Wednesday, July 14, 2021

Notes on a Slobbering Cat by Tom Riggin

  A reposting from former Ohio animation studio Character Builders's detailed Space Jam feature on their website from 1997. Link at https://web.archive.org/web/19970128200448/http://www.cbuilders.com/cat.htm.


Notes on a Slobbering Cat
by

Tom Riggin


Of all the Warner Brothers characters, Sylvester has always held a special place in my heart. His creator, the great Friz Freleng, gave him a wonderful unity of design and personality. Unlike his partner/adversary Tweety, who looks guileless and helpless but is actually quite wily and capable of defending himself with extreme prejudice, Sylvester's clownish exterior fails to mask his equally clownish interior. With Sylvester, what you see is literally what you get. Each thought that crosses his mind and each emotion that enters his heart is openly displayed in his face and form. He is a wholly externalized pussycat who should avoid poker games at all costs. Never the brightest of characters, Sylvester is at least a couple of rungs up from the bottom of the intelligence ladder (said bottom rung being occupied by Elmer Fudd).

Perhaps Sylvester's most endearing quality is that his sense of self is defined by the fact that he is a cat and that his highest ambition is to be a successful cat. To be a successful cat, one must succeed at the following activities; being lazy, scavenging through trash cans, catching and eating mice, catching and eating tweety birds, yowling on back alley fences in the dead of night and last, but not least, passing on the techniques of successful cathood to one's offspring. Needless to say, Sylvester's sense of self takes just as many lumps as his thick head does. And yet in spite of physical pain and wounded pride he always comes back for more. In spite of Granny and her wicked aim with a broom he comes back for more. In spite of falling pianos, crazed bulldogs and stray high voltage wires he comes back for more. Sylvester can be undone but he can never be truly defeated. He will always make one more attempt to eat the tweety bird or one more try to catch the giant mouse, because after all, he is a pussycat.

Even in the early drafts of the Space Jam screenplay (of which there were more than a few) there was a potentially juicy character moment for Sylvester in a sequence (officially logged as Scene 34; "Bugs Challenges Aliens") that we commonly referred to as "The War Room." The setup is as follows; Bugs Bunny has managed to con the five tiny aliens who have captured him into agreeing to a competition, the outcome of which will determine the fate of all of the Looney Tunes characters. Bugs then convenes a council of war (which was, at one point in storyboarding, set in the "Dr. Strangelove" War Room, hence the common title) with Daffy Duck, Porky Pig, Elmer Fudd and Sylvester. With a brain trust like that it's obvious that Bugs will have to exercise some serious leadership skills to coax them all along to the same conclusion. Porky proposes a lame idea. Elmer tops Porky's lame idea with a genuinely stupid idea, at which point Sylvester, exasperated with the cluelessness of the others, pitches his idea; a complete nonsequitur involving getting a ladder, waiting until the old lady is out of the room and then grabbing the little bird.

Several different versions of the War Room sequence were prepared during the storyboarding process. One intriguing version had Sylvester acting out his whole speech on camera in one continuous shot. The shot would have been about 20 feet (13 seconds) long. It's a good challenge to try to hold an audience for that long in a single shot of one character talking with no props to use or other characters on camera to interact with. This version was ultimately discarded, but from time to time I find myself wondering how I would have done with it.

In the final version of the storyboard, Sylvester's speech is distributed over five shots. Sylvester enters, back to the camera, at the tail of a wide shot of Porky, Bugs, Daffy and Elmer standing around a table. Just after he starts his rant we cut to a medium closeup of Sylvester. As Sylvester begins to detail his "plan," -we cut in to his fantasy for two shots, in which he finally catches Tweety. Sylvester works himself into a frenzy, panting wildly as he prepares to devour his prey. We dissolve out of the fantasy to reveal Sylvester grasping, not Tweety, but his own thumb. Bugs enters the frame and tries to coax Sylvester back to reality.

With the storyboard approved and the voice tracks recorded, I could begin to shape Sylvester's performance in animation. Veteran voice artist Bill Farmer (the voice of Disney's Goofy) performs several roles in "Space Jam," including Sylvester and Yosemite Sam. His performance of Sylvester's War Room rant gave me everything I could possibly want to work with. I particularly liked how he built Sylvester's excitement, culminating in a particularly demented kind of heavy breathing. After repeated listenings to the voice track, I could begin to draw.

I usually start a scene by trying to nail down a handful of strong character poses for what I feel are the scene's key moments. Typically, I'll spend a couple of days doing a lot of drawings that end up in the trash before I find the four or five poses that have potential. These poses go through a number of drafts before I'm ready to send them on to supervisor Jim Kammerud (and anyone else at Character Builders that cares to comment on them). The objective is to capture the essence of the character's performance in a few clear drawings that can serve as the foundation for the many drawings that will follow. We ask ourselves whether or not the drawings capture what the character is thinking and feeling at that moment in time. Just as important in the world of Looney Tunes is whether or not the drawings bring out the humor inherent in the character. With the Looney Tunes characters there is the potential for some level of comedy in every shot.

