Sunday, June 5, 2022

Cottage Cartoon Industry (published by Taiwan Today, on November 1st 1993) - Cuckoos' Nest, Hung Long, Atlantic Cartoon, Colorkey Productions

 Cottage Cartoon Industry (published by Taiwan Today, on November 1st 1993) - https://taiwantoday.tw/news.php?post=25254&unit=20,29,35,45 

Although Cuckoos' Nest was the launching pad for a cottage animation industry in Taiwan, few of the spinoff independents are clones. The strongest of the offspring studios have lean Taiwan operations and seek their own niche. Like James Wang, many owners dream of founding a vibrant Chinese animation industry. Several are focusing on mainland China, but strategies vary. Taiwan has about a dozen animation studios, and Wang Film has been a major catalyst in their development.  


Although James Wang is first a businessman, he has a reputation for creativity and a hawk's eye for quality. In addition to the local personnel trained by Wang and his senior staff, there is a steady flow of top professionals from Hollywood and other leading studios to Cuckoos' Nest. Many studios dispatch technical experts for onsite monitoring of all contract work. The result is constant tutoring and training.  


As is typical for Taiwan enterprises, employees have left Cuckoo's Nest to set up their own companies. Senior animators head out to do their own thing and set up their own studios, perhaps employing only two or three other artists. These companies rely largely on bouts of overload work from Wang Film and on the government's growing use of cartoons for public service and education. Other companies are much larger, having landed overseas contracts based on the quality of the work they have done for the local market. Government and contract work are proving essential in acquiring the equity and experience needed to launch these businesses into full production.  


Bobby Hsieh (謝台春) launched Hung Long Animation in 1986. Although a number of his employees were trained at Cuckoos' Nest, Hsieh was never part of the Wang team. He apprenticed with a leading Japanese animation studio for two years. Soon after Hung Long was launched, it had grown to more than two hundred employees doing a mix of local government and overseas contract work. Then two cold realities hit. On the global front, Taiwan's high labor costs started locking the studio out of overseas contracts. At home, there wasn't enough work in the market, government or otherwise, to keep all the company's employees on the payroll.  


Like Wang Film, Hung Long started cutting staff in Taiwan and hiring in mainland China. Since 1992, the company has downsized to a management nucleus of eight employees in Taiwan. Most drawing, painting, and several other functions are done by freelancers working on project contracts. The studio also assisted groups of former employees in setting up workshops. These are called first when work comes in. About seventy of these small operations are currently under contract.  


Hung Long also opened a studio in Suzhou, a major urban center in China's Yangtze valley. All work done there is for export. A staff of 380 do the drawing and painting by computer menu. The staff includes about thirty Taiwanese and overseas trainer-supervisors. Although the Suzhou staff still require more training after their 18-month start-up, the studio is confident it can meet Warner Brothers or Paramount standards.  


Administrator Melinda Hsieh (謝台美) says the mainland facility already has full production capability. While Suzhou helps keep the studio in the overseas contract market, it will also provide cash flow for its three-year computerization program in Taipei. Going high-tech and into full production is the long-term goal. Hsieh views computerization as critical, but like many artists, he feels some hand drawing and design can never be replaced by machines. Unlike Cuckoos' Nest, the company will continue to produce for the local market, which brings in a critical 30 percent of its income.  


Lin Shih-jen (林世仁) was Wang Film's top animator when he left to open Atlantic Cartoon five years ago. Lin has specialized in government commissions for children's animation. Now, with funding from his family, he is starting to convert from two-dimensional to three-dimensional cartoon animation. Within five years, he hopes to launch Taiwan's first feature-length cartoon with 3-D characters, like the dinosaurs in Jurassic Park, and 3-D backgrounds adopting the technology used in the cartoon Aladdin. His studio has already produced a 3-D television advertisement.  


Lin is counting on the traditional 2-D market demands of local government and Taiwan's expanding cable television market to bring in business during the transition. Although 3-D is considered too expensive for most markets, he is pioneering a combination of 2-D and 3-D products in Taiwan for the elite end of the television commercial market, as well as for specialty markets like television program titles and credits. His strategy is to grow with the market.  


