” 6). The Streak Another details, so to speak, in the overarching story of the Pixar is the reflexive need by its admirers to see that its “winning streak” is untarnished. He talks first about Cars and the negative reviews it first garnered. Later, however, many detractors, casual and critical, rescinded or at least tempered their original pans of the film. Why? The idea that Pixar’s “streak” of successes hitched with a critical dud of Cars but then regained traction with Ratatouille and WALL-E followed it, leaving some critics who previously gave lukewarm or only aesthetically pleasing reviews of Cars to emphasize Pixar’s “streak” as something worth preserving (McCullough 154-156). As McCullough argues, the dip in quality many felt Cars represented, and the studio’s subsequent return to form would “effectively be erased from the studio’s historical narrative” (McCullough 155). While many people called the streak as over, others still showed praise for the studio’s overarching narrative, its story of success, and thus hope (and immediate retraction) of lukewarm praise when three more fantastic films followed. McCullough summarizes and reinforces his argument for critics’ collective reframing of Cars: “Pixar had often been the subject of effusive critical praise in the past, but these three movies [Ratatouille, WALL-E, and Up] were seen to exemplify everything that the brand stood for in the eyes of critics: cinema that was original, Harriman 69 creative, daring, and ruled by the pursuit of artistry rather than marketing reports” (McCullough 182). The same sequence of events followed suit with reviews of Cars 2, including slights against its blatant commerciality. Before, this hadn’t been a problem for other Pixar offerings. Why was this cause for an alarum of poor Pixar reviews? “[Pixar’s] brand has effectively made creativity into a commodity, with the studio name having come to represent not just consistent entertainment, but newness and uniqueness. Sequels, franchises and merchandising are, quite simply, antithetical to Pixar’s reputation and historical narrative” (McCullough 185). The distinction, at least among Pixar’s canon, seems to indicate that so long as a film is artistically meritorious, it is fine for it to be commercially viable, too. The message is that Pixar’s overall story of success “overpowering narrative of success” these negative reviews—their story has too much traction now to slow it down. “Under the right conditions,” negative appraisals of something so beloved can actually work in its favor and bolster its adherents’ resolve, even zealotry, to its brand (156-157, 153). Pixar can apparently do no wrong, the reason being its untouchable status as an unerring producer of certifiable hits. Their misfires and lukewarm entries are therefore granted immunity from a sinking of the brand, and its story, as a whole. McCullough concludes by saying, “Pixar still seems to be in a position where its failures will constantly be discursively displaced onto other brands or authors…further strengthening the reputation of the studio’s earlier work in the manner of ‘Classic’ Disney films. It almost feels as though this story has already been written” (192). Summary Harriman 70 The story of Pixar and its success is a story of effective branding. While the studio has many virtues and thrives under a stirring, collaborative culture, it is impossible that it cannot misstep along the way. Its branding choices and singular metanarratives has been so effective that even its minor failures fade from the collective critical and public perspective of the studio’s infallible inner-workings. The pleasing power of the Pixar story remains ever not just the result of a quantifiable level of quality and animation ascendancy, but in decisive, intentional choices to market its head-honchos, its physical campus, and its “winning streak” as inseparable from the Pixar story in general. “Reputations and brands thus need to be considered from the perspective of narratives, with trajectories and key ‘plot elements’ which are constantly in a state of flux,” McCullough writes (McCullough 186). The Renaissance, Disney, and now Pixar, as entities and points in time, are equal parts ideological truth and metanarrative devices perpetuating fabled qualities of their arbitrary eras. Understanding the storification and commodification of these terms is an effective transition to our next topic—the transitional changes and power of the Disney/Pixar merger. Harriman 71 Part 5: “You’ve Got a Friend in Me”: The Disney/Pixar Merger And as the years go by Our friendship will never die You're gonna see it's our destiny You've got a friend in me… Toy Story, 1995 Andy’s Favorite Toy Sheriff Woody is Andy’s favorite toy. This makes him the de facto leader of his owner Andy’s collection of playthings. One fateful birthday, the ultra-cool Space Ranger toy Buzz Lightyear “crash lands” in Andy’s bedroom and swiftly takes the bulk of the child’s affections. The remainder of Toy Story’s (1995) plot witnesses these two mismatched characters become lost and found, both literally and figuratively. After harrowing ordeals, they make peace with their “place” in Andy’s world, peace with who and what they are, and most importantly work together, despite their differences, to return to their owner to fill him, once again, with joy. Though admittedly an easy comparison, Toy Story’s central dilemma eventually became the creative and commercial dilemmas a waning post-Renaissance WDAS faced in the wake of Pixar’s phenomenal success. The old standard became less enviable compared to the new kid on the block, public-sentiment wise and financially. The culmination of their rivalry and continued coexistence as “Disney/Pixar” was a time of tumultuous transition for both parties. It behooves me to shed light on the merger and the reservations and changes it brought to the fore. Transition is the crux of what “Renaissance,” at heart, expresses, and Disney’s acquisition of Pixar deserves special attention to substantiate this claim. Harriman 72 Mothers Know Best The numbers were exciting or sobering, depending on your point of view. By 2004, 45% of Disney’s income was the product of Pixar films and merchandise. Its own in-house brands could not compete with the billfolds or brain folds of Pixar’s legion fans (Woods 2009). Even before this statistic dropped, Pixar had developed into more than just a brand or offshoot of Disney (reasons explained in the “Neo- and Digital Disney” section) and had ascended to become the dominant creative/financial force behind the company. By 2006, a survey of American mothers found that Pixar’s brand was held in higher regard, judged to be of higher quality, than anything originating from an original Disney brand (Pallant Demystifying 128-130). It appeared that the House of Mouse had been invaded by a beneficent breed of pest— one that provided tremendous dividends for its parent company yet had usurped, in a decade’s time, the inestimable King of Animation’s staying power. The truth runs deeper than this surface assessment of the early millennium’s Disney/Pixar dynamics, however, and ends in the immediate aftermath of the momentous merger of the two companies. 