The main thing I wanted to get out of the sequence was a fresh, funny way to showcase Sylvester's very familiar persona. The idea of Sylvester addressing a group of characters and trying to assume a leadership role echoes Bob Clampett's "Kitty Kornered" (1946). While I avoided directly referencing existing animation, "Kitty Kornered" along with Friz Freleng's "Back Alley Oproar" -(1948) greatly influenced my work on Sylvester. In both cartoons, Sylvester strikes poses that suggest the theatricality of a Victorian ham actor or orator. I felt that at this moment in "Space Jam," just as he is in these earlier cartoons, Sylvester should be very much enjoying his own performance. He is absolutely thrilled and excited to be proposing a bold and decisive plan of action, in spite of the fact that it is the very same plan that he's been failing at for the past fifty years and has no application to the problem at hand. It's his plan, the plan of a true pussycat, and he's proud of it!

Sylvester's excitement turns to frenzy as, in his fantasy, he is about to finally succeed in eating Tweety. The heavy breathing on the voice track and the interaction between Sylvester and Bugs reminded me of an old Marx Brothers routine from "Animal Crackers" in which Harpo goes berserk and starts sucker-punching Margaret Dumont. Chico pulls Harpo off of the hapless victim and tries to snap him back to reality. Harpo sort of comes back to reality in a fast transition from frenzied heavy breathing to nodding his head at Chico and grinning like an idiot. I adapted this bit of business for Sylvester, although Bugs shows a bit more concern for his addled friend than Chico shows toward Harpo. Ever-perceptive, Bugs knows that fifty years of thwarted tweety-bird cravings can really take a toll on a self-respecting pussycat.

All This Work for Nawt? by Dan Root

   A reposting from former Ohio animation studio Character Builders's detailed Space Jam feature on their website from 1997. Link at https://web.archive.org/web/19970128200438/http://www.cbuilders.com/nada.htm.


All This Work for Nawt?
by

Dan Root



I received the scene handout of Nada [who became "Nawt" late in the film's production] catching the basketball and impressing the Looney Tunes with his dribbling ability. I was familiar with this scene because it was from a sequence that I had originally storyboarded in which the Monstars form a Harlem-Globetrotteresque magic circle around Bugs Bunny and the gang. The Monstars are showing off their newly-acquired size, strength, and basketball skills.

Since I was familiar with the storyboards, I looked at the background layout to see if it differed much from the boards (it usually will). In this case, the background was computer generated and over the course of the shot the camera rotated around Nada as he dribbled. A computer camera move like this is at least three times as much work as a locked down shot but it opens up the cinematic possibilities of the film so much that in certain instances I think it pays off (and besides, it was what I had called for in my storyboard, so I had no one to blame but myself ). I then looked at the length of the scene--5 ft. 6 frames. I numbered my x-sheet starting with 1 and using only the odd numbers to give me reference for posing the scene. Then I played the audio track over and over, listening to the rhythm of the dialog for any natural phrasing that could help me to pose the scene.

At this point, I would usually begin posing out the scene in thumbnail sketches, working on the main poses and making notes on secondary movement that occur within the pose. By writing the dialog beneath the thumbnails I can relate the two to one another quickly and try some different options. However, on this scene, because the character's position and perspective were constantly changing I decided to first solve some of the drawing problems. The computer-generated photo-roto had a floor grid that showed the perspective and a large cylinder that represented Nada's position and size. I determined Nada's height as compared to the cylinder and his foot position relative to the perspective grid. Using this drawing as a guide I "animated" (on twos and threes) Nada standing still with his feet planted as his position changed and the camera rotated around him. This was basically a technical exercise but it would make my job much easier later on when I would animate Nada's dribbling action.

Bruce Smith (who, along with Tony Cervone, directed the animation) was really interested in capturing the specific athleticism of basketball. Since my hoops game is mediocre at best, I went back to footage of NBA players who actually have skills. I looked at video of Muggsy Bogues (Nada's live-action counterpart), Tim Hardaway, Kenny Anderson, Isaiah Thomas, and even Bob Cousy, analyzing the action, making sketches, and trying to repeat the action myself. I then settled on some old footage in which one of the Harlem Globetrotters dribbles through his legs from the front and then from the back in rapid succession. In order for Nada to do this, he would have to rotate his upper body counter to the camera's rotation, which would make for a more interesting scene. Using the footage as a reference for timing, I began animating the upper body and the arms as they relate to the ball. Also I began putting in the main dialog accents all the while checking this against the ever-changing perspective and shooting pencil tests. Because everything was moving all the time in this scene, there wasn't much I could chart for my assistants. Virtually every drawing was a key I had to do myself.

When I was done I had a very realistic dribbling action taking place in a moving perspective. Technically it was interesting, but it had no emotional punch. It had lost the energy that was in the storyboards. It was too realistic--It had no caricature. After talking it over with Jim Kammerud (our sequence director) and looking back at my boards we determined that they had been drawn as if a wide angle lens had been used--more perspective distortion, more in-your-face action. In addition, I had drawn multiple hands and basketballs as Nada dribbles faster and faster.

Initially I had intended to animate multiple hands and arms, but when I started the scene I chickened out because it seemed too hard. But now, given what I had already done, it didn't seem like that much more work. I reworked the scene adding extra hands and multiple basketballs, distorting the perspective and pushing the squash and stretch. This improved the scene on various levels but mostly improved the sense of caricature. Instead of showing a solidly drafted realistically animated basketball playing alien that could have been a real actor, it showed an enthusiastic NADA moving athletically and naturalistically, but much farther and faster than any real person ever could.