Lin says contract work for the big studios is history in Taiwan, and he is not interested in using lower-cost mainland labor to extend that history. When Atlantic Cartoon enters mainland China it will be with 3-D products, although according to a recent market survey, Lin found the mainland market is still not sophisticated or affluent enough for 3-D production. But when it's ready, he plans to be there.  


Bin Chuang (莊正彬), like Lin, spent ten years with Wang Film before starting Colorkey Productions. Because a studio based in mainland China was critical to getting overseas contracts, Chuang opened a joint-venture in Nanjing a month before setting up business in Tai wan. The Nanjing studio now has sixty workers drawing and painting by computer menu. Nanjing's attractions included an art school and lower wages than nearby Shanghai. The core staff of eleven in Taiwan do the project management, creative design, photography, editing, and super vision.  


By keeping its Taiwan overhead low, Colorkey is able to enter the overseas contract market when others are backing out of it. Moreover, because of the cut backs at Wang Film, Hung Long, and others, Chuang can rely on contracting skilled local artists on a project basis to do his Taiwan-based government work. Chuang plans to do overseas contracting and government work until he builds up a profitable full-production business.  


At this stage, government and overseas contract work go hand in hand. Contracts from the world's big studios groom technical efficiency and build awareness of export standards. But it is rigidly controlled factory work. The beauty of most government contracts is that they demand that the local studio do all phases of production, including creating characters, backgrounds, and scripts. The combination helps round out a studio's skill base.  

Like Hung Long, Colorkey wanted to be in mainland China early. The company has found that by starting with contract work it was able to launch the step-by-step skill acquisition needed for future full-production ability. With the Nanjing studio bringing in money, Chuang is now scouting for co-production partners for half-hour animated television program.  


Lin, Hsieh, and Chuang are all pace setters in Taiwan's animation industry. All share James Wang's dream of creating a Chinese animation industry. Although Wang must be proud of the entrepreneurial skills that are flourishing since he introduced animation to Taiwan, part of him may now envy the lean flexibility of these younger studios, something his own mega studio has outgrown. 

Monday, January 31, 2022

Michael Ruocco's Overworked Wabbit Sickness: "Porky's Duck-Livery Service"

 Original link: https://twitter.com/aguywhodraws/status/967899600488038400

"WHO WANTS TO HEAR A CRAZY STORY AND MAYBE LEARN A LESSON?! It's a long one, so bear with me... 

On Season 1 of Wabbit (Now "New Looney Tunes"), I was still a very green storyboarder, and I wanted to prove my worth, so I put in a lot of extra effort and time to make my shows better. I'd work extra hours (unpaid), stay late and practically animate shots so there was enough information for the overseas animators to work off of. I'd even try to clean up my boards so that I wasn't dropping a ton of work on the already-swamped board clean-up people. 

After a year, I was exhausted. I was spending most of my time in the studio so I wasn't eating or sleeping well, and my immune system was in really bad shape. I got sick a lot more, but I worked through it because I knew the work needed to be done. And on top of that, I didn't tell anyone how I was feeling. My director, my co-workers, my roommates, not even my girlfriend at the time. I wanted to prove that I was a hard, diligent worker, so I powered through. At one point I got a very high fever, collapsed in the parking lot and had a bit of a breakdown in my car. I couldn't drive so my friend drove me home. The next morning, not wanting to bother anybody, I walked 2 miles to the studio to pick up my car, and ended up staying a few extra hours to work on my board. Whether it was delirium, stubbornness or stupidity (looking back it was definitely all three), I did it. 

At the end of the season, we had no idea if we were gonna get a season 2 pickup, so after a whole year of making solely Bugs Bunny shorts, for the last episode they wanted to do one with Daffy, and they assigned it to me. Daffy's my favorite Looney Tunes character, and we were gonna make him the classic screwball Daffy that I loved most, so despite being so tired and the fact that I was told I had a bit of a shorter schedule than usual (3 weeks instead of 4), I was excited to take it on. Still semi-recovering from my fever, I started working on the board. But soon after, I caught a virus called "herpangina", which is a lot like hand, foot and mouth disease. The most prominent symptom of it is that your mouth and throat is completely covered in blisters. Imagine that every surface of your mouth outside of your teeth is covered in canker sores. Tongue, underside of tongue, cheek, gums, uvula, throat...everywhere. It was painful to swallow, drinking anything that wasn't lukewarm was excruciating, and eating ANYTHING was next to impossible. So on top of recovering from a fever, I wasn't eating or drinking for days. After 4 days I could finally eat Jell-O because it was soft and slimey enough to pass through my mouth and throat without irritation, but there's still little to no nutritional value in Jell-O. I was as close to a zombie one can be without being dead, but the board needed to be done... so for the days leading up to my 2-week rough pitch, I was trudging way, stopping every few minutes to spit blood into my garbage can. 