2006 From 2006 onward, Pixar has been the “heart” and “main driver” of contemporary Disney Animation Studios (Inside Pixar). What led up to the merger of these animation giants? Were whiskers pulled? Have the cost-benefits outweighed the risk of blending Disney and Pixar culture? To clip these question marks, a short history lesson is in order. Disney and Pixar first contractually came together after Toy Story’s release. The terms stipulated a 3-movie deal, although, as previously noted, the “Disney Renaissance” CAPS system was the brainchild of nascent Pixar technology—the two had been covertly and technically inseparable since The Little Harriman 73 Mermaid (Pallant Demystifying 128). In 1995, then Disney-head Michael Eisner, helming the desk during the Disney Renaissance, was thought even by Roy E. Disney to have lost touch with the company’s main motivation. He had actively had begun schilling out old characters with direct-to-video sequel after sequel, prompting Roy Disney to declare him the mastermind behind a “rapacious, soulless” organization looking for the bottom-line and quick dollar (Haley and Sidky, 1-2). This ruinous mining of past treasures (does this sound familiar?) was too much for the influential underlings at Disney to stomach. Brad Bird reflects on Disney’s stance: “Walt Disney’s mantra was, ‘I don’t make movies to make money—I make money to make movies’…It seems counterintuitive…for imaginationbased companies to succeed in the long run, making money can’t be the focus” (“Innovation Lessons” 8). Eisner forsake the lessons and values of six decades of Disney animation. This was all the more abhorrent and scandalous as the “Disney Renaissance” was in full-bloom. Meanwhile, Pixar films had all proven critical and commercial golden children. By the time Finding Nemo was released, Eisner, after attending a pre-screening, dubbed Pixar’s latest effort lacking, “nothing special.” Roy was steamed that Eisner refused to retain “constructive relationships” with its “creative partners, especially Pixar.” For the sake of my argument, let us say Eisner refused the transition taking place (Haley and Sidky, 1-2). Michael remained of such obstinate character that he actively refused to admit, in both financial terms and public opinion, that Pixar had pulled ahead of Disney (Pallant Demystifying 128-130). Bad blood was stirred. After botched contract renegotiations in 2004, Steve Jobs publically denounced Eisner and drew up plans for Pixar to disengage all ties with Disney. Concurrently, a decade of “Beloved Disney Characters For Hire” business strategies ran abreast with Eisner; the drama of excising Eisner from the Disney board of directors flooded media Harriman 74 outlets. Public and private support for Disney plummeted (130-132). Pressure to oust Eisner paid in spades: he ducked out of the company by in 2005, a year before he was obligated to (Haley and Sidky, 1-2). He was succeeded by Robert Iger, who, like Roy, believed Disney Animation to be the most valuable aspect of company, and who proposed not just renegotiations with Pixar, but a complete corporate merger. The stakes could not have been higher: “If, at this juncture, Iger had allowed the Studio’s partnership with Pixar to come to an end, not only would it have immediately weakened Disney’s animation production potential, but it would also have been seen as the Studio passively acquiescing to Pixar’s ascent to the summit of Western animation” (130). In 2006, Disney bought Pixar for $7.6 billion, the equivalent of what Pixar had made worldwide for Disney at that point in time. Bog Iger then asked Catmull, Lasseter, and other top Pixarians “to help him revive Disney Animation Studios.” (Catmull 2-3). Pixar was “tasked” with supercharging WDAS, then still struggling to carve an admirable stance for itself in the CGI arena. Catmull, CEO of Pixar, gave a bold directive for the fruit he hoped the merger would bear: “Disney has had two major heydays [1930s and 1990s]. We’re going to make a third” (Eller 2006). The Cultural Tightrope Many analysts predicted the merger would end “abysmally” as most do, the most-imagined scenarios being “either Disney would trample Pixar’s esperit de corps…or that Pixar animators would act like spoiled brats and rebuke their new owner” (Barnes 2008). “Most acquisitions,” says The Pixar Touch author David A. Price, “are value-destroying as opposed to value creating,” which the Disney/Pixar merger, as will be made clear, has eschewed (Barnes 2008). Harriman 75 Over 70% of mergers fail, 85% of the reason attributable to unsuccessful cultural integration. “At the very center of this lies the task of creating a culture of learning, based on shared values, where continuous interaction with internal and external environmental changes take place and necessary adaptations made” (Haley and Sidky 3). How, then, are successful merger’s pulled off? Mergers are based on trust and accountability: trust first has to be erected between the leaders for the merger to work (Haley and Sidky, 1-2). Successful mergers further depend on keeping the creative heads of either party at their posts during the transition to foster collective will and bridge cultural gaps between companies. This learning extends beyond how to cope with the merger itself—ideally, the experience of the merger leads to new projects getting tackled together. The ultimate goal of merging is to foster a collaborative spirit. The hope and endgame is for each company will learn and value the other’s assets and technology, learning together how to make them better (Haley and Sidky, 4-5). Physical and symbolic proofs of the merger’s fruits are seen in the details. For instance, the Pixar main gates have not Disney markings; Pixar employees were permitted to keep their health benefits, their email addresses, and neither had to sign yearly contracts with Disney nor spend an orientation day at Disney World. This merging was meant to maintain as much autonomy of the Pixar culture as possible. To encourage autonomy and creative freedom further, each studio retains full rights to the characters and stories they create (Fritz 2007; Barnes 2008). Disney culture, however, was scheduled for a makeover. By all accounts, this is what the Disney/Pixar merger accomplished in 2006. Bob Iger talked candidly to Pixar staff and Brain Trust about his past merger experiences, good and bad, and rekindled a sense of trust that Eisner and Jobs battled with three years prior. With renewed congeniality, this “merging of two cultures” was and has remained