When we are making a movie, the movie doesnāt exist yet. We are not uncovering it or discovering it; itās not as if it resides somewhere and is just waiting to be found. There is no movie. We are making decisions, one by one, to create it. In a fundamental way, the movie is hidden from us.
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In any given Pixar film, every line of dialogue, every beam of light or patch of shade, every sound effect is there because it contributes to the greater whole. In the end, if you do it right, people come out of the theater and say, āA movie about talking toys - what a clever idea!ā But a movie is not one idea, itās a multitude of them. And behind these ideas are people. This is true of products in general; the iPhone, for example, is not a singular idea - there is a mind-boggling depth to the hardware and software that supports it. Yet too often, we see a single object and think of it as an island that exists apart and unto itself.
People who take on complicated creative projects become lost at some point in the process. It is the nature of things - in order to create, you must internalize and almost become the project for a while, and that near-fusing with the project is an essential part of its emergence. But it is also confusing. Where once a movieās writer/director had perspective, he or she loses it. Where once he or she could see a forest, now there are only trees. The details converge to obscure the whole, and that makes it difficult to move forward substantially in any one direction. The experience can be overwhelming.
Which is why we donāt give notes this way at Pixar. We have developed our own model, based on our determination to be a filmmaker-led studio. That does not mean there is no hierarchy here. It means that we try to create an environment where people want to hear each otherās notes, even when those notes are challenging, and where everyone has a vested interest in one anotherās success. We give our filmmakers both freedom and responsibility. For example, we believe that the most promising stories are not assigned to filmmakers but emerge from within them. With few exceptions, our directors make movies that they have conceived of and are burning to make. Then, because we know that this passion will at some point blind them to their movieās inevitable problems, we offer them the counsel of the Braintrust.
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 Pixarās way is to give filmmakers - not the Braintrust - the ultimate authority to fix whatās 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 donāt tend to rush to judgment.
Many of us have a romantic idea about how creativity happens: A lone visionary conceives of a film or a product in a flash of insight. Then that visionary leads a team of people through hardship to finally deliver on that great promise. The truth is, this isnāt my experience at all. Iāve known many people I consider to be creative geniuses, and not just at Pixar and Disney, yet I canāt remember a single one who could articulate exactly what this vision was that they were striving for when they started.
In my experience, creative people discover and realize their visions over time and through dedicated, protracted struggle. In that way, creativity is more like a marathon than a sprint. You have to pace yourself.