A Wall Street Journal Best Book of the Year
The Pixar Touch is a lively chronicle of Pixar Animation Studios' history and evolution, and the “fraternity of geeks” who shaped it. With the help of animating genius John Lasseter and visionary businessman Steve Jobs, Pixar has become the gold standard of animated filmmaking, beginning with a short special effects shot made at Lucasfilm in 1982 all the way up through the landmark films Toy Story, Finding Nemo, Wall-E, and others. David A. Price goes behind the scenes of the corporate feuds between Lasseter and his former champion, Jeffrey Katzenberg, as well as between Jobs and Michael Eisner. And finally he explores Pixar's complex relationship with the Walt Disney Company as it transformed itself into the $7.4 billion jewel in the Disney crown.
With an Updated Epilogue
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David A. Price was raised in Richmond, Virginia and was educated at the College of William and Mary, where he received his degree in computer science. He graduated from Harvard Law School and Cambridge University. Price has written for The Wall Street Journal, Investor's Business Daily, Business 2.0, The Washington Post, Forbes and Inc. and is the author of Love & Hate in Jamestown. Price lives with his wife and two sons in Washington, D.C.
Still another film was in Pixar’s pipeline during the making of A Bug’s Life. Talk of a sequel to Toy Story began around a month after Toy Story opened, when Catmull, Lasseter, and Guggenheim visited Joe Roth, Katzenberg’s successor as chairman of Walt Disney Studios. Roth was pleased and embraced the idea.
Disney had recently begun making direct-to-video sequels to its successful feature films, and Roth wanted to handle the Toy Story sequel this way, as well. A direct-to-video sequel could be made for less money, with lesser talent. It could be priced cheaply enough to be an impulse purchase. Disney’s first such production, an Aladdin spin-off in 1994 called The Return of Jafar, had been a bonanza, returning an estimated hundred million dollars in profits. With those results, all self-restraint was off; Disney would soon grace drugstore shelves with Beauty and the Beast: The Enchanted Christmas; Pocahontas II: Journey to a New World; The Lion King II: Simba’s Pride; and still another Aladdin film.
Everything else about the Toy Story sequel was uncertain at first: whether Tom Hanks and Tim Allen would be available and affordable, what the story’s premise would be, even whether the film would be computer-animated at Pixar or cel-animated at Disney.
As with A Bug’s Life, Lasseter regarded the project as a chance to groom new directing talent. In early 1996, once Roth decided that Pixar would handle production of the sequel, Lasseter assigned directing duties. Stanton was immersed in A Bug’s Life; Pete Docter, whom Lasseter regarded as the next in line, was already beginning development work on his own feature about monsters. For Toy Story 2, Lasseter turned to Ash Brannon, a young directing animator on Toy Story whose work he admired. Brannon, a CalArts graduate, had joined Pixar to work on Toy Story in 1993.
The story originated with Lasseter pondering what a toy would find upsetting. In the world of Toy Story, a toy’s greatest desire is to be played with by a child. What, Lasseter wondered, would be the opposite of that–worse, even, than being displaced by another toy?
An obsessive toy-collector character had appeared in a draft of Toy Story and was later expunged. Lasseter felt that it was now an idea whose time had come. Thinking of his own tendency to shoo his sons away from the toys on his office shelves, especially a Woody doll that he prized for its Tom Hanks signature, Lasseter began talking about the notion of a toy collector who hermetically seals toys in a case where they will never be played with again. For a toy, it would be a miserable fate. Brannon then suggested the idea of a yard sale where the collector recognizes Woody as a rare artifact and distracts Andy’s mom to grab him. Out of those ideas, Toy Story 2 was born.
The concept of Woody as part of a collectible set came from the draft story of A Tin Toy Christmas, in which Tinny was part of a set in a toy store and became separated. The other characters in Woody’s set emerged from viewings of 1950s cowboy shows for children, such as Howdy Doody and Hopalong Cassidy. “We started looking at these canonical characters that you find in westerns,” said Guggenheim, who was producer of Toy Story 2 during the first year of development work. “You would find a gruff old prospector. You would find other characters, like an Annie Oakley—Calamity Jane sort of character, a tough frontier girl.”
The development of the cowgirl character, Jessie, was also kindled by Lasseter’s life; Nancy had pressed him to include a character in Toy Story 2 for girls, one with more substance than Bo Peep. Jessie had started in a different form, as Señorita Cactus, a Mexican side- kick to the Prospector; she was to sway Woody with her feminine wiles. When the character of Jessie replaced her, the personality of the female lead became tougher and more direct.
As the story approached the production stage in early 1997, there remained the question of where Pixar would find the people to make it, given the demands of A Bug’s Life on the company’s employees. Part of the answer would come from a production organization within Pixar devoted to computer games. The Interactive Products Group, with a staff of around ninety-five (out of Pixar’s total staff of three hundred), had its own animators, its own art department, and its own engineers. Under intense time pressure, they had put out two successful CD-ROM titles: The Toy Story Animated StoryBook, released in April 1996, and The Toy Story Activity Center, released in October of the same year to coincide with the videotape release of Toy Story. The games featured much of the voice cast of the film, except that the voice actor Pat Fraley took Tim Allen’s place as Buzz, while Woody was played by Tom Hanks’s younger brother, Jim. The company touted StoryBook as the first CD-ROM to deliver full screen, motion-picture-quality animation on home computers. Between the two products, the interactive group had created as much original animation as there was in Toy Story itself.