All this work for about two seconds of screen time! Was I satisfied with the scene? No--you can always draw it better, time it crisper, and make the movement more elegant. A finished scene never lives up to the expectations you had when you started it. If it does, you are either a genius or you have low expectations.

Fear of Rabbits! a recollection skewed to serve the devices of its author Brian Smith

  A reposting from former Ohio animation studio Character Builders's detailed Space Jam feature on their website from 1997. Link at https://web.archive.org/web/19970128200431/http://www.cbuilders.com/fear.htm.



Fear of Rabbits!
a
recollection skewed to serve the devices
of its author

Brian Smith


No, not just fear...abject terror.

That's the emotion I was experiencing as I sat alone in my office staring at the blank sheet of animation paper on my desk before me. The expressionless white surface mocking me, challenging me to fill it up with something of real value, with something of real meaning, with something like real art.

"Go ahead," it taunted, "you can draw anything on me. My potential is limitless. Can you handle it, or are you gonna blow it, bunny boy?!" And it laughs a kind of dry papery laugh while a tall stack of its punched brethren titter at me from a nearby shelf...

Hours earlier Jim Kammerud, our sequence director on Space Jam, had called me into his office to offer me a rare and wonderful opportunity. He wanted me to animate Scene 24/1, the very first time the audience would see Bugs Bunny in this, his very first starring role in a full-length feature film.

"It's a pretty important scene," Jim concluded. "Do you want it?"

"Sure!" I chirped eagerly. Gulp.

Of course, I face every new scene with this same curious mixture of apprehension and excitement. Usually, the fear is only momentary, and then the enthusiasm kicks in. (Although I have been known to waste several days procrastinating in order to avoid starting a particularly daunting scene. Funny, the crap you can find to distract you!) But this scene was a little different. It was the first time we would see Bugs, so it was also the first opportunity the audience would have to decide whether or not we were going to give them the same old irascible rabbit that they know and love or some cheap hollow impostor. Would he look the same as the Bugs they cherish, move the same, act the same? Would he make them laugh? The reaction to our version of Bugs in this first scene could color the audience's perception of him for the rest of the film. Especially if it was bad.

So, how do I approach such a scene? (That is, after I get over my histrionic bouts with stage fright.) First, I pore over the storyboard. Not just the panels that involve my scene, but the entire sequence. No scene should be approached out of context. You have to be sure that you understand exactly how the moment you'll be animating fits into the flow of the story. And not just for simple continuity reasons (although these shouldn't be ignored), but for the more subtle aspects of the character's motivation. All films contain "emotional arcs" for the characters that drive them, and individual sequences contain similar progressions of the characters attitudes and states of mind. Don't just animate what your character is doing, animate why he's doing it.

As it happens, I already had an intimate knowledge of the scene in question. I had storyboarded it myself months earlier as part of the sequence where the little aliens first meet Bugs. The capsule description is this: After the alien spaceship arrives in the skies over "Toonland", we pan down to the forest floor where Bugs comes racing over a distant hill and towards the camera. As he nears, the camera "picks him up" and tracks with him as he flees a pursuing, but still offscreen, Elmer Fudd. But just as it seems Bugs is going to leave Elmer (and us) in the dust...he stops abruptly and addresses the camera: "I'll be wit' ya in a second folks, just as soon as I finish wit' nature boy here!" In response a rather large shotgun barrel enters from offscreen and slams up against Bugs' cranium! He turns to face his pursuer, adopting an expression of characteristic Bugs Bunny cool.

The boards communicated the ideas pretty clearly (If I do say so myself!), so I next began to listen to the audio track over and over and over and over and over and--O.K. you get the idea. I listen to my track until I know every word, every inflection, every little pause or breath by heart. And I like to begin conceptualizing what I'm going to do with the scene by "acting" to this track while watching myself in a mirror. This miming is where I work out the basic gestures and expressions I plan to use. I'll try many different approaches before settling on my favorite.

Then, I sit down at the drawing table and begin thumbnailing the hell out of my ideas, using what I've worked out in front of the mirror while reinterpreting it for Bugs' structure and looking for ways to "juice" it up. That is, trying to add that extra dimension which makes animation better than mere reality, that caricatures movement and expression in a way that makes it compelling to watch. Animation is a distillation of life.

When I have thumbnails that I like, I'll generally do a rough timing and shoot these simple poses on our Amiga pencil-test system. This system allows me to easily adjust the timings of my drawings and lets me gauge whether or not what I'm trying to do is working. I review this "pose-test" with the director as well as other animators to get as much constructive feed back as possible.

Everyone seemed to like what I had, so I moved on to the hard part. You see, at this stage you frequently feel like you've accomplished a lot. You've got a bunch of drawings and they move...but you haven't really begun to work out the subtler aspects of the animation yet. That's next, and it's the time consuming part. The pose test only shows the potential for a scene, now you have to pay off on that potential.

As you recall, my scene involves Bugs racing over a hill towards us, passing us, stopping to deliver a wry line to camera, and getting a shot gun against his noggin. I usually tackle what I feel is the hardest part of a scene first. In this case I decided to concentrate on the line of dialogue and work my way "out" from there.

One very long week later...