The day of the pitch arrives, and at this point my directors know about my mouth sores and they offered to pitch the cartoon in my place, but I was too stubborn and proud to let them. If this was possibly gonna be my last time live pitching a cartoon, I wanted to do it no matter what. So right before the pitch, I rinsed my mouth with a numbing mouthwash, went into the board room and began the pitch. Two minutes in, the mouthwash wore off and the pain was back. Doing Daffy's lisp and Porky's stutter with a mouth full of sores is no picnic. But the pitch went well. Immediately after getting notes, I ran to the bathroom and vomited blood. I was done. 

I went to the doctor and he said I was in pretty bad shape. He advised me that even though my last day was only a few weeks away, I should put in a notice to leave now and take a few months off to recover. And on top of that, remove any other outside stresses from my life, including moving out of my current apartment to get a place of my own, changing my diet and to not exert myself as much as possible. I was conflicted, but he was right, and I did all those things. My board was half-done, but thankfully my friend David "Pez" Hofmann went over my rough board and made that cartoon just shine. The short is called "Porky's Duck-livery Service", and it's probably available to watch online somewhere if you're curious enough to look for it. Apparently it was so well-received that when the show WAS approved for another season, they wanted to do a lot more Daffy/Porky shorts, and open things up for other classic characters too. I was out of work for almost 5 months, but eventually I was back to normal and jumped back to the fray again, getting hired back onto Season 2 the following year. Since then, in regards to work, I've learned how to pick my battles. I don't try to over-accomplish, I just work within my means. I've learned to let things go, and to trust that the people around me, the people I work alongside every day, will do an amazing job taking on my work after I'm done with it. And I make sure to enjoy my time AWAY from the studio, to find a nice balance between work and leisure to keep me happy and healthy. 

I learned a lot from that experience, the hard way. Working myself to that degree was not only harmful to my health, but it affected a lot more in my life. By not communicating to the ones I was closest to or seeking help, trust was frayed, if not totally broken with some. I missed out on a lot of things I really wanted to do, and it actually made my job, which was something I loved, not enjoyable anymore. Overworking myself did nearly irreversible damage to my body, and changed my entire outlook on life, as well as people's perceptions of me. I was stupid, but very, very lucky. 

The big lesson I learned was that, even though your intentions might be good, overworking yourself is the worst thing you could possibly do, because in the end, you wear yourself down to the point where, among other things, you're not doing the best work you could be doing, so you end up where you didn't want to end up in the first place. People need breaks, and time to rest, and your co-workers and employers understand that too. And you should not make your job the most prominent thing in your life. You only live once. Appreciate life, and enjoy it, because you may not get another chance at it."

Monday, January 24, 2022

Animation BTS of ‘Pilgwims Pwogwess’ by Joey Capps (Joe Cappabianca)


"This was one of the earliest shots I ever got to do some work on. It’s for the episode ‘Pilgwims Pwogwess’. Had a lot of fun trying to reimagine what Elmer’s action could be… (that axe is really heavy…Maybe he almost hits himself in the face with it?). At the same time tho also pulling way back on the Chief Pilgrim’s acting. You wanna be listening to him but looking at Elmer.

Sometimes things don’t end up quite as you imagined, it’s nature of the beast. So if possible I like to spend some extra time helping out. Each one of these shorts is so hysterically funny and brilliantly storyboarded. I’m in heaven on this show, wish I could do this forever. I couldn’t be more proud of this as well as the rest of the latest episodes of Looney Tunes Cartoons! Enjoy everybody."