Jobs had convinced himself that the games would sell ten million copies, like best-selling direct-to-video films. Kerwin, as head of the group, insisted that the market wasn’t there on such a scale. We can make a good, profitable business out of them, she said. (The products had sold almost a million copies combined.) But they won’t be a home run like Toy Story.
If that’s the case, Jobs said finally, then why don’t we just turn all these people over to making another movie? Thus, in March1997, while Kerwin took the assignment of building a short-films group, Jobs shut down the computer games operation and the games staff became the initial Core of the Toy Story 2 production team.
Press Release
TIM ALLEN AND TOM HANKS RETURN
AS “BUZZ LIGHTYEAR” AND “WOODY”
March 12, 1997
The Walt Disney Studios and Pixar Animation Studios announce today that a sequel to the groundbreaking Academy Award—nominated feature film TOY STORY is underway and being created exclusively for home video. The all-new, fully computer-animated sequel will feature the voices of Tim Allen and Tom Hanks, who reprise their enormously popular roles as “Buzz Lightyear,” the space ranger, and “Woody,” the pull-string Cowboy, respectively. Production on TOY STORY II reteams Disney’s Feature Animation team and Pixar’s Northern California studios. . . .
“‘Toy Story II’ is the latest production to be announced in our growing made-for-video film category,” Ann Daly, President, Buena Vista Home Video, said. “With ‘Aladdin and the King of Thieves’ and the debut of ‘Honey We Shrunk Ourselves’ next week, we are now bringing both animated and live-action films into this pipeline with great success. . . .”
Disney soon became unhappy with the pace of the work on the film and demanded in June that Guggenheim be replaced as producer. Pixar complied.
He looked back on his seventeen years with Pixar and Lucasfilm and concluded that he had most enjoyed working with groups that were venturing into new directions, like the EditDroid digital editing project and the original Toy Story effort; with Pixar’s shedding of everything but feature films, he believed the company’s strategy left few entrepreneurial opportunities. Guggenheim, now financially secure thanks to the stock offering, left the company.*...
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Anbieter: World of Books (was SecondSale), Montgomery, IL, USA
Paperback. Zustand: Good. The Pixar Touch is a story of technical innovation that revolutionized animation, transforming hand-drawn cel animation into computer-generated 3-D graphics. It is a triumphant business story of a company that began with a dream, remained true to the ideals of its founders---antibureaucratic and artist driven---and ended up a multibillion-dollar success. We meet Pixar's technical genius and founding CEO, Ed Catmull, who, inspired by Disney's Peter Pan and Pinocchio, dreamed of becoming an animator; however, realizing he would never be good enough, he instead enrolled in the then new field of computer science at the University of Utah. It was Catmull who founded the computer graphics lab at the New York Institute of Technology and who wound up at Lucasfilm during the first Star Wars trilogy, running the computer graphics department. He also found a patron in Steve Jobs, just ousted from Apple Computer, who bought Pixar for five million dollars. Catmull went on to win four Academy Awards for his technical feats and helped to create some of the key computer-generated imagery software that animators rely on today. David A. Price also writes about John Lasseter, who catapulted himself from unemployed animator to one of the most powerful figures in American filmmaking; animation was the only thing he ever wanted to do (he was inspired by Disney's The Sword in the Stone), and Price's book shows how Lasseter transformed computer animation from a novelty into an art form. The author writes as well about Steve Jobs, as volatile a figure as a Shakespearean monarch. Based on interviews with dozens of insiders, The Pixar Touch examines the early wildcat years, when computer animation was thought ofas the lunatic fringe of the medium. We also see the studio at work today---how its writers, directors, and animators make their astonishing, and. Artikel-Nr. 00104366530
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Paperback. Zustand: Very Good. The Pixar Touch is a story of technical innovation that revolutionized animation, transforming hand-drawn cel animation into computer-generated 3-D graphics. It is a triumphant business story of a company that began with a dream, remained true to the ideals of its founders---antibureaucratic and artist driven---and ended up a multibillion-dollar success. We meet Pixar's technical genius and founding CEO, Ed Catmull, who, inspired by Disney's Peter Pan and Pinocchio, dreamed of becoming an animator; however, realizing he would never be good enough, he instead enrolled in the then new field of computer science at the University of Utah. It was Catmull who founded the computer graphics lab at the New York Institute of Technology and who wound up at Lucasfilm during the first Star Wars trilogy, running the computer graphics department. He also found a patron in Steve Jobs, just ousted from Apple Computer, who bought Pixar for five million dollars. Catmull went on to win four Academy Awards for his technical feats and helped to create some of the key computer-generated imagery software that animators rely on today. David A. Price also writes about John Lasseter, who catapulted himself from unemployed animator to one of the most powerful figures in American filmmaking; animation was the only thing he ever wanted to do (he was inspired by Disney's The Sword in the Stone), and Price's book shows how Lasseter transformed computer animation from a novelty into an art form. The author writes as well about Steve Jobs, as volatile a figure as a Shakespearean monarch. Based on interviews with dozens of insiders, The Pixar Touch examines the early wildcat years, when computer animation was thought ofas the lunatic fringe of the medium. We also see the studio at work today---how its writers, directors, and animators make their astonishing, and. Artikel-Nr. 00107081405
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