So, the director and his team reworked the story, over and over, iteration after iteration, until they found just the right formula. Catmull built Pixar on the idea that the first question is not âWhat are the great stories to bet on?â The first question should be âWho are the great people to bet on?â Catmull understood that a visionary idea with the wrong people makes a bad film, but great people with the wrong story will change the story to make an excellent film. Despite the fact that nearly every Pixar movie endured episodes of crisis, Catmullâs âfirst whoâ strategy led to fourteen number one movies in a row.
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Second, despite their frustrations, these production managers felt that they were making history and that John was an inspired leader. Toy Story was a meaningful project to work on. That they liked so much of what they were doing allowed them to put up with the parts of the job they came to resent. This was a revelation to me: The good stuff was hiding the bad stuff. I realized that this was something I needed to look out for: When downsides coexist with upsides, as they often do, people are reluctant to explore whatâs bugging them, for fear of being labeled complainers. I also realized that this kind of thing, if left unaddressed, could fester and destroy Pixar.
The first principle was âStory Is King,â by which we meant that we would let nothing - not
the technology, not the merchandising possibilities - get in the way of our story. We took
pride in the fact that reviewers talked mainly about the way Toy Story made them feel and not about the computer wizardry that enabled us to get it up on the screen. We believed that this was the direct result of our always keeping story as our guiding light.The other principle we depended on was âTrust the Process.â We liked this one because it was so reassuring: While there are inevitably difficulties and missteps in any complex creative endeavor, you can trust that âthe processâ will carry you through. In some ways, this was no different than any optimistic aphorism (âHang in there, baby!â), except that because our process was so different from other movie studios, we felt that it had real power. Pixar was a place that gave artists running room, that gave directors control, that trusted its people to solve problems. I have always been wary of maxims or rules because, all too often, they turn out to be empty platitudes that impede thoughtfulness, but these two principles actually seemed to help our people.
We are a filmmaker-driven studio, which means that our goal is to let the creative people guide our projects. But when a movie gets stuck and it becomes clear that not only is it broken but its directors are at a loss as to how to fix it, we must replace them or shut the project down. You may ask: If it is true that all the movies suck at first, and if Pixarâs way is to give filmmakers - not the Braintrust - the ultimate authority to fix whatâs broken, then how do you know when to step in?
The criteria we use is that we step in if a director loses the confidence of his or her crew. About three hundred people work on each Pixar movie, and they are used to endless adjustments and changes being made while the story is finding its feet. In general, movie crews are an understanding bunch. They recognize that there are always problems, so while they can be judgmental, they donât tend to rush to judgment.
If you run a business that is covered with any frequency by the media, you may face another challenge. Journalists tend to look for patterns that can be explained in a relatively small number of words. If you havenât done the work of teasing apart what is random and what you have intentionally set in motion, you will be overly influenced by the analysis of outside observers, which is often oversimplified. When managing a company that is often in the news, as Pixar is, we must be careful not to believe our own hype. I say this knowing that it is difficult to resist, especially when we are flying high and tempted to think we have done everything right. But the truth is, I have no way of accounting for all of the factors involved in any given success, and whenever I learn more, I have to revise what I think. Thatâs not a weakness or a flaw. Thatâs reality.
This concept, completely counter to what we believed and practiced at Pixar, could only result in an inferior product, so we made an announcement: From that day forward, there would be no more mandatory notes.
Disney Animationâs directors needed a feedback system that worked, so we immediately set about helping them create their own version of the Braintrust - a safe arena in which to solicit and interpret candid responses to developing projects. (This was made easier by the fact that they already liked and trusted each other. Even before our arrival, we were told, theyâd formed their own under-the-radar group called the Story Trust, but the lack of management understanding for that concept had prevented it from evolving into a coherent forum.)