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Following a premiere at the 2023 Venice Film Festival and a festival run including screenings at Clermont-Ferrand and Ottawa International Animation Festival with major award wins at Anima Brussels, Cardiff Animation Festival and SXSW among others, Nina Gantz‘s incredible stop-motion short Wander to Wonder has gone from strength to strength and is presently nominated for both an Oscar® and BAFTA.

Produced by Circe Films, Kaap Holland Film, Beast Animation, Les Productions de Milou, Blink Industries, Pictanovo, Netherlands and distributed by MIYU (whose short film roster includes fellow Oscar®-nominees Beautiful Men and Yuck!), Wander to Wonder brings us into a fantastical yet curiously nostalgic world where miniature performers Mary, Billybud and Fumbleton are left rudderless on the set of a children’s television show whose creator has passed away. As the futility of their existence becomes all the more apparent, building to an inevitably bleak conclusion, Mary remains determined that the show must go on.

The film marks Nina’s first short film since her acclaimed NFTS student film Edmond and brilliantly combines live-action and stop-motion to create a bizarre yet authentic piece that interweaves 80s culture with elements of comedy, folk and analogue horror. Ahead of this year’s BAFTA ceremony which takes place on February 16th, Skwigly were thrilled to catch up with the director and dive deep into the film’s backstory and production.

The film seems to show a darker side to nostalgia and explores feelings of grief. Where did the original idea for the film come from?

Since discovering the work of Ray Harryhausen in films such as Jason and the Argonauts and Attack of the Puppet People, I’ve had a fascination with combining live-action and stop-motion. I started thinking about what kind of world I could create if I combined these two mediums together, then after graduating from the National Film and Television School, I came up with the idea for a short film about a kids TV show with Simon Cartwright. We got very interested in where the story would go if we went behind the scenes and treated it like a family drama, with actual little humans inside the puppets. Uncle Gilly, the presenter, played a much bigger role in early versions of the script.

During seven years of development, trying to get the money together and COVID happening, Simon went on to another project. This gave me the opportunity to reflect on it and I gravitated to a much more personal version of the story. I also got the Dutch screen writer Daan Bakker involved, because I had already been working with the story for so long in my head that I needed someone to shake it up a little bit. I also got way more interested in the world of the little people in the studio and how they would survive on their own in a space like th at. During the time of the last rewrite, me and my husband also were taking care of someone who needed palliative care and when he passed away I saw how differently everyone deals with loss. And this is something that found its way into the three characters in Wander To Wonder. Mary clings on to the past and tries to keep the legacy going. Fumbleton feels kind of freed. He finally can show off his skills as a serious Shakespearean actor, while Billybud buries his head in the sand and focuses on what he knows best, which is juggling.

So this puzzle of development took 8 years but that did mean the story grew with me. I kept changing it to make it fit with my own journey as a filmmaker. And although 8 years was really too long, it did make the story rich and gave the characters depth. I guess that’s the bonus of working on something for so long!

Your films often play with a paradoxical feeling of whimsy and darkness, which, to me, always feels completely in keeping with the medium of stop-motion. As simultaneously cute, but also creepy. Where do you feel this desire to play with these two things, in this medium, comes from?

You can’t tell a heavy story like this without a little lightness. I think it also helps to hit the viewer even harder – or rather, it will hit them in an unexpected way, which is always interesting. And that’s also what I find interesting when I watch films. The two combined work best to convey the message.

This is your first independent film since Edmond, and as we’ve discussed above this took a long time to be made and from my understanding, it had quite a complex funding situation. Can you tell us a little bit more about the journey you went on to get the film made?

Edmond was my graduation film and I now realize how much easier it is to make a film in film school because you have your crew available for advice and they’re your friends and they’re there for you all year. It doesn’t really happen like that outside of film school. You first need to find a good team and then you need to put your trust in them, which can be a bit daunting. For Wander to Wonder we had to work in a co-production between four countries, which is really insane for a short animated film. I learnt that a lot more people want to say something about the film and you also have to work with people in all four countries.

I made the animatic in the UK, where I live and I made the puppets in the Netherlands. We had to film in a certain part of Belgium, with people from that region and the post-production had to be in the South of France, which is where the money came from.

Altogether it had its pros and cons. The communication was a challenge, however, I got to know loads of amazing people in other countries that love making stop-motion films.

Was the production quite tight then, after the lengthy pre-production stage?

Yes! it took about a year in total to make. That included making the puppets, constructing the sets and then five months of filming on two sets with three months in post-production.

The performance in the puppets is so nuanced. Could you talk a little about how you achieved this as a director?

Fortunately we were able to film the voice recording session with Toby Jones and Amanda Lawrence so we had a lot of wonderful reference footage. In addition to this, I made a lot of detailed videos of myself and my DOP (or my husband!) acting stuff out to give to the animators a reference for expression and body movement. I love giving reference footage because it makes it really clear how I see the shot as a director and it helps with timing. I had a number of animators working on the film who each worked in different ways. Most of them used the reference footage and then added personality to it whereas some work from experience and intuition, which can also result in beautiful performances.