I'm ready to shoot a complete test of my scene. I've been doing little tests here and there, refining and reworking bits and pieces of the action, trying to make the whole thing gel. Now, finally, I gather up my mountainous stack of battered drawings and march proudly through the halls of Character Builders on my way to shoot "the big test". I hand my drawings to our p-test camera person (the personable Tonya Hill) as though I'm handing her my firstborn. An unruly child perhaps, but my mine nonetheless!

Tonya tells me it will take a couple of hours to shoot, so I spend the afternoon biting my nails. I've seen every part of the scene a thousand times by now, but this will be the fist time I've seen it all together with the correct camera moves et al. Sometime after lunch I get the call from Tonya: it's done. I race to the p-test room to see what I have wrought. Jim and fellow animator Dan Root happen to be there already. We run the test and prepare to view the result of weeks of hard work that should culminate in several seconds of sheer cinematic magic...

...and it sucks.

Well, not entirely. That is, parts of it are quite good, but we all decide that there's still lots of work to do: Bugs' run over the hill is too mechanical and repetitive, he's drawn too skinny, his dash past the camera is too slow and lacks energy, his timing during the dialogue could be tighter in places...the list seems endless. In fact, it is endless. Like all art you're never really finished, so you just have to prioritize and hope that you can get the scene as close to perfect as possible in the time you have left.

So, several all-nighters later...

The scene is done. I managed to address most of my major "fixes", and I think it's come together pretty well. We retest, and everyone approves. Congratulations! Cigars all around, let the champagne flow! And yet...there's still that one drawing I'd like to change a little...and that one expression could still be stronger...and...and...and...

Oh well, time's up. And besides there's another tough scene already on my desk. I hear this one has a major attitude...

Character Builders Studio Credits on Space Jam

 A reposting from former Ohio animation studio Character Builders's detailed Space Jam feature on their website from 1997. Link at https://web.archive.org/web/19970128200313/http://www.cbuilders.com/sjcredit.htm.


"Character Builders began work on Space Jam in late June of 1995. As the first of the "satellite studios" hired on to the picture, we contributed to the film during its earliest stages, doing conceptual art as well as designs for the new characters Swackhammer, the Nerdlucks, and the Monstars.

Dan Root, Brian Smith, Marty Fuller, and Jim Kammerud storyboarded large portions of the movie, including the three sequences that were assigned to Jim to sequence direct. "Our" sequences were:

  • Bugs Meets the Aliens: The Nerdlucks interrupt Bugs being chased by Elmer and threaten to take him into outer space
  • Bugs Challenges the Aliens: The Tunes meet the Nerdlucks at the Union Hall and challenge them to a basketball game
  • The Nerdlucks Transform: The aliens show up at the Tunes' practice and turn into big ugly Monstars
We worked with animation directors Bruce Smith and Tony Cervone on virtually every part of these sequences--drawing and timing the storyboards, layout and scene planning, animating the characters, and finishing animation through cleanup.

We also animated chunks of other scenes, including the Nerlucks at Madison Square Garden and the final game. In all, we animated around ten minutes of the movie--around a fifth of the movie's total running time.

Listed below are the Character Builders personnel whose hard work and creativity helped bring you Space Jam.



Producer/Sequence Director

Jim Kammerud

As sequence director, it was Jim's job to control the tempo, the mood, and the overall quality of our sequences. Jim drew storyboards and worked with editors on the timing of the story reel. Once the reel was locked down and it was time to animate, Jim assigned (or "cast") scenes to animators and reviewed their rough animation, drawing corrections and suggestions where necessary. As producer, he worked with our sattelite studios to create a coherent and efficient animation unit."

Storyboards/Animation Supervision/Character Design

Martin Fuller

Marty's role as an animator was that of "Porky specialist," but he did get to work on plenty of other characters. Marty also directed a two-minute interview with Bugs Bunny that aired on national and local news programs. He will, however, always be remembered for animating the now-infamous "I Wet Myself" scene.

Dan Root

Some of the best Monstar animation in the picture came from Dan. He worked with Bruce Smith early in the production to establish model sheets and drawing guides for the giant aliens. It was Dan who storyboarded the now-infamous "I Wet Myself" scene.

Brian Smith

Brian animated Bugs Bunny's first and last scenes in Space Jam, and quite a few in between. He was the one who urged Dan not to discard the now-infamous "I Wet Myself" scene. "Nah, leave it in. It'll never make it into the movie and it gives 'em something to cut."

Associate Producer/Production Manager

Character Builders Producer Leslie Hough was loaned out to Space Jam when we began production. She began as Animation Production Manager and later became Associate Producer. Leslie worked to assemble the animation crew, coordinate the satellite studios, and manage the animation department's day-to-day operations.


Animators

Steve Baker
Tod Carter
Stan Chiu
Greg Court
Dan Fausett
Magnus Hjerpe
Hon-Sik Kim
Kevin McDonagh
Michael S. Nickelson
Wendy Parkin
Jens Pindal
Tom Riggin
Mitch Rose
Neal Sternecky
Chris York

Key Assistant Supervisor

Denise Bradshaw

In- Between Supervisor

Mike Demur

Key Assistants

Jee Chan Baylis
Kyung Hee Baker
Vittoria Bologna
Nam Kook Lee
Charlene Logan
Wendy Price-Simms
Royston Robinson
Seung-Soo Yun