unchanged from the initial takeover. Iger’s philosophy ran counter to most mergers—that being to do so swiftly and to avoid giving the new talent a chance to spread Harriman 76 their wings and expertise to other company divisions. Iger ensured the opposite approach was skillfully managed. Lasseter credits much of the merger’s success to CEO Ed Catmull, who throughout ministered an “anti-bureaucratic, artist-driven, bottom-up management style” (Eller 2006). It was the unorthodox nature of the “takeover” that has kept the Lamp and the Mouse linked at the arm for eight years now. Leaders and Legends After the merger announcement, Catmull and Lasseter set to work immediately and laid several precedents for the new-and-improved WDAS. They also mollified doubters. Just one day after the merger went public (January 25, 2006), the duo flew to WDAS, where Ed said the following: “We’re not here to turn Disney into a clone of Pixar. What we’re going to do is build a studio on your talent and passion”: cue whooping and hollering from all gathered (Eller 2006). Quotes from seasoned WDAS animators attest to the convivial spirit the Pixar team ushered in. “It’s like somebody opened the windows and fresh air is coming into the room”—32year Disney vet Glen Keane. Chris Sanders, Lilo and Stitch director, alluded to a historical moment: “It’s like the Berlin Wall being torn down” (Eller 2006). They then immediately rehired project leaders from the “Renaissance” days, instrumental in their day, who had just been laid off, including Ron Clements and John Musker (Hercules, Aladdin, Little Mermaid co-directors), and Eric Goldberg (Pocahontas co-director). Lasseter wanted to restart the whole division and divert it from its make-a-buck structure back to a director-run enterprise, and managed to do so first by curtailing the direct-to-DVD sequel farm (Fritz 2007). To summarize, “Teamwork, leadership, and integration are continuing to make the Disney Pixar merger work” and creates a “sustainable” adoption of culture and preserving individual identities (Haley and Sidky 7-8). Harriman 77 A new WDAS building was commissioned. It has an open floor plan and a central breakfast/coffee hub, reflecting Pixar’s Emory campus layout in uncanny ways (Wood 2009). This is the physical embodiment of one of the intents of the Pixar/Disney merger was to reorganize how “talented people do their best work.” Be constructing a new studio—much like the Pixar campus—the physical feeling of doing great work can comingle with the laborious, longephemeral-before-visually-seen rewards of animation (Taylor 2006). Two years after the merger, John Lasseter admitted, “We were very nervous coming in [to WDAS],” admits John Lassester, “but to see the change is amazing. Disney has become a filmmaker-led studio and not an executive-led studio. We are very proud of that” (Barnes 2008). After the Pixie Dust Settled… The merger was not devoid of backlash and confrontation, however. In the months and years immediately after the merger, many among the WDAS staff were critical of certain changes that immediately transpired. This “inferiority complex” is understandable. Disney, 72-years-old, now had to take orders from its 20-year-old cousin (Fritz 2007). Acknowledging this unbalanced relationship led to a lot of “soul-searching” at the House of Mouse and spurred initial hesitation with many new policies (Pallant, “Demystifying,” 128). While initially animators described the merger as “euphoric,” after a 20% layoff of animators in order to get the studio in-line to produce one film every 18 months, a Disney insider says “Everybody recognizes the fact that they’re trying to change the culture down here for the better, but it’s safe to say that the pixie dust that surrounded their arrival has pretty much disappeared.” Though filmmakers again lead the charge, their firing and replacing isn’t “sacrosanct,” and especially at first, these major story/team overhauls ruffled some feathers. Chris Sanders, Lilo and Stitch’s director, left the studio while in the directing seat of Bolt over Harriman 78 “irresolvable creative differences” between his and Lasseter’s direction, and went on to direct How to Train Your Dragon for DreamWorks (Fritz 2007). Layoffs and the purposeful changing of directors are simply realities of the film business; Pixar did not invent these corporate customs and their implementing them should not be misconstrued as some ego-maniacal power-trip of an act. Case in point: November 22, 2013. Pixar lays off 67 out of 1,200 employees (5%) and The Good Dinosaur is delayed by 18 months, to be released November 2015—the first time since 2005 Pixar hasn’t had a film out per year, but not the first time directors have been replaced on Pixar projects (Kit and Kilday 2013). These customs will most certainly be adhered to into the company’s future. But “So long as Pixar avoids going Hollywood—and Disney learns to appreciate how Pixar works—the company will continue to school the entertainment establishment” in terms of quality of work and production/in-house culture (Taylor 2006). Summary The strategic blending of two cultures—Disney and Pixar—exemplifies the challenges and gains to be had during a time of great cultural transition. Miraculously, most intents for the merger were met or compromised into working order. As the true nature of any “Renaissance” is the welcoming of transition, the Disney/Pixar event is exemplary of the term. Both companies had to acknowledge each other’s strengths and weaknesses, past and present, and be open to forging a new legacy, a new era, under a fusiform creed. The section that follows is my final section, wherein the changes and developments of the merger eight years on are spelled out, and the ultimate case is made for this post-merger period connoting a third “Disney Renaissance.” Harriman 79 Part 6: “Something There (That Wasn’t There Before)”: Disney’s Third Renaissance New and a bit alarming Who'd have ever thought that this could be? True that he's no Prince Charming But there's something in him that I simply didn't see… Beauty and the Beast, 1991 How To Love A Beast Belle, the bookish daughter of a French inventor, finds herself captive to a callous prince become a horrific Beast. The nature of their arrangement at first makes for, understandably, incompatibility. The Beast needs Belle to fall in love with him before his condition becomes permanent, though his temper, moodiness, and terrifying countenance present considerable roadblocks to such an outcome. Over the course of a winter, however, Belle and Beast grow closer to one another. Belle sees the tortured, sympathetic man beneath the Beast’s exterior. After the villagers attack the duo’s castle, the Beast suffers a mortal sword wound. Upon confessing her love, however, Belle witnesses the resuscitation and transformation of the Beast into the prince he used to