Image courtesy of Nina Gantz

I was lucky enough to see the puppets in real life, and they’re really beautiful. Can you talk a little bit about the choices you made when it came to the look of the puppets and the overall film?

The size of the sets really informed the size of the puppets. The character design had to fit with the Uncle Gilly character (live action) and I wanted to work with real props and life-size sets, which meant we had to make them much smaller than normal stop-motion puppets. Also, because there is dialogue in the film and we needed quite a lot of expression in their faces, the most suitable option was to work with replaceable 3D-printed faces.

I had never worked with 3D printing before, and I had to find a look that I was happy with, which resulted in a very long research period. It was quite interesting because I knew they had to be fairly realistic, but then I also wanted it to clearly feel like stop-motion. A tricky balance to get right! I decided to sculpt them by hand first with some help from AMC FOK (my art teacher since I was 5) and Eve Shepherd, who is an amazing figurative sculptor. She did a few tweaks to make them a little bit less caricatured. I sculpted the puppets twice as big as the final puppets to get all the detail I needed. These sculpts were then 3D scanned and scaled down in the computer, then we started the modeling process of the facial animation. We created a library of facial expressions, for this we got the help of BlinkInk, as I had no previous experience with 3d modeling programs. They put a whole team of really brilliant people on it that helped me to make them. Then finding the right printer for the little facial replacements was an issue. I talked to Erik Van Schaaik (The Smile, Under the Apple Tree) as he worked with the same puppet maker as I did (Pedri Animation , and he used a certain kind of printer, but because my characters were so much smaller, the surface of the faces looked very textured and powdery and the gray material of the print would shine through. It also didn’t have the translucency that real skin has. Luckily, we found another printer in Belgium that just printed factory parts and asked them to print the faces. They had never done anything like this before, so that was a challenge, but they were brilliant and super keen to make it work.

As everything on set was life-sized, we were able to source all the props from secondhand shops which was amazing, however, it also meant that our sets were huge. We had to put the whole structure on animation tables, so our animators could reach the puppets, which made it 4 meters tall.

The set was divided into 3 parts so we could have two animators, animating simultaneously, to save time. We shot around 4 seconds a day per animator so that sped the process up a bit.

Was the pigeon a taxidermied real pigeon?

Rosie Tonkin, our wonderful set designer, bought the pigeon online. You can buy real taxidermy pigeons, although it had to have a certificate stating it died of natural causes. She hollowed it out in order to put a wire rig in it. She also re-made the feet because they had to be able to move. She did an incredible job but it was strange to work with! We had considered loads of different ways of making it (including using a live pigeon), however, this is where we ended up. True Jan Švankmajer style!

Did you also say previously that Rosie also made the flies?

She made tiny little flies, a few different versions, they were all animatable as well. So we actually animated them on greenscreen and we did little turnarounds with them, so we could place them in any shot that we wanted. We also chose to animate the water and the fire. I think these sorts of details help create a believable world where everything feels like it belongs together, so as a viewer you don’t question it. It’s quite a tricky thing to get right.

Image courtesy of Nina Gantz

So was the intention with the characters for them to read as small, human-like creatures, rather than puppets?

As I mentioned before, I really wanted them to fit with the (live-action) Uncle Gilly character, but I also wanted them to feel like stop-motion puppets, which is why I didn’t use too many facial replacements. The animators did such an incredible job because we really didn’t have a full library of faces, we just had what we needed. At the end of the film, you see some subtle print lines on the close up of Mary. I really don’t mind that, because at that point in the film you are in the story, hopefully, and you believe it. I wanted the audience to forget about how the puppets were made so I didn’t want the technique to override the story. That was important to me. They actually turned out differently to how I expected them to be, which is not necessarily a bad thing.

I think when your not familiar with the technique, I feel it’s important to stay malleable so you can adapt along the way.

I understand the film was filmed chronologically due to the spectacular ending. Can you tell us more about some of the practical solutions that had to be developed to capture those final shots?

I don’t want to give too much away, but at some point we had to destroy everything, including the costumes, the puppets and the sets – and we had to do that for real so there was absolutely no way back. It was a really frightening thing to do. We had to make some things look burnt and we did that by literally burning them. Obviously, we took them out of the studio and burned them outside but it meant that the whole studio smelt like a barbecue for two weeks!

One night I woke up at three o’clock in the morning with this immense anxiety that I hadn’t checked that everything had stopped smoldering. I know about smoldering, because my house pretty much burnt down when I was a kid – it’s really scary. You can see a block of wood that looks fine from the outside, but inside it’s still alight. I could see my name in the newspapers already, “DUTCH ANIMATOR SETS BELGIUM STUDIO ON FIRE” ! I knew I had to go back to the studio so I got a cab in the middle of the night because it was quite far away. Luckily, when I arrived I saw that the place hadn’t burned down. But I still had to go in and touch everything to double check. We had been using water to extinguish it, but you just never know.