Assistants

Todd Cronin
Daniel Hopper
Tony Lee
Dave Toronio
Rich Trebus

Layout

Dan Fausett
Mark Swann
Ennis McNulty

Backgrounds

Peter Meorhle
Mansoor Shams

In-Betweeners

Gloria Chu
Rowena Cruz
Tammy Daniel-Biske
Maria Gilles
Veronica Kapelanska
Todd Kauffman
Lynn MacQuarrie
Simon Northwood
Al Swirling
Mark Thornton
Lynn Yamasaki

Effects Supervisor

Ray Pang

Effects

Peter Brown
Constantin Nicov
Khai Nguyen
Dan Turner
Paul West

Animation Checker

Karen Tremblay

Producer for Canuck Creations

Alan Kennedy

Production Manager

Theresa Leinweber

Production Coordinators

Louise Muretich
Rodney Whitham

Scene Planner

Ron Price

Camera

Tonya Hill
Kirk Hudson

Production Assistants

Samantha Berg
Jeff Johnston
Lil Lummiss
Beth Albright

Office Manager

Marianne Kammerud

Additional Animation Services Provided by

Calabash Animation, Inc.
Canuck Creations, Inc.
Cloverleaf Animation, Inc.
Media Station, Inc.
























Monday, July 12, 2021

His Heart Project Rejected by the Network - In Brandon Hoàng's Own Words

 Foreword

A compilation of Tweets from Brandon Hoàng (Former Creative Executive turned Writer) on a pilot he co-created with Hans Tseng (Art Director for Bee and Puppycat) from 2019-2020 for Netflix Development that ultimately got rejected in the end. Brandon has done two long threads explaining his complex thoughts of rejection that are so insightful that I wanted to compile them into one real blog post (You can never kill the blogger!). I also wanted to give some more context, so I took a few more of his Tweets about his series to put it all into perspective.

Prologue

July 15, 2019

Hans Tseng and Brandon Hoàng has just submitted their first draft of their animated show idea script to Netflix. Brandon had high hopes for it. They would ultimately spend a year in Development at Netflix with their potential series.

Brandon: "Hans Tseng and me submitting our first draft to the network. I can't wait to see this boarded, oh god... it has to be boarded..."

"I gotta do some visdev on the environments and monsters..."

"-Hans sexting me"


Two Months Later...

"Hans: I don't think we're asking for much if our show gets greenlit.

me: Not at all.

H: So what if we want to develop toys? Both soft goods and high end resin figurines?

me: And a top-down RPG?

H: Or a side-scroller beat 'em up to coincide with its premiere?

me: Legitimate asks."


Three months later....

"Thumbnail pitch for our project has been scheduled for mid-January!!

And that pukey, deep-in-your-guts, pre-pitch feeling all of you board artists always complained about? I get it now.

Hans, It's been a joy collaborating with you. We cranked out a pilot that still makes me laugh and feel all the feels. You’ve put your soul into this and it shows with every stroke of your cintiq pen. You love these kids as much as I do. I hope that the Netflix big wigs do too"

Three Days Out from Network Pitch (Pitch Rehearsal)

"I'm not a superstitious man but driving back from Hans’s thumbnail pitch for our animated project - I didn’t hit a SINGLE red light.

Only. Green. Lights.

Shout out to Jen Bennett, Kiki Manrique, Serena Wu, Efrain Farias, and Stephanie Gonzaga for sharing their time, their notes, and their support! 

Still riding that high. You guys are the best!"

Jen: "You're both amazing! I love this world you've created, and I want more NOW."

Kiki: "So incredibly amazed & impressed by all the hard work and care you both put into this pitch. I'm keeping all my fingers crossed for you!"

Serena: "You and Hans's project is so deserving of the praise it has gotten -- I feel privileged to have been able to sit on it at this stage and share my enthusiasm for it with everyone else in the room last night! Let me live in the world you guys have created!!!"

Netflix approves of the thumbnail pitch, gives the green-light for a 22 min. pitch animatic. Production starts in April with the help of Brandon's dream studio Flying Bark providing the storyboards.

"Hans and I just had our very first production kick off and I gotta say it felt pretty damn rad." 

Two months later in June, the pitch animatic was finished.

"Hans Tseng and I just wrapped our final animatic pitch for our development project - a love letter to EarthBound. We were incredibly lucky to get our dream studio, generous voice actors, and a cadre of powerful artists.

Thanks to everyone who cheered us on. Now we wait."


Three Weeks Passed..

The network ultimately rejects the show from getting greenlit at the one last final step of Development. Hans and Brandon are told this via one simple phone call. Brandon had many thoughts about this and took to Twitter following the rejection.

"I’ve been reading posts wanting creatives to post more about failures along with their successes to show that the journey to a final product isn't a smooth straight shot. If it helps anyone else out there, I’d like to share my most recent stumble with you. And I need to grieve the only way I know how - to post my feels in a public forum (true blue blogger since 2007). Netflix officially passed on our animated series. I’ve only posted a few times about our development deal. When you “sell” a show and it gets thrown into development, it’s hard to talk about to your friends, family, and colleagues because it’s not really REAL yet. Maybe this is the Viet side of me coming on strong - we don’t celebrate successes until they are tangible (and even then we rarely celebrate). Development is not for the faint of heart. It’s a long, long process.