be. They live happily ever after, the Beast a changed into a better, more humble individual (Beauty and the Beast 1991). The story told throughout this paper has described not one, but many transformations for Disney, Pixar, Disney/Pixar, and the definition of “Renaissance” binding their high and low points together. It would be impossible after the transformations, good and ill, these companies have instigated and endured, for either to walk away unchanged. Finally back to contemporary Disney, what are the lasting changes in aesthetics, values, and leadership undergirding WDAS Harriman 80 eight years after the merger that infused its culture with Pixar’s culture? This final section designates these changes. Collectively, their winning pastiche represents the culture now at the heart of the third “Disney Renaissance.” Meta-attitude The WDAS canon post-merger includes the following films: Bolt (2007), The Princess and the Frog (2009), Tangled (2011), Winnie the Pooh (2011), Wreck-It Ralph (2012), and most recently Frozen (2013). What generalizations of style, of “attitude,” can be applied to these films and give them a collective unifying “spirit?” To buy into the cliché, knowing that the true essence tying these films together is nuanced and in constant flux, what overriding descriptors are appropriate to describe this new “Renaissance?” The first noticeable aesthetic similarity, especially with The Princess and the Frog and Winnie the Pooh, is a harkening back to the old Golden Age formalist aesthetics of Walt. These 2-D films “signal[ling] a return to the ethos of its Renaissance period” and emphasizing a sense of “renewal” while taking on the task of presenting the audience with hyperreal (not hyper-real) design language (Pallant Demystifying 143). This assertion is vague at best, however. It is more “ideologically-loaded” on the part of critics who, by the virtue of a return to 2-D alone, ostensibly and automatically christen The Princess and the Frog as a full-on return to classic form. A diffuse consensus among critics also claims the return of the Princess tropes, though slightly different than either “Classic Disney” or “Disney Renaissance” princess tales, is welcome but distinct in its own right (Pallant, “Disney Formalism,” 342). If Tiana, the hero of The Princess and the Frog, is a “new breed” of Disney princess and cannot be pigeonholed into the character molds of previous Disney princesses, stylistic Harriman 81 comparisons are not sufficient to describe what separates her from the pack. The missing ingredient lies in the greater attitude of these “Digital Disney” films. Pallant states that Disney’s recent outings “demonstrate that contemporary Disney animation is far more than just a continuation of some (over determined) ‘Classic Disney’ tradition; instead, it constitutes a progressive combination of Disney-Formalist artistic ambition with the knowing playfulness of recent Disney storytelling” (Pallant Disney Formalism 351). This era of WDAS offerings, while certainly beginning with overt callbacks to earlier Disney aesthetics, nonetheless started out the gate with a storytelling sensibility all its own. It cannot be called as experimental in design or narrative approach as the “Neo-Disney” films described earlier, nor is it a superimposition of Pixar sensibilities (Pallant Demystifying 141-142). The current cinematic climate of post-merger Disney films is more self-reflexive and self-aware than past entries. Each new film seems acutely aware and reverential of the “legacy” it, in many regards, is expected to live up to and deepen. The way they have “deepened” Disney philosophy is by playfully giving winks and nods to tried-and-true tropes. The princesses are a terrific case study of this new philosophy. Princess Tiana, Rapunzel, Vanelope von Schweeetz, and the royal sisters in Frozen seem “fresh.” In their films, they as characters acknowledge the flightiness of their positions, forego a strict decorum, and yet uphold and earn their positions as princesses. Their meta-attitude is part and parcel to the prevailing stylistic and storytelling playfulness of these third “Disney Renaissance” experiences. Brain Trust Shuffle The news WDAS has also adopted a Pixar-derived “Brain Trust” of its own. When Lasseter and Catmull came in in 2007, “there were layers of executives—the development executive would come up with the idea for the film, a lot of it based on marketing and toys and all that stuff, then they Harriman 82 would assign a director to each film” when the smarter avenue is to allow individual filmmakers to “really own the movie” (Wood 2009). To facilitate this changing of the guard, Catmull put Don Hahn, a veteran WDAS animator, in charge of the “creative development team” overseeing the 700 plus animators in-house at Disney. Like Pixar, directors now have total control over their projects—from assigning jobs to budgeting. None receive mandatory three-tiered notes from executives, and no longer do they work or live in fear of corporate micromanagement trumping creativity. Their film cannot be pinched out from under them for any reason other than the bottom line, and shuffling of directors or team members is left to the team leader’s discretion (Eller 2006). To quote Hahn and the new spirit at Disney: “It’s a team sport that I haven’t seen in a long, long time. This is a cultural change” (Eller 2006). How does WDAS’s “Story Trust” operate? Every four months, the whole team watches the “story reel.” If something here doesn’t work, Lasseter will not let it get inked (or pixelled) (Wood 2009). Lasseter likens Pixar, and now WDAS, to a place of wild experimentation, but unlike the typical Hollywood format of no padding under your failures, both companies are now assured to have “a net…down comforters and airbags” for ideas, no matter how out there, to land on. Each studio embraces that the guiding theme of experimentation is failure, something he says he and others have changed at Disney at fundamental levels (Wood 2009). As covered previously, projects at Pixar are “workshopped” through the “Brain Trust,” and if they don’t make the cut at a certain point, directors are shuffled around: For instance, Brenda Chapman was replaced by Mark Andrews and Brave just as with The Good Dinosaur Bob Peterson “couldn’t crack the third act” and has been replaced, but remains at the studio (Kit an Kilday 2013). During the merger, and continuing today, WDAS projects continue to be funneled through Pixar eyes, ears, and sensibilities, if at a comfortable distance. It also seems to Harriman 83 be grooming previous directors like Pixar: Bryon Howard of Tangled set to direct Zootopia (2016) and Winnie the Pooh director Don Hall directing Big Hero 6 this November (Kit and Kilday 2013). How does Pixar step-in on WDAS projects and visionaries without overstepping the cultures the merger worked so hard