Also, in order to feel the passage of time, we had to age the puppets and their costumes and make Fumbleton’s beard and Mary’s hair longer. They started off pristine, but at some point, the costumes had to be cut and broken to show more of their bodies, bit by bit. This meant that they had to be taken back to the puppet maker quite regularly which was a challenge because he was in the Netherlands. We had to coordinate carefully so that he had his team in place ready to work. We had four different stages of destruction: intact, dirty, broken and then burnt, so it was important that we didn’t destroy something that we would need later on.

Image courtesy of Nina Gantz

So the voice talent in the film was very integral to the film, as the characters very much drive our understanding of the world and the plot of the film and as you mentioned earlier, dialogue was something you were really keen on exploring in this film. How did you decide upon the casting?

Mary is quite a sensitive person. She is trying to cling on to the past and has a nervousness about her, but I also didn’t want to make her too fragile because she is the one making things happen and driving the others to keep going with the show. I listened to a lot of voices from casting agencies and I loved Amanda Lawrence because she is very characteristic and was actually the first one I contacted, so I was very happy that she said yes.

For Fumbleton, who for most of the time is quoting Shakespeare, I really wanted someone that came from a theatre background and understood Shakespeare but could also understand the humorous tone of the film. I already had Toby Jones in my head when I sculpted the puppets because I think he looks really amazing and I felt he would be perfect for it as he also comes from a theatre background. It was a dream to have him in the film. When I contacted him, I didn’t expect him to say yes to it but he did, which was really wonderful and he nailed it in the voice recording. It was really fun seeing Toby and Amanda performing together.

Uncle Gilly was the really difficult one to find. I wanted him to be a kind and gentle sort of man, like Matthew Corbett, the original presenter of Sooty and Sweep. A man that acts a bit silly but is also an educator and father figure in some ways. I had been struggling to find anyone and it was two weeks before the shoot. I was taking the sets over to Belgium in a van with Rosie Tonkin (our production designer) and I said I didn’t have an Uncle Billy character yet. I asked if she knew anyone, and she actually said ‘oh, yeah, the dad of an old school friend of mine is an actor and fits your character description really well’. It turned out to be Neil Salvage and he was the perfect fit. Two weeks later, he was in Belgium! He was such a lovely guy to work with and he really understood the references.

https://www.skwigly.co.uk/wp-content/uploads/2025/02/ACTORS.mp4How have you found the response so far? And what are your hopes for the film going forward?

It’s really nerve wracking the first time you release it into the world, because you’re so close to it, so the fact that people come up to me and tell me that they are moved and that they really understand the idea behind it, is wonderful.

The success the film has had has been crazy especially now with the Annie Award and the Oscar Nomination!

The awards and festival selections just make you feel that people want to see your work, and that keeps you going, which is very nice.

Do you have any future plans for the film?

I do see a longer film in it. I didn’t make it as a proof of concept, but I think in those eight years of production I’ve done so much work on the character development and all the different versions I had of this film that it makes me feel like there is definitely more to get out of it. I’m not saying it will look exactly the same, but the world of it still intrigues me. I didn’t have that with Edmond, for instance; that was a nice story from beginning to end and it felt finished, but with this one I feel there are possibilities.

And for yourself?

When I was making this film, it was so intense that I called some of my friends and said ‘if I ever have an idea for a short film again, tell me not to do it’ ! although, like giving birth, you quickly forget about the pain! I am currently working on a family feature film, together with a writer and production company in the Netherlands, which is going to be a stop-motion homage to the pigeons of Amsterdam made from garbage and recycled stuff, which is really exciting. Alongside that, I’m developing another feature film together with the producers from WtW and will be more for adults and will use a mix of live action and stop-motion like in Wander to Wonder.

The 2025 EE BAFTA Film Awards will take place on Sunday, February 16th. For more on the work of Nina Gantz visit ninagantz.com

The post Wander to Wonder | Interview with Nina Gantz appeared first on Skwigly Animation Magazine.

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Long-time fans of Skwigly may be familiar with the name Tania Vincent, who was a contributor for the magazine back in 2012. After all these years, Tania didn’t just become a successful animator, but became a successful director and writer, having been a co-director on animated films such as Scary Girl and Combat Wombat: Back 2 Back.

Her latest project, The Sloth Lane, saw her become the first female director for an animated feature in the Australian film industry. After appearing at multiple international film festivals last year, it will finally be available to UK cinemagoers this year from 14th February. The film tells the story of the energetic and excitable sloth Laura and her slowpoke family who move into the busy and fast-paced Sanctuary City from their once quiet lives to open up a new restaurant, all while confronting personal obstacles as a family.