Colin Heck recently posted a fantastic thread about the precarious balancing act your brain needs to maintain in order to survive. You gotta put some of your soul into it (after all, why should an executive care about your characters, your world if you don’t?), but you can’t get too attached because, well… the chances of it actually getting made are slim. Think of the greenlight process being like a towering stack of sliced swiss cheese, layers stacked upon layers and each individual slice rotating at their own pace. At the top of the tower, you line up a pencil and drop it through the holes. In order to get that greenlight, the pencil has to make it clear through without bumping up against a single slice of cheese. Each slice of cheese is a different variable (Did the executive you pitched to see value in your vision? Did their entire team agree? Did their boss? Did their boss’ boss? What’s the climate and the timing of the Network’s needs? What’s the Network’s current slate? Etc, etc, etc.) That’s how damn near impossible it is.

Greenlighting a show is very similar to getting a manuscript sold. You go through the exact same flaming hoops and levels, hoping that your pencil will make it through unscathed. Editor, the buying team, the boss, Acquisitions, Profit & Loss, Marketing… they all gotta love it and believe in it. Some of my manuscripts have gotten passed on at various stages - remember, you have to get through all the rings!

Thankfully, this isn’t my first rejection so I have built up some-sort of armor (see: a loose, 1940s football helmet, an old oven mitt, and a baseball catcher’s chest protector with stuffing coming out) But a rejection on something you put your heart into will always come with that very specific bitter sting. And this rejection stings a little worse than the others, I suppose. I think it’s because we were so damn close. We could practically hear the trademark Netflix “daDUM”. We were literally at the last step. And then with one very awkward phone call, it’s over.

I wish I could say that with every rejection it gets easier. Did I mention how hard it is? You fall in love with your characters - you’re protective of them like a mother tiger guarding her cubs. Your brain goes wild imagining what adventures you’ll take them on...what stakes to throw at them -- waking up in the middle of the night to scribble down ideas for a season finale or a bit of dialogue that will both crush the hearts of (and hopefully inspire) your viewers.

Our Supervising Producer told me, “You won’t get over this one for a while. It’ll take months.” He also went on to say it was one of the best pilots he’s ever worked on. So that made me feel a little better! Once the call with the exec team was over, I called Hans to try and make sense of things. 

“We left it all on the field, didn’t we?” I asked, my eyes stinging, on the brink of tears.

“We did. This is the show that not only we wanted, but needed as a couple of POC kids, the sons of immigrant parents. Don’t forget that.”

“Yeah. Yeah, you’re right. Thanks for being my partner through this. You’re the best Hans. Love you.”

“Love you too, Brandon.”

I gushed my gratitude on a previous tweet thread, but there’s no better time to repeat that sentiment. It truly takes a village - not only the folks on the production side, but our family and friends in the industry who cheered us along the way.

Thanks to the studio who spent long hours breaking down the budget of two seasons (yes, we were THAT close), thanks to the generous voice actors for lending us your talent, thanks to our talented animatic editor, thanks to the banger board artists for putting your hearts into each drawing. 

We left it on the field.

Here’s the thing about Asians: we don’t give up so easily. Thankfully, we get the rights back and we’ll be hitting the pavement once we recover from the wind getting knocked out of us. 

With any luck, you may hear from us again.

Lastly (I don’t think I’ll get in trouble for this), but here’s my favorite Hans drawing that encapsulates what I’m feeling right now. 

It doesn’t show the humor or the action of the series, but dammit it shows the heart. 

I love this project."


One month later...however, something out of the ordinary happens to Brandon.

"I sent the animatic of the development project to my childhood buddy who is an Earthbound fan. I had no idea he was going to show his youngest.

He requested to watch it FOUR times. A 22 min animatic! That’s crazy.

This is it. This is who we create for. Don’t lose sight of that.


We often times get so caught up in it that we crave the validation from our peers and the gatekeepers that we forget who we really need to enchant.

It's so much more rewarding to have a kid request to watch my pilot or read my story. That's the good stuff."

A year from the date of the network rejection...Brandon thought about his loss again while on vacation.

"I was supposed to be on vacation this week -- taking some much needed rest & relaxation. To breathe. To get a break. To escape.

But there was a stubborn cloud of melancholy following me as I putzed around the air bnb (much to the annoyance of my family). Then it dawned on me: it was the one year anniversary since my animated pilot was killed.

This thread is going to be about that. Because the way I process shit is to share my internal monologue widely. You can kill the blog industry, but will never kill the blogger!

I’m used to rejection. Being a writer who has his fountain pen in both publishing and television, it’s nothing new to me. I have full manuscripts that may never see the light of day. And I’m okay with that. But there’s a term I’ve seen in publishing that I haven’t seen in television called “your heart project” -- the one that’s a piece of your soul. 

This was (is???) my heart project.

And a heart project stays with you forever. Everyone in the entertainment biz will tell you, “Ya gotta have a thick skin kid. Rejection is part of the job.” Hell, I've said it myself. If only it were that easy.

It came so damn close and with that comes a special kind of hell that only those of us who saw the greenlight at the end of the tunnel can truly appreciate. As one producer said, “I see 200 episodes. I see merch. You ever think of launching this alongside a videogame version?” Hans and I bounced in our chairs like giddy children. Then she went on to say, “I wish they would have just done you guys right and made the show...” There are nights I still wake up, sick to my stomach, unable to think about anything else. But as a Viet, I agonize over the misses, the losses, and the should-have-beens. It’s hard for me to see the good. I’m working on this in therapy.