to preserve? Sometimes, notes on projects pass between trustees at both studios, but no criticism or feedback is ever a mandatory outing (Eller 2006). But the more complete answer lies in making their most seasoned “Brain Trustees” available, just as at Pixar, for emergency story operation. For instance, Steve Anderson, director of Meet the Robinsons, was having story trouble, fortuitously at the time the merger was well underway. A team of Pixar elites flew down, watched a screening, had a 6-hour “punch up” session, and made influential suggestions, including making the Bowler Hat Guy, the film’s antagonist, more menacing. The director was floored and said it was very helpful (Eller 2006). Even though Pixar’s intercession delayed the film’s release by three months, Anderson has nothing but fond memories of the process. “At the time it felt like one of the hardest days of my entire life. But what’s amazing is that at the end, they put the control back in my hands and said it was up to me to figure out what I wanted to implement and how. John and Ed immediately stressed that the people responsible for the movie, whether it succeeds or fails, are the filmmakers” (Fritz 2007). The film Bolt, the first post-merger WDAS release, was also seriously reworked and guided by Lasseter and other Pixar honchos— the director was replaced, and Rhino, a hamster, was added to the story (Barnes 2008). Another telling difference between the Pixar “Brain Trust” and WDAS’s “Story Trust” lies in outsider ascension: Instead of people working their way up the chain (animator, shorts director, co-director, director) ala Pixar, WDAS seems “more open to fresh talent.” For example, Harriman 84 Jennifer Lee was “an outsider” who came to work on Wreck-It Ralph, shifted to Frozen, her input changed the direction of the film entirely, and she was bumped to co-director in no time flat. One source says that kind of jump would “never happen at Pixar” (Kit and Kilday 2013). In all, Pixar has once more returned the scepter of creative power and commercial failure or success to its rightful owners—the directors of WDAS films. At the same time, the “Story Trust” at WDAS is still mediated in large part by Pixar John Lasseter. He has greenlighting power on all movie projects, Iger gives ultimate approval, and these two—along with Jobs when he was alive— compose the “steering committee” that oversees the film projects at both studios. The meet at Pixar headquarters “for a full day every other month” to check for updates on all projects (Haley and Sidky 7). This code of alteration and compromise for directors and storywriters at WDAS persists today. Even better, there is proof that this “Brain Trust” model works so well and is so valuable, other animation studios have adopted versions of it for themselves. Warner Brothers Animation has gone public with their group of gurus who “routinely look at in-progress projects, break them down, pick them apart and build them back up again, all to create the best movie possible” Calling it a “creative consortium,” it includes writers/directors of many successful movies (The Muppets, The Lego Movie), to serve the same shepherding and “sounding board” imperative as Pixar (Jugernauth 2014). Brain trust, creative consortium, or story trust—different labels for the same round table of highly-trusted animation demigods. Tug-of-War WDAS has a new attitude and a revamped story-creation system—these are, and will continue to develop, into creative time stamps for this era of WDAS filmmakers and the characters they leave behind. While these qualities are only getting stronger and are helping to define what is special about this third “Disney Renaissance,” the studio is also engaged in an ongoing Harriman 85 gymnastic act between their individual desires and needs to define themselves apart from Pixar, and the obligations Pixar luminaries owe to both companies. Catmull concludes by saying “It has been extremely gratifying to see the principles and approaches we developed at Pixar transform [the Disney Animation] studio,” but the “ultimate test” is to see if after the original brain trust fades that both houses are still making films that “touch world culture in a positive way” (Catmull 10). Again, many Pixar heads resisted sequels and direct-to-DVD offshoots as being lesser in quality (and produced as such). Of course, Pixar has made sequels—Toy Story 2, Toy Story 3, Cars 2, and Monsters University), but Lasseter has embraced some of this reproducible idea. “We are definitely planning on doing more sequels, just as we are more originals…But each movie has to be absolutely great or you will snuff out a franchise” (Barnes 2008). We collect Pixar and Disney films categorically and nostalgically, and now can own many different editions and re-releases of these films, much like we do and have done with WDAS’s fare. How long can this paradigm hold? Catmull and Lasseter have put an end to the direct-to-DVD sequel-whoring practice of the Eisner age, instead opting for 3D re-releases and “spinoffs” of characters, such as Tinkerbelle (Fritz 2007). This increases revenue, but how long can this paradigm hold before fiercer criticism ensures? On another note, Lasseter is as “hands-on” at Walt Disney Animation Studios (WDAS) as he is at Pixar; apparently “He gives extensive notes, pores over story reels and even does the first reading with actors and directors.” Despite his interactivity, time has become an issue. Both Pixar and WDAS staff complain that they don’t (and can’t) see enough of him—perhaps he is stretching himself too thin. As Lasseter bullets between studios, oversees Disney Imagineering, and placates investors, one Pixar insider has said lining up a meeting with him, something that used to be of little stress, has become tougher than “lining up a chat with the pope” (Barnes Harriman 86 2008). Other commentators and animators have raised concern of Disney’s new acquisition streak, having acquired rights to outside developmental houses Pixar, Marvel, and now Star Wars. The worry is that internally created projects will continue taking a back seat to pushing the content creators of these satellite acquisitions to produce most of Disney’s content. Unlike the Pixar merger, the subsuming of Marvel will require Disney to do most of the creative mining to make this payoff. This adds more stress to the thinning of creative input already at play at the studio. (Pallant Demystifying 141-142). Bearing all this in mind, animators who returned with renewed hope for the 2-D/3-D upswing post-merger have come to feel slighted and dissatisfied with the current crop of Disney animated films. Many factors have compounded to see that this storied return to a halcyon glory has stymied: lower-than-expected returns on The Princess and the Frog and Tangled, recent layoffs of the 2-D division in spring 2013, the cancellation of a limbo