I had the privilege to speak with Tania and, not just learn about how her life has changed since writing for Skwigly, but also about what it’s been like to be a part of the Australian animation industry during its peak these past few years and writing a story that contains hard-hitting themes not usually explored in animated films aimed for families.

Tania Vincent

Seasoned Skwigly readers may be familiar with your contributions as a writer as far back as 2012. From those early days of your career to writing and directing your first feature, could you tell us about your journey?

It’s so surreal to talk to you because I was obsessed with Skwigly at university. We had the magazines on the table so when I started writing for them all those years ago it was so exciting because I was just obsessed with everything animation. I think the reason I loved working with you all at Skwigly is because you could just immerse yourself in animation and movies and meet all these incredible creators. One of the interviews I got to do was with Peter Ramsey, who had just directed Rise of the Guardians, and he was so kind to me and so lovely and it was just so inspiring.

I got very lucky. This might be the same for a lot of people, but I was obsessed with making videos for animation and all the directors back then were animators, so I was like “that’s how you do it. That’s how you get there.” I took the very long road of animating and getting into a lead position and I just got really lucky. I was working on a film and I was doing comics outside of work and the owners of the company saw those comics and asked me if I ever considered directing.

I got to co-direct a small movie called Scary Girl based on a graphic novel, which was in the UK cinemas last year. Outside of work, I was writing scripts with my writing partner Ryan Greaves and we got super lucky as Ron Howard picked one of our scripts in a contest and from that we sold our script to Netflix in the US and because of that, combined with my co-directing, I got asked to write and direct The Sloth Lane. All of these tiny pieces of work that I done throughout the years came together for this one film. It was incredible. It was crazy.

The Sloth Lane is the fifth entry in The Tales from Sanctuary City franchise from Like a Photon Creative. What makes this film stand out from the previous instalments?

They do them in sets of three so I think they wanted to make the next set, which The Sloth Lane was included in, to bring in some new creators and really give the reigns to me and my co-writer Ryan Greaves and, because I worked on so many films, the trust they put in me to make something that spoke to me and the crew, it was something really special. The other films we made had Australian animals in it but this one had some South American and Central American animals, too, so I think it had a much wider perspective that people could come in and we talked a lot more about some deeper issues.

I feel really happy that they supported me in this idea that animated films just don’t have to be aimed at kids and don’t have to dumb it down for kids at all. I think you can tell really big themes and stories and I think that’s all the films we grew up loving so they put a lot of trust in me to do that and I’m very appreciative for it. We touch on the themes of Alzheimers in the film and me and Ryan had been touched by that in our families. It was lovely to dive into that and try to find a hopeful story on such a sad and touching subject.

Copyright © 2024 Like A Photon Creative Pty Ltd

This film is notable for the fact that it made you the first woman in Australia to write and direct an animated feature film. What is the landscape like in Australia for women filmmakers; especially within animation?

It was so surreal when I found out. It’s exciting but terrifying all at the same time. I’m originally from Wales in the UK, I’ve been in Australia for about ten years now and my whole career began in the UK. When I started, I think I worked in a company with three hundred people and there was only like five woman and now I look around the studio and it’s fifty fifty; if not more sometimes. What I love about that is it just brings so many new voices and stories into the room and so many new perspectives.

In Australia right now I think they’re going through a bit of an animation golden age with things like Bluey, which is so beautifully written. The Lost Tiger is directed by Shantelle Murray and she’s the first indigenous woman to direct a movie and I think it’s an exciting time to see all these people get a chance to do what they love. I’m really excited to see what the future of animation is going to look like in Australia, but also everywhere. I think it’s starting to happen all over the world which is richly exciting.

What was it like to share the director’s chair with co-director Ricard Cussó, who has directed most of Like a Photon Creative’s other films?

I’ve known Ricard for many years; since I was an animator on his first film. It was really surreal to be his lead animator for a few years and then join him to be his co-director for Scary Girl and kind of flip it and he came on as my co-director for my movie. What I love about that was that we had such a rhythm and we knew each other so well by that point that it was such a great relationship. The director can’t be everywhere and having that partner in crime always with you from start to finish; seeing your vision for the film and helping you through, it is incredible.

The beauty of this film is that there’s a lot of Spanish speaking dialogue and Ricard has that Mexican heritage that we wanted to put on the screen. It was a kind of marriage of me being able to tell this beautiful mother and daughter story and him also making this film that he can take his little girl to when she’s older and see her Mexican and Australian heritage on the screen too. It was an absolute wonder. I’ve done lots of films with him and I absolutely love it.

Copyright © 2024 Like A Photon Creative Pty Ltd

You touched on it briefly already, but this appears to be a more mature film at times compared to some other animated feature films in the past couple of years, especially with the mother figure and her struggles with memories and the family adapting to a new home. What were the biggest challenges to portraying those moments, not just as the film’s director, but its writer too?