I have a lot to be grateful about despite the outcome. I got to partner with Hans, a true collaborator whose talent I’m constantly in awe of, who fills in my blanks, and whose instincts are always right. We partnered with Flying Bark, our dream animation studio, to make an animatic. When Ian Graham told us the team of board artists that would be drawing the pilot, I nearly toppled backward in my computer chair. You wouldn’t believe me if I listed all of them. As an animation writer, the coolest thing in the world is to put words on paper and then to see it come alive in someone else’s drawings. Artists that know your characters so well, they can improvise gags that elevate the story. How fucking cool is that? We had top tier voice actors come to us at the 11th hour to help us out. Again, you wouldn’t believe me if I listed them. And I got to feel for a split second what it would be like to showrun a series. We were doing four hour production meetings, building grids of our favorite directors, board artists, and designers. 

And I’m proud as hell of the pilot. It has humor, action, and moments where the characters have to sit and really think about the decisions they made. We even had our boy character cry in a scene -- that was important for us to show. I also think about the fact that if the show had been greenlit, I wouldn’t have been staffed on The Ghost and Molly McGee. What an honor it’s been to write on this series and joke and laugh and collaborate with the crew. I hope to meet everyone in person someday! And I sold two manuscripts last year. A Young Adult and a Middle Grade. What an honor it is to be able to create for kids. IM GOING TO BE AN AUTHOR. IM GOING TO HAVE TWO ISBN NUMBERS!

All that’s to say that we’re not finished yet. I see what Fernanda Frick & Glenn Lazo are doing with RAISE THE BAR -- if there’s a story that’s important enough, you’ll find a way to get it told. Could I convince Hans to go the graphic novel route?

I wish I could show you Hans's artwork -- his character designs, his expression sheets, his key art, his color design… it would blow you away. Maybe we’ll post the pilot someday. But I have to fight that impulse in case there’s a future for it.

 A few weeks go, I had drinks with another animation writer. He took a long sip of his lager and said, “You know, I still think about your project.” It meant a lot to hear that. Because I know I’m not the only one."


Brandon Hoàng's website is at https://www.brandonhoangwrites.com/. His YA debut GLORIA BUENROSTRO IS NOT MY GIRLFRIEND and his untitled MG debut hit shelves in Fall 2022.

Friday, July 9, 2021

Looney Tunes Cartoons Animation Supervisors of Snipple

  • I collected as much info as I could find (Which isn't much) regarding all the Snipple animation supervisors of LTC.
  • Of all the supervisors, only Delfin Abad has publicly posted any animation work of his, and it's his animation from Disney Direct-to-video sequels of the mid 2000s.

Animation Supervisors:

Delfin Abad:

https://www.imdb.com/name/nm2869579/?nmdp=1&ref_=m_nmfmd_anm_flm

Years of Experience: At least 27.

Specific cartoons supervised: (From episodes where Snipple only animated one short of, or

only have one supervisor credited):

Pest Coster, Pool Bunny, Siberian Sam, Vincent Van Fudd, Hare Restoration, Bugs Bunny's

24-Carrot Holiday Special (All shorts), Daffucino, Kitty Livin', Chain Gangster, Sylvester Car Jack Lift,

Taziator, Climate Control, Lepre-Conned, The Case of Porky’s Pants, Fully Vetted, E-Rabbitcator,

Cherry Picker, Anvil, Fudds Bunny, Shoe Shine-nanigans, Daffy Dentist, Weaselin’ In, Time Out,

Mallard Practice

Reel?: Yes, but extremely outdated. No work past 2012.

http://captainabad.blogspot.com/

Alan (Jolan) Jalandoni Calibuso: https://www.imdb.com/name/nm2498164/

Reel?: No

Years of Experience: at least 24.

Specific cartoons supervised:

Bounty Bunny, High Wire, Jet Porkpelled, Shrinking Telephone Pole, Rotund Rabbit

Episodes where both Abad and Calibuso are credited together:

Pigture Perfect/Grappling Hook/ Swoop De Doo, Nip & Duck/Circular Fan, Basket Bugs/A Skate of

Confusion, Mt. Neverest/Zip Line

Ian Kim Imperial: https://www.imdb.com/name/nm3040120/

Years of Experience: at least 18.

Reel?: No

Denis Tomacruz:

https://www.imdb.com/name/nm0866346/

Years of Experience: at least 25.

Reel?: No

Episodes where Imperial and Tomacruz are both credited together:

Bone Head, Battle of the Bunk/Pull The Carpet Out,

Episodes where Imperial, Tomacruz and Calibuso are all credited together:

Emotional Support Duck/Tennis/Adopt Me

Clean-up/Inbetween Supervisor:

Alex Baloloy: https://www.imdb.com/name/nm3039708/

Years of Experience: At least 18.

Reel?: No

Friday, June 25, 2021

MeeMee Costa and her Apple Mage


Apple Mage Twitter: https://twitter.com/TheAppleMage
Her interview for SCAD Storyboarding Club can be found here, of which I've taken some of the information from: https://drive.google.com/drive/folders/1LvpVh09Xl_I7mfBQtA08H7I3b5MkmhBT

Kameelah (MeeMee) Costa is an amazing black artist in Burbank who is preparing to launch her webcomic The Apple Mage on Tapas/Webtoon today.