Henry Selick stop-motion feature, and the dissolution of the home video direct-to-DVD sequel market put a damper on animation enthusiasm in-house. Many fear that these problems are endemic to Disney’s unpromised return to style being “viable” in the future. Only time will tell if 2-D makes another comeback at WDAS (Kit and Kilday 2013). Many critics have printed increasing disappointment considering Pixar’s latest output, citing their sequel-bent as lazy and their unrealized, waning creativity. Buy contrast, Rich Moore, director of Wreck-It Ralph, sees a new wave gracing WDAS. “I think the studio has gone through something of a Renaissance” (Kit and Kilday 2013), a new streak which was set in motion by financial and critical success of 2010’s Tangled. Despite Disney’s post-merger films having generated significant numbers at the box office, its outside-produced projects have far Harriman 87 exceeded their internal efforts since the merger. Bancroft (2011) goes so far to say that Disney has lost its overall stylistic tells: “There were only a few scenes [in The Princess and the Frog] you can look at and say, ‘That’s classic Disney in a good way.’ There was a lot of classic Disney in a bad way…I wish that Princess and the Frog had had a bolder look and tried to show the world that this isn’t something you have at home on video or DVD…I wish it was a little more daring.” Paperman and Beyond Still, one animator’s opinion does not spell the stylistic doom of a company, even if its prospects for reinvigorating its internally produced features has fallen short of the high promises of Lasseter and Catmull. Innovation and “daring” still exists at the new WDAS. John Lasseter on coming aboard pushed for a shorts program; like at Pixar, this gives “creatively pigeonholed” artists a low-risk chance to make shorts to play before features, with a cost of $2 million or less. The fruits of this program have already budded. The Academy Award-winning short Paperman (2011) shows how CGI layering can replicate the more celebrated Disney hand-drawn style in the computer, proving that even with a small team, innovations and stylistic mutations can take root. Walt’s company during its “Golden Years” in the 30s and 40s relied heavily on outside companies to produce and distribute its films, Dumbo included, and the fostering of technical and artistic leaps remain the gold standard among Disney veterans and neophytes. The Pixar short Night and Day (which follows two 2-D characters whose inner feelings are superimposed inside them as CGI) is further proof that, despite the merger, the massive shift in aesthetic and time, both Pixar and WDAS have what it takes to continue innovating in the field of animation. Ground can still be broken, and in all probability will (Pallant Demystifying Harriman 88 146). Summary WDAS has not become the “Pixar clone” Catmull promised it would never be. It is forging its own artistic and technical stamp on its string of recent films. Though major ideologies and storytelling structures endemic to Pixar have made cursory appearances and offered input on WDAS projects, directors at Disney once again have creative agency. They have embraced the shaky start and creative harkening all transition phases spawn from—enough to officially decree their stellar output as indicative of a new “Disney Renaissance.” Harriman 89 Conclusion: “Almost There” I remember Daddy told me, “Fairytales can come true You gotta make ‘em happen, it all depends on you.” So I work real hard each and every day Now things for sure are going my way! The Princess and the Frog, 2009 Learning to Hop Things don’t change unless we make them so; times are not defined in and of themselves. Tiana learns as much in 2009’s The Princess and the Frog, having become a frog herself thanks to a magical misunderstanding. This puts a damper on her dream—saving enough money to open her own restaurant and make her father proud, which she works two jobs to fund. Hogtied by voodoo to Prince Naveen, a bachelor prince turned amphibious, the duo go on a musical journey through the bayous bordering New Orleans on the hunt for Mama Odie, a reclusive (but beneficent) voodoo lady. They believe they need to become human again to make their dreams come true and return their lives to normal. All they really need is love and belief in themselves and each other. They eventually willingly resign themselves to live as frogs. They have learned to hop to a new way of life, because looks are not important. They have the drive, love, and magic they need inside themselves to transform their situation into a way of life they can both accept. What makes it bearable, even beautiful, is that they are ready to live—and hop—together. Disney’s Future Legacy I hope throughout this paper to have given an animated (pun definitely intended) discussion Harriman 90 about the histories, values, cultures, and now intermingling magic at work between Pixar Animation Studios and Walt Disney Animation Studios. I hope also to have effectively redefined what “Renaissance” means—a time of transition—and thus distance the solidifying, overprotective reactions the term brings to a period of tremendous influence, derivation, and innovation. Renaissances are fluid constructions, made of unequal parts reverence, preservation, or copying of past ideals, as well as creating new ways and methods of doing things based, at least in part, on the cultures that beget them. While “Renaissance” is a term of convenience, it also holds a special, nostalgic bent when discussing Disney and Pixar films. Why do I feel (and hope to have proven) that the contemporary crop of WDAS films are “Renaissance”-worthy? Because the term itself describes a fluid, ever-changing point of view. Rather than consider Renaissances, historically or in the context of animation history, it is wise not to award them the popular misconception that they are static periods of unceasing development and breakings-off from past innovation. Change and the power of investing in the uncertain influences transition periods allows—this fits WDAS’s suite of films with greater snugness than the clichéd definition of “Renaissance” described at the beginning of this paper. It is a learning process, learning from itself, the past; it is a process of “Almost There,” never just “There,” marked by sacrifice, compromise, and idealistic thinking. Frozen is but the newest member of the transitory Renaissance evolving at WDAS right now. Fans and critics do not need to fret over whether or not Pixar is losing its touch, whether or not Disney will ever reclaim some halcyon ideal of yore. This kind of Renaissance is a fallacy, and there is not better medium contradicting this take than animation. WDAS is in the midst of its third “Renaissance” period, period. It is changing, growing, influencing, transforming, becoming new versions of itself. This is all “Renaissance” requires. Harriman 91 Acknowledgements Thank you to Gordon Cheesewright, Steven Meyer, Delilah Orr, Larry and Ellen Hartsfield, Shaun Fullmer, and Nancy Cardona for making my undergraduate English education such a pleasure and such a success. Harriman 92 Annotated Bibliography “A Conversation with the Pixar Creative Team – D23 Expo 2011.” DAPs Magic. YouTube. 