It was really hard. It’s such a painful subject for so many people including myself and I think we wanted to tell this hopeful story. What is the hopeful side of Alzheimers or for anyone going through this, what can you possibly give? For us, the theme of the film is appreciating the moments you have – really seeing what’s right in front of you.

It was really important for us to put that message out in the world as things are awful, but if you can, take time to enjoy those special little moments you get with the people you love. It’s a message that’s very close to me and my writing partner and I think sloths were such a good animal to use for that message because we didn’t want to tell a story about a kid who wants to go fast while their family is going slow. We didn’t want that to be the theme of the film so delving deeper into that and what is slowness and really, it’s about time, it’s about getting somewhere. My mum would always say when I was a kid “you just don’t look into the future, you stare at it” and I was missing out on the now with her and all my family. It was nice to tell a story that was more centered in that slowing down, especially when everyone goes fast all the time.

Do you think there are more stories to tell with the sloth family for a potential sequel?

It’s hard because you leave them in such a hopeful place that I think if we went back, we would have to go back to the beginning. We have this tiny crew of forty people who threw absolutely everything into this film and I think everyone kind of fell in love with the sloth parents. I think if we were going to tell another story we would have to go back to the beginning and see how they met and how these two opposite people came together. I think that would probably be where you go, look backwards instead of forwards.

Copyright © 2024 Like A Photon Creative Pty Ltd

Like a Photon Creative, Flying Bark Productions, and Ludo Studios have become recognisable names with their films and television shows, especially with the latter with Bluey, internationally. How have they impacted the Australian animation industry domestically from your perspective?

Like a Photon is a production studio, so what they do is find all these creatives and find this funding, which is famously so hard, and find a studio to work with. The studio I work at is called Cosmic Dino Studio and they do all the animation for the movies and that studio was only created because Like a Photon had this story to tell and needed someone to animate it. The studio has been going now for about three years and it’s been so amazing to see it’s journey grow and keep growing and been working with people from Ludo as well.

They’ve started a small company and they’ve just grown and grown and grown because I think what they care about in Australia, and it’s so similar in the UK, is creator’s work. It’s not just creating something on an assembly line. It’s kind of creating something that the whole team is invested in. It’s been nice to see how much talent there is in so many countries and all these small companies are growing so big because they’re putting all that creativity on the screen. The UK and Australia have a lot to offer to the animation world.

The past few years appear to have been very busy for you – are you taking a break anytime soon, or do you have any other projects lined up that you can talk to us about?

Now that I’ve talked to you about it I kind of want to make the prequel (laughs.) I’m taking a little break as I’m doing the scariest thing ever which is becoming a Mum, but writing and directing is just so much of who I am and I’m excited to get back into it. I currently have two animated films that I’m writing with some partners. I can’t talk too much about them right now, but I’m really, really excited to be working with them. My dream is to make an animated sci-fi and an animated fantasy film so they’re kind of the two routes I’m going down at the moment.

Copyright © 2024 Like A Photon Creative Pty Ltd

The Sloth Lane will be released in UK cinemas on 14th February 2025.

The post The Sloth Lane: Interview with Director and Writer Tania Vincent appeared first on Skwigly Animation Magazine.

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Naoko Yamada’s ‘The Colors Within’ (Credit Gkids)

Ever since making her major directorial breakthrough with anime sensation K-On! in 2009, Naoko Yamada has repeatedly proven herself one of the most singular and distinct voices in Japanese animation today. One of the few women directors to have successfully forged a career within Japan’s traditionally testosterone-filled anime industry, Yamada has garnered a reputation for her musically dynamic, aesthetically vibrant, intensely character-focused work over the past decade and a half. From Tamako Market to A Silent Voice, and from Liz And The Blue Bird through The Heike Story to Garden Of Remembrance, Yamada’s oeuvre has always been tantalisingly touched by the magical, whilst simultaneously remaining steeped at every turn in the kind of slice-of-life vérité that shoots straight for the heart.

With Yamada’s latest movie, The Colours Within, the filmmaker’s zest for life and love of music has never been more apparent — and nor has her mastery of her craft. Set at an all-girl Catholic high school, Yamada’s film — her first feature for anime outfit Science SARU — centres around Totsuko Higurashi (Sayu Suzukawa), a teenage girl with a sort-of synesthetic condition that enables her to see, well, the colours within those around her. Among those colours is the azure blue of Kimi Sakunaga (Akari Takaishi), whose arrival in Totsuko’s life — along with soft-spoken thereminist Rui Kagehira (Taisei Kido) — sparks a flame that quickly leads to the impromptu formation of a band, and of bonds between the trio that will prove life-changing in more ways than one.

As much a tender exploration of identity and self-discovery as an impassioned paean to the power of music and its capacity to say all the things that words alone can’t quite reach, The Colors Within, with its deeply expressive use of colour, beautifully realised characters, and ambitious, earworm-filled soundtrack, perfectly encapsulates all of that which has made Naoko Yamada such a major name in the world of Japanese animation. It’s also the latest product of a maverick director-composer collaboration between Yamada and multi-instrumentalist Kensuke Ushio that stretches all the way back to A Silent Voice.