Personal Work

Her most prominent personal work has been The Apple Mage series, created in August 2019. In a world where magical humanoid apples coexist with humans, an 18 year old magic student apple named Red goes on a quest to find her missing grandmother, Granny Smith. Among the characters that tag along on her journey, are Reggie, her familiar currently stuck in a tiny worm form, Crabapple, a jaded diner food service worker, who quits her sucky job (Channeling Costa's own past sucky experience as a barista in Starbucks), in favor of finally getting to go on an adventure herself, and Jonagold, a child with a similar goal of locating his missing mother. You can watch an example animatic MeeMee made of the scene where Red meets Crabapple at https://vimeo.com/443151566


Red
Granny Smith
Crabapple

Jonagold

All drawings taken from https://twitter.com/TheAppleMage

Her second most important project is Bound, which is about people who are bound to books they're born with and the quest to break free from their fate. Two more of her concepts will take place within the same shared universe set in purgatory with demons. One deals with the long rivalry of competing music shops and the other deals with a new mailwoman who is the reincarnation of Hermes forced to deliver people's last wishes along with their mail.

She is perfectly content with making comics of her ideas and not pitching them to the networks. She is afraid of corporate compromises ruining her series, and the prospect of becoming a showrunner is too daunting for her to want to achieve.

Her Life

MeeMee was born in Sacramento, but her family moved to Florida when she was five, and later to Georgia where she spent most of her life in before moving to Burbank California in October of 2020 to start her career in the Los Angeles animation industry. She married her husband Adam (@foopdraws on Twitter) in December of that year, after 2 years of being in a relationship together.

Inspiration:

Meemee is inspired by nature in her personal work, seeing how she can push it with creating fun plant characters. Listening to music has inspired her as she channels the songs into her drawings as she listens to them, to help warm up her brain to draw. She likes many artists, but their influence funnels into one small channel, instead of being one solid inspiration for her.

Her sucky SCAD experience

Meemee transferred from the College of Coastal Georgia to SCAD in the Winter of 2019.  At SCAD, she felt that it was ultimately a time waster. She wasn't taught anything important and wished that she would have finished at the community college instead as she felt that her level of skills would have been the same or better. She dropped out of SCAD altogether for the 2020-21 year when she got her first Storyboard Revisions job with Tig N' Seek to avoid having to take on the heavy workload of school work and industry work. Her debt was ultimately softened by several scholarships she received, of which the debt stood at about 14k dollars.

The school lacked the knowledge of the animation industry, leading her to encounter more obstacles.  She was unaware of storyboarding as a job, so she went into SCAD in Animation at first.  She took a traditional animation class and hated animating, which is what led her to take the newly created storyboarding pathway. Even then, she had to learn Storyboard Pro on her own time, and she made her networking on Twitter instead of at school. The only bright side of SCAD were the friends she made while there. Overall, she advises new beginning animators to stay away from art schools in general, to not go through what she did.

Her sucky Starbucks experience

At around the same time, MeeMee took on a Barista job at Starbucks in October of 2018. Almost immediately, she and her coworkers were being constantly berated by rude customers for the duration of her time there, lashing out at them for every little mistake they made. When the mean customers would leave them, the baristas would go into the back of the store and cry until they would be required to keep working. The job did not make enough money to be fully sustainable either, so she opened up freelance art commissions in Summer 2019.  Eventually however, she had enough of the verbal abuse and the minimal $9.70 pay an hour to go along with it. She quit her job in February 2020, which was the best decision she made at Starbucks. Her terrible experiences would eventually seep into her personal work such as the character of Crabapple in the Apple Mage.

First Industry Job at Cartoon Network

She broke into the industry in August of last year when she got a Storyboard Revisionist job at Tig N' Seek at Cartoon Network Studios after being accepted on her very first industry storyboard test, which came as a big shock to her. CN was open to remote work at that moment as long as she could eventually relocate, which was the deciding factor to take her in. Her first day was on August 31, and finished her role on the series on June 11, this year. In mid-October, she made the move from Georgia to California, thinking that she could work in the studio in a few months time.  But CN never reopened, so it was solely WFH for her.

On Tig N Seek, she was paired up with another board revisionist on the same episodes, and they get their own different sections that they need to revise. Her process of revising: if there's any notes on the board to fix, she has to address the notes. When she gets a thumbnail sketch, she'll check to see if there needs to be more posing or acting to go along with it, listening to the dialogue audio and seeing if the board scene is not articulating properly with what the character says. She usually goes straight from an original thumbnail sketch to working on a cleaned-up drawing of it in order to get the character's proportions right. If she gets stuck on figuring out the new posing, she'll act out the actions physically and see how someone would naturally say or do the action according to the given script or audio to see what would translate from her performance and be put in the board. Compared to Starbucks, it's fun and rewarding work to do.

But due to WFH, her work and life balance was not stable. Her motivation to get work done was severed by the fact that her office was in the room right next to her bed inside her confining apartment space  She missed the community aspects of socializing with her friends and peers that she felt in organized working environments such as in the computer lab of SCAD and in libraries.  Keep in mind that these issues are not the fault of the crew at Tig n Seek at all, or is a true reflection of MeeMee's weaknesses at work, more just part of the unfortunate circumstances that have forced WFH on artists that thrive doing work in a studio, even if they're an introvert otherwise.

 She is currently looking for work right now, and she's made an animatic to prove it: https://vimeo.com/557916491



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...