Storyboard BTS on Looney Tunes Cartoons short "Grand Canyon Canary" by Michael Ruocco

 Original link to thread: https://twitter.com/AGuyWhoDraws/status/1485367469954912258

Another Looney Tunes Cartoons board: I boarded "Grand Canyon Canary" right after the 2nd batch of Telephone Pole interstitials, so I kept the Sylvester/Tweety rhythm going. Also, my pun title game was a victim of my growing burnout by this point...sorry!



Oddly still proud of this gag.

As well as this one...
I've said it before, but Tweety is still the hardest Looney Tunes character for me to draw, and I certainly struggled with this short. Here's one of the very few Tweety panels I did like and felt good enough to share.
Sylvester and the donkey, on the other hand, were a blast.

Alex Kirwan did this super appealing sketch of the donkey during our launch meeting, so I pretty much used it verbatim in my boards. Later, Bob McKnight, who did the final designs and special pose designs, ended up designing the (really cute) donkey you seen in the final cartoon.
By this point I was starting to cut back on my "overboarding", posing out my boards too heavily, except for maybe a handful of shots I felt needed it or looked fun to do. I didn't NEED to pose out breakdowns of the donkey's excited gallop, but I really had fun doing so anyway.


An old gag, but if it ain't broke...

My favorite thing to do on this short was finding fun ways of hurting Sylvester, a close runner-up being concluding the donkey/carrot arc.

Mountain goats really are nasty. And HUGE. I looked up footage and ref for them on YouTube and they're super powerful, scary creatures.
I just really wanted a giant semi-realistic mountain lion paw.

I remember my mouth feeling really dry while drawing this scene.


Our prop designer, Thaddeus Paul Couldron, designed ALL the props on our series, and he drew them all with good ol' fashioned paper and pencil! And I remember being blown away by his final design of the tower of props. He added some fun ones, I especially remember a pinball machine!
Being a board artist on a show like this is the closest thing to playing God I can imagine, for I can giveth, and I can certainly taketh away...
And that's that! Gotta acknowledge my (always patient-with-me) director David Gemmill, and particularly the AMAZING art direction and BGs for this short, headed by Aaron Spurgeon and his team! I had Ahmed Gamal's tonal pass on the opening pan shot hanging at home for a while!


Storyboard BTS on Looney Tunes Cartoons short "Stained by Me" by Michael Ruocco

Link to original thread: https://twitter.com/AGuyWhoDraws/status/1484777219842998273

"Stained by Me" was my last Porky & Daffy short for the show, but I had a lot of fun drawing Daffy. Still didn't have a full handle on Porky yet. This was also about the time burnout was starting to kick in, so I'm getting flashbacks looking at these panels:



Watching the final short last night, I forgot how long that opening shot was. It just keeps going. Looking back, I should've added more cuts and broken it up. Whoever animated it, I'm really sorry.


I originally wrote a whole different dixie-style song for the washboard scrubbing scene, but it was changed after I handed it in for reasons. Probably too long? I really needed that ASCAP money haha. Ah well. I'll post the lyrics I wrote for it another time.

I always liked it when I gave Porky a chance to fight back against Daffy, which wasn't many times. Poor Porky. But at least he had some opportunities to let out his frustrations.

I spent a lot of time in laundromats these last few years in LA. Hot summer evenings after being in the studio all day was a drag, until I was finally able to mooch off my friend's nice washing machines. I think having home units is the LA equivalent of living in luxury.
I'm glad the "No Horse Blankets" sign stayed in.
It was around this time when I tried forgoing my usual step of boarding a cartoon in 3 passes and going right from roughs to tighter clean ups. Didn't care for it, so I eventually fell back into my more comfortable, sloppy approach.






I didn't expect the final cartoon to utilize those cool, dramatic colors, and I really dug how it finally turned out. A nice surprise!






Glad they kept my cut-off explosion shots too!




I think this short had the most extensive rewrites out of any of my shorts, so I appreciate the work of my director David Gemmill, Jacob Fleisher and co. for "ironing out" all of it's wrinkles and rewriting the stuff that just wasn't working when I initially pitched it. Thanks guys!

Cottage Cartoon Industry (published by Taiwan Today, on November 1st 1993) - Cuckoos' Nest, Hung Long, Atlantic Cartoon, Colorkey Productions

  Cottage Cartoon Industry (published by Taiwan Today, on November 1st 1993 ) - https://taiwantoday.tw/news.php?post=25254&unit=20,29...