Ahead of The Colors Within’s UK release on 31 January, 2025, Skwigly sat down with Naoko Yamada and her long-time composer Kensuke Ushio to discuss the duo’s latest collaboration, their formative moments as artists, and the filmmakers and musicians who inspire their work.

Watching The Colors Within, I was really struck by both how personal and specific Totsuko’s story feels. Where did this story come from, Naoko, and how early in the process did you know you wanted Kensuke to return as your composer?

Naoko Yamada: This was an original film, and when I was thinking about what kind of story I wanted to tell, what kind of atmosphere I wanted to create, I knew that I didn’t want to restrict meaning by using words. I wanted to give the audience the opportunity to use their imagination as much as possible. I also knew that I wanted to make a film that people would be able to feel. And when I was thinking about how to do that, I thought firstly of sound, and secondly, of colour — and then the story grew from there. The films that I tend to work with Ushio-san on are ones where feeling is important, where I want to express something beyond words. That was the case with A Silent Voice, and that was the case again here. So yeah, I thought he would be perfect.

Kensuke Ushio: And I do my best to get her to want to work with me on everything!

The interplay of sound and image here is a real joy to behold: it feels like this film is a perfect embodiment of animation at its purest. What does your collaborative process look like on a project like this? Does the music come first? Or the imagery? Maybe a bit of both even?

NY: I always try to have the images first, but usually I start with the scenario and then move on to the storyboard. That being said, before the storyboard, I will meet with Ushio-san, and he will often start to write the music based on what he has felt and the inspiration that he’s taken out of that meeting. So although the visuals start to move quite quickly, it often feels like the music is happening in parallel.

As we’ve touched upon, you guys have worked together across several projects now. How has working together influenced, or perhaps even changed, the way each of you approaches your own art?

NY: Well, Ushio-san is a musician in his own right. He uses the name Agraph, and I was already a fan of his music before we met. So when I was directing, when I was writing scenarios, drawing storyboards, I often felt that the way that I expressed myself was kind of similar to the way he structured his music. I felt this resonance, which I guess is why I reached out to him to work together in first place. Now, we obviously collaborate, but it wasn’t so much that my way of working ever changed… rather, I think there was this sense of relief working with Ushio-san. I always thought that my methods, my storytelling grammar, was a bit unusual, but it was a relief to discover that someone else worked in a similar way. This collaboration has helped me to accept that individuality, and it has given me the courage to keep working In that way — and I still experience that now.

KU: interestingly, I was also a fan of Naoko before we worked together. And I too felt that shared sensibility. What’s interesting is she comes across as this genius, but actually she has worked really hard to produce everything that she produces. She really gets her hands dirty and suffers for her craft, and it’s the same for me as I’m working through each millisecond of sound. I am hating every second, but I’m still going, and I keep going, and I keep crawling forward. And I sympathize with that, because that’s Naoko’s way of working as well. And like she said, it’s not so much that I’ve changed my way of working because of my collaboration with her so much as it’s given me a sense of affirmation for the way that I already am… and it’s working with her that makes it easier to take the first step. I don’t need to hesitate with Naoko, and I know that we both put our all into it, and that’s the way that we’ve continued to work together. And it’s great.

Naoko Yamada’s ‘The Colors Within’ (Credit Gkids)

That’s beautiful to hear, thank you both for sharing. Something else we should discuss is the verisimilitude you bring to your work, Naoko, the human, life-like flourishes in your animation. There are all these beautifully heightened sequences in The Colors Within and fantastical flourishes, but often the way that your films move and the way that your characters convey emotion feels like live action cinema. You’ve spoken before about being a big fan of the Czech filmmaker, Jan Švankmajer, who brings similar qualities to his stop motion films. Can you talk a little bit about your relationship with Švankmajer’s filmography and how that has impacted your own approach to animation?

NY: I love, love, love Švankmajer! And when I first saw his work, I was struck by the rawness of the interior world that it depicted. I discovered him when I was young, when I was starting to think that I wanted to create, and so it had a really big impact on me. Nowadays, you may not see much of his influence there directly in the images that I create, but I think the way that he shows people’s feelings, thoughts, individual problems, is something that continues to influence and guide me. And his style… gosh! My favourite of his work is Conspirators Of Pleasure, a film that feels really personal, and it’s something that has helped me hugely as an individual. I’ve always felt that as long as he is working, as long as he is creating, then I want to create as well.

One of the things that really lingers long after watching The Colors Within is how it serves as this really wonderful testament to that formative moment in adolescence where you discover your passion in life, whether that’s as an artist, as a person, or — as is the case here — both. Can you both recall that moment of electricity in your own early years that made you realise your passion as an animator Naoko? As a musician, Kensuke?