23 August 2011. Web. 11 February 2014. A very candid video featuring most of the “Pixar Brain Trust.” Very useful for culling quotes and gleaning anecdotal insight into the story-making process at the studio. Aladdin. Dir. John Musker and Ron Clements. Walt Disney Pictures, 1992. Film. Needed for epigraph. Barnes, Brooks. “Disney and Pixar: The Power of the Prenup.” The New York Times. 01 June 2008. Web. 25 February 2014. This article is the most in-depth I found covering the Pixar/Disney merger. It also treads into the tempestuous territory of the studios’ borderline falling-out with one another. Beauty and the Beast. Dir. Gary Trousdale and Kirk Wise. Walt Disney Pictures, 1991. Film. Needed for epigraph. Bibbiani, William. “Review: Frozen.” CraveOnline. 17 November 2013. Web. 24 March 2014. One of two articles referring to Frozen as Disney’s best since The Lion King. Needed for context. Black, Robert. "Italian Renaissance Education: Changing Perspectives and Continuing Controversies." Journal of the History of Ideas 52.2 (1991): 315-34. Web. 22 February 2014. After struggling to find a more recent source discussing educational practices during the Renaissance, this one proved helpful. Most of the piece is a critique on the historicity of the topic, i.e. which specific historians have reinforced/amended certain pedagogical theories of the time. However, I selectively pulled quotes pertaining to the humanistic vs. scholastic influences of the time to aid in my discussion of Pixar University. Harriman 93 Catmull, Ed. “How Pixar Fosters Collective Creativity.” Harvard Business Review, September 2008. Web. 17 Februray 2014. An invaluable resource. Insider information from Pixar’s founder about the creative culture undergirding the company. Catmull provides detailed examples of every step of the story-making process as well as discusses Pixar University and standards of quality/leadership. CBS/AP. “Oscars 2014: ’12 Years a Slave’ wins best picture.” CBS News. 03 March 2014. Web. 03 March 2014. Needed solely to give credence and hope for Disney Animation Studio’s upward commercial and creative trajectory. Close, A. J. "Commonplace Theories of Art and Nature in Classical Antiquity and in the Renaissance." Journal of the History of Ideas 30.4 (1969): 467-86. Web. 17 February 2014. Fantastic summary of broad “commonplaces” of Renaissance thought concerning art and nature in literature. Close explicitly sidesteps the more semantic and historicity pitfalls of my other Renaissance sources. The focus is purely the amalgamation of what art and nature meant during the timeframe, and how definitions from antiquity carried over. Also reinforces idea of the Renaissance not so much a rebirth, but evolution of previous thinking. Eller, Claudia. “Disney’s Low-Key Superhero.” LA Times. 12 June 2006. Web. 11 February 2014. This piece most useful in understanding Catmull’s influence and role at Pixar. Also sheds light (and great quotes) about the merger and how he is privately distinguishable from Lasseter’s public persona. Fallon, Kevin. “‘Frozen’ Is The Best Disney Film Since ‘The Lion King.’” The Daily Beast. 25 Harriman 94 November 2013. Web. 24 March 2014. One of two articles referring to Frozen as Disney’s best since The Lion King. Needed for context. Findlen, Paula. "Possessing the Past: The Material World of the Italian Renaissance." The American Historical Review 103.1 (1998): 83-114. Web. A perspective on Renaissance thought I found pertinent to the “ownership” of Pixar and Disney as brands and nostalgia. Discusses collectors, patronage, and the dynamics of exhuming the past while preserving the present accomplishments of Renaissance “masters.” Further extrapolates the idea of “canon” as a matter of access and taste. Flaubert, Gustave. Sentimental Education: The Story of a Young Man. Brentano’s: New York. 1922. Print Simply needed to cite his quote on taste. Fritz, Ben. “Disney animation gets Pixar-ization.” Variety. 24 February 2007. Web. 18 February 2014. Brief article detailing the expected changes speculated in Walt Disney Animation during the time of the merger. Valuable for quotes and numerical evidence of Pixar’s filmic ascendancy, and for comparing the “results” of the merger to early hopes. Haley, James M. and Mohammed H. Sidky. “How Ethical Leadership Made Disney Pixar Into a Sustainable Learning Organization.” 2007. Web. 26 February 2014. Retrieved from http://wbiconpro.com/435-James.pdf More business-technical than anything else, this piece nonetheless provides business-based evidence for why and how the Pixar/Disney merger is working by outlining how mergers typically fail. The authors also deconstruct the Pixar “Brain Trust” nicely. Hercules. Dir. Ron Clements and Ron Musker. Walt Disney Pictures, 1997. Film. Harriman 95 Needed for epigraph. “Inside Pixar: We’re About Telling Stories.” Bloomberg. Bloomberg TV. 4 February 2014. Web. 14 February 2014. Half-hour special focused on explaining Pixar’s history; light, but concise. It highlights the images and philosophy of John Lasseter via a lengthy interview, and provides valuable numerical “success” figures that add to my critical/financial argument. Kit, Borys. “Warner Bros. Creates Animation Film Think Tank.” The Hollywood Reporter. 07 January 2013. Web. 02 March 2014. I’ve included this article as evidence that Pixar’s brand of “Brain Trust” movie-making is diffusing throughout Hollywood. Gives a backbone to my “future of animation” section. Kit, Borys and Gregg Kilday. “Pixar vs. Disney Animation: John Lasseter’s Tricky Tug-ofWar.” The Hollywood Reporter. 04 December 2013. Web. 02 March 2014. Hugely valuable article. One of the few articles I’ve found that currently discusses the state and culture of Walt Disney Animation Studios post-merger. Insider quotes about both the boon and liability John Lasseter’s split-brain running of either company costs its employees. Couldn’t have written this paper without it. Kristeller, Paul Oskar, and John Herman Randall Jr. "The Study of the Philosophies of the Renaissance." Journal of the History of Ideas 2.4 (1941): 449-96. Web. 10 February 2014. Overview of the origins and proliferation of humanistic thinking during the Renaissance. Again spends too much time focusing on the historicity of the actual prevalence of these schools of thoughts as definitive of the age, but needed to explain that Renaissances are always fluid things. Laven, Peter. Renaissance Italy, 1464-1534. G.P. Putnam’s Sons: New York. 1966. Print. Harriman 96 A necessary source for several reasons. First, the book details, via examples of medicine and art, Renaissance thinkers’ preoccupation with Neo-Platonic ideals or authentic and “real” creation. Second, embedded in these discussions are parallel examples I use when describing Walt’s “hyperreal” aesthetic. “Learn why ‘Story is King’ from Pixar’s Alex Woo at Autodesk CAVE.” SketchBookPro. YouTube. 