NY: Honestly, it was seeing the work of Jan Švankmajer… he had such a profound impact on me. His work showed me the breadth of techniques that there are in animation and made me inspired me to want to create animation myself.

KU: I decided that I was going to be a musician in the fourth year of primary school. And there was a guy in Japan, [Vampire Hunter D composer] Tetsuya Komoro, who was big at the time and surrounded by all these cool synthesizers. He was like a Japanese version of Stock Aitken Waterman! [Laughs] That was my source of passion.

Before we let you both go, we couldn’t miss the chance to ask about something that came up in an interview you did a couple of years ago, Naoko, where you were asked about the filmmakers who inspire you and you named John Carney. For fans of your work and Carney’s, there are definite parallels between the way that you both explore human stories using music, and how you incorporate song in a way that feels very true to life. Is there a connection there between you both as filmmakers? And do you have a favourite Carney film?

NY: I always talk about Once when I talk about John Carney. For me, his love of music and affinity for music spills over from his films, and you can feel the love that there is in the way that he looks at his characters, too. He’s someone that I do feel I have things in common with as well, as a filmmaker and in the way we look at things.

And have you shown Kensuke the joys of John Carney yet?

NY: He’s seen Sing Street, and I’ve still got to introduce him to Once yet. But then I’ve not seen Begin Again. So there’s those, and I think they’re the main three you can really get in Japan. But yes, I’m working on it!

And one very last thing before you leave us, we’d like to think that this isn’t the last time we’ll see Naoko Yamada and Kensuke Ushio’s names together on a project. Your collaborations have always been so fruitful and you clearly work so well together. Do you have any plans already for your next team-up?

KU: Of course we have! [Laughs all round] You just need to make sure you push that question more to her.

So, Naoko? Plans?

NY: [Extended laughter] There’s always plans…

The Colors Within will be in UK cinemas from 31st January 2025.

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Image: BBC/Aardman/Netflix

In our last Skwigly Animation Podcast of 2024 we discuss the history, legacy and impact of the incredible world of Wallace & Gromit – and are delighted to welcome back creator Nick Park alongside co-director Merlin Crossingham to discuss their hotly-anticipated new feature-length Aardman outing Wallace & Gromit: Vengeance Most Fowl will premiere on BBC One and iPlayer at 6.10pm on Christmas Day.

Stream the episode below or direct download here.

Also joining us in this episode is Wallace voice actor Ben Whitehead, who discusses his history with Aardman and how he came to fill the shoes of the late Peter Sallis.

In anticipation of the film’s imminent broadcast, Skwigly have put together a special Aardman-centric playlist of episodes from our various podcast strands including a roster of such top animation talents as

  • Peter Lord
  • David Sproxton
  • Richard Starzak
  • Will Becher
  • Jackie Cockle
  • Jane Davies
  • Sam Fell
  • Jay Grace
  • Leyla Hobart
  • Dan Ojari
  • Magdalena Osinska
  • Mikey Please
  • Barry Purves
  • Matthew Walker

Also included in the playlist are two episodes of our lockdown series Skwigly Film Club in which the Skwigly team watch through the Aardman feature films Chicken Run and Arthur Christmas!

Wallace & Gromit: Vengeance Most Fowl premieres on BBC One and iPlayer at 6.10pm on Christmas Day with an international Netflix release to follow on January 3rd

The post Wallace & Gromit | Podcast Special featuring Nick Park, Merlin Crossingham & Ben Whitehead appeared first on Skwigly Animation Magazine.

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Marking the feature debut of Peter Baynton, The Night Before Christmas in Wonderland sees the award winning director helm a festive feature with a twist at perhaps the UK’s premier 2D animation studio Lupus Films.

Based on the bestselling book written by Carys Bexington, illustrated by Kate Hindley both book and film, as the title might suggest, is a mixture of the mistletoed merriment of ‘T’was the Night Before Christmas’ and the mirth and madness of ‘Alice in Wonderland’, putting jolly Saint Nick up against the decapitation delirious Queen of Hearts.

Bringing together a stellar cast including Gerard Butler (Saint Nick), Emilia Clarke (The Queen of Hearts) and Simone Ashley (Alice) the film sees our Christmas champion and his team of Reindeer take a dive into Wonderland where they have the enormous task of converting the mad monarch from a scrooge-like tinsel hater to a heartfelt christmas lover in order to save Christmas for everyone.

Staying faithful to the books (as Lupus is known for), the design of the film delivers a unique Santa and coupled with Gerard Butler’s enthusiastic vocal boisterousness. As he should Santa really shines in this feature and paired with the ferocious Queen of Hearts, delivered with mischievous, brattish energy from Emilia Clarke, the film makes for an entertaining tale, full of ingenuity, and enough twists and turns to stand out from the slew of Santa centric adventures that fight for our attention every year. From a technical point of view the animation is great too and though clearly rigged – a departure from the crayon heavy stylings we have grown used to from the studio, it faithfully fits the source material and allows the lavishly detailed character designs to move as they should.

Packed with all the ingredients that make a festive film memorable and endearing the film is a yummy yuletide treat for the whole family and is available to stream now on Sky Cinema in the UK, Now TV in Canada as well as Amazon and Hulu. We caught up with Director Peter Baynton and Producer Ruth Feilding to discuss The Night Before Christmas in Wonderland.

Ruth, When I came to the studio when you were making Mog I was told that there was a top secret project happening upstairs in the studio – this was clearly that project! How did this film end up at Lups Films?

Ruth Fielding – We started working on this about four or five years ago while making other projects. Helen McAleer, then at Macmillan, brought us the book, saying it had a bit of a Christmas special feel. Camilla and I looked at it, loved Kate Hindley’s illustrations, and appreciated how Carys cleverly mashed The Night Before Christmas and Alice in Wonderland together. It felt like a no-brainer. We optioned the book, developed it as a half-hour Christmas special, and later showed it to Universal. They loved it and suggested developing it into a feature.

Once we got the green light—which takes forever, with lots of development work—we commissioned Guy Chambers and Amy to write songs, as it was going to be a musical. We expanded the story with Sarah Daddy’s screenplay; she’d just written the first Puffin Rock feature, so we knew she could write a feature, but we didn’t realize how amazing she’d be at rhyming couplets. The book, like The Gruffalo, is all in rhyming couplets, and while we doubted it could work in a feature, once we committed to that rule, there was no turning back.

By the time we were greenlit, Peter had started The Boy, the Mole, the Fox and the Horse. We really wanted him to direct, so we waited, storyboarding with him remotely—a process that took about nine months. Once the animatic was signed off, Peter was free, and he came back to direct it.

Director Peter Baynton and Producer Ruth Fielding of Lupus Films

You must be sick of animating snow Peter?

Peter Baynton – (Laughs) You want to get into specifics? Animating snow is harder than you think. There’s the falling snow and then the snow on the ground—do characters leave footprints? What’s the snow’s characteristic? In The Boy, the Mole, the Fox and the Horse, we made all the footprints, but for this film, we decided early on not to because it’s essentially a whole additional department you need.

We also had to decide which sequences would have falling snow and which would just show snow on the ground. We picked the moments that needed to feel the most Christmassy for falling snow, as even that’s tricky. You need to maintain consistency in speed and density from shot to shot, especially when moving from a wide shot to a close-up. Sometimes, even if it’s technically consistent, it can suddenly look faster or denser. It’s a pain!

Lupus Films have delivered Father Christmas in animated form before, how do you make him unique every time?

RF – Our Saint Nick is entirely made by Gerard Butler—he did such an amazing job, I can’t imagine anyone else playing him. The great thing about this mash-up is that there could be others—Saint Nick venturing into another fairy tale, perhaps.

Gerard was a real find. We shot for the moon, thinking, Who do we really want? I never thought he’d say yes. Through a friend of a friend of Camilla’s—a Scottish connection in LA—we got the script and songs to him. As soon as he read it, he was all in: ‘I’ve got to do this.’

It wasn’t easy. The actors’ strike hit, and at one point, we thought it wouldn’t happen. He was devastated but pleaded, ‘Please wait for me.’ And we did. He truly is our Saint Nick, and I can’t imagine anyone else in the role.

PB – Gerard has so much energy and such a huge heart—he’s kind, gentle, and playful, like a kid. All of that went into Saint Nick, making it a perfect match.

What really struck me about this mash-up of Wonderland and Saint Nick is the contrast between organisation and chaos. Wonderland is unpredictable, chaotic, and nonsensical, while Saint Nick’s Christmas operation is probably the most logistically complex mission imaginable—putting DHL or FedEx to shame. He’s a man on a mission, thrown into a world that’s the complete antithesis of that.

What’s lovely is that, while Saint Nick is focused and determined, he also has a fun-loving side. He’s happy to pause, relax, have a cup of tea, and share a laugh. That combination was very appealing as a story.

The film captures the design of the book with a rigged animation style. Can you tell us about the design process?

PB – Early on—almost in our first or second meeting—we decided the film should look like the book. It felt important and, honestly, obvious. Kate Hindley, the illustrator, visited the studio early in the process and assumed we’d take her designs, toss them out, and start fresh. But that never occurred to us—her illustrations are gorgeous, full of charm, texture, patterns, and lovely detail. It would’ve been a waste not to use them as a strong basis for the film.

We chose rigged cel animation because it was more practical given the level of detail. Saint Nick’s beard is scribbly, his fur trim has intricate shading, everyone has freckles, and their cheeks are hatched in. If we’d drawn it in 2D, we’d either lose much of that detail or spend decades making the film. Rigged cel animation let us keep Kate’s beautiful designs and bring them to life.

RF – It feels like a cut-out pop-up book, with that aesthetic of opening pages. It suited cel animation well—