1 October 2013. Web. 28 March 2014. Needed a source to reference Pixar’s motto. “List of highest-grossing animated films.” Wikipedia, the Free Encyclopedia. Wikimedia Foundation, Inc. 23 March 2014. Web. 24 March 2014. A quick-look source to frame the financial successes of Disney/Pixar. McCulloch, Richard. Pixar Thesis. University of East Anglica, 2013. A huge boon to my research. Its most pertinent sections for my purposes describing Pixar as a brand, the fluidity of brands, and a compilation of quotes surrounding Pixar’s more recently perceived “light fare.” Highly useful for defining what Renaissance is and is not. McCulloch, Richard. “Imagined Consensus: Pixar and the Age of Aggregated Film Criticism.” Alternate Takes. n.p. 10 October 2011. Web. 13 February 2014. The article that led me to his thesis, McCulloch picks apart the merits and demerits of the film and critic community’s infatuation with aggregated reviews. Helpful in defending Cars and its sequel as another “worthy” Pixar edition, and not the harbinger of a second-rate film streak for the studio. Monsters, Inc. (DVD Commentary). Dir. Pete Docter, David Silverman, and Lee Unkrich. Pixar Animation Studios, 2001. Film. Requisite viewing for understanding Pixar story-making processes and using said quotes. Harriman 97 Pallant, Chris. Demystifying Disney: A History of Disney Feature Animation. Continuum: New York, 2011. Print. Terrific book tracks the history of Disney’s animation studio’s products, its aesthetic and technological innovations, and gives concrete examples from classic/recent films. Great for providing artistic movement divisions of the studio (Disney Formalism, Neo-Disney, Digital Disney), and explicitly describes the history/components of the Disney Renaissance. Pallant, Chris. “Disney-Formalism: Rethinking ‘Classic Disney.’” Animation, 5: 341. 2010. Web. 15 February 2014. A more streamlined version of Pallant’s book-form chapter on this era of films. Valuable for quotes and summarizing Walt’s original filmic aesthetics as benchmark for Disney Renaissance. Rao, Hayagreeva, Robert Sutton, and Allen P. Webb. “Innovation lessons from Pixar: An interview with Oscar-winning director Brad Bird.” The McKinsey Quarterly, April 2008. Web. 18 February 2014. This interview takes a business/corporate teamwork approach in discussing Pixar’s work culture. Brad Bird’s charismatic and detailed examples of how creativity is nurtured and consistently produced on his films and at Pixar were much-needed and appreciated to give an antimatterverve to my otherwise run-of-the-mill examples. Seton, Mark. "Pixar Phenomenology: The Embodiment of Animation. (Cover Story)." Metro.157 (2008): 94-7. Web. 23 February 2014. This article foremost describes Pixar’s ideology concerning bodily and anecdotally infusing its characters and stories with the tics and lives of its animators. It also gives details on Pixar University. Great companion to my information on Renaissance education and art/nature dichotomy. Harriman 98 Taylor, William C. and Polly LaBarre. “How Pixar Adds a New School of Thought to Disney.” The New York Times. 29 January 2006. Online edition. Web. 23 February 2014. Another article chock-full of mid-merger ideals and speculation. Provides more evidence and perspective on how momentous and tide-shifting this acquisition was for both studios. The Incredibles (DVD Commentary). Dir. Brad Bird. Pixar Animation Studios, 2004. Film. Brad Bird extolls the work and creative ethic of Pixar, and provides sassy but educated quips about what animation is (an art form) and is not (a genre). Personality-infused inner-look at the Pixar process on one of its watershed, technical leap films. The Jungle Book. Dir. Wolfgang Reitherman. Walt Disney Pictures, 1967. Film. Needed for epigraph. The Lion King. Dir. Roger Allers and Rob Minkoff. Walt Disney Pictures, 1994. Film. Needed for epigraph. “The Pixar way.” The Economist. 23 March 2010. Online video. 23 February 2014. Half-hour interview with Ed Catmull. Valuable to give voice to the other head behind Pixar/Disney’s mash-up and rebranding. Also waxes about the value of leadership and freedom in the workplace. The Princess and the Frog. Dir. Ron Clements and John Musker. Walt Disney Pictures, 2009. Film. Needed for epigraph. Toy Story. Dir. John Lasseter. Walt Disney Pictures/Pixar Animation, 1995. Film. Needed for epigraph. Toy Story 3 (DVD Commentary). Dir. Lee Unkrich, 2010. Film. Indispensable story-making information delivered by the Oscar-winning film’s creative duo. Harriman 99 Up (DVD Commentary). Dir. Pete Docter and Bob Peterson, 2009. Film. Director Pete Docter segues talking about story, but explains two Pixar aesthetic schools of thought: simplexity and hyper-realism. Complements Pallant’s distinction between the two. Waking Sleeping Beauty. Dir. Don Hahn. Red Shoes/Stone Circle Pictures, 2010. Film. Behind-the-scenes documentary exploring the decisions, people, and turmoil behind the Disney Renaissance period. A top-notch source and counterweight to the excess of Pixar culture sources I collected. WALL-E (DVD Commentary). Dir. Andrew Stanton. Pixar Animation Studios, 2008. Film. Transcribed director Andrew Stanton’s discussion of story, especially the section about “11th hour changes” that Pixar encourages. Great source for describing the story-servicing at play at the studio from a supremely quotable “Brain Trust” member. Weinman, Jaime. “The decline of Disney: Stars Wars movies, Marvel toys and damage to one of the world’s most iconic brands.” MacClean’s. 6 July 2013. Web. 21 March 2014. Fine article pertaining to the diasporic branding of modern Disney and reservations from several veteran animators. Most useful for insight into more commercial/promotional reasons the Disney name has suffered in recent times. Wood, Gaby. “John Lasseter: The Genius Shaping the Future of the Movies.” The Observer. 17 January 2009. Web. 16 February 2014. Interesting middle-ground post-merger piece. Explores the surface and company changes, both physical and artistic, that took root after the Pixar/Disney merger. Uses Bolt as example of Disney’s new Pixar foundation and charts work left to accomplish. Zakarin, Jordan. “Animated Man: Cartoon Expert Michael Barrier Decries Pixar, Computers.” The Huffington Post. 25 February 2011. Web. 28 March 2014. Harriman 100 Along with Armond White’s comments in a previous source, this expert’s opinion helps give credence to the argument that people (and critics) exist who do not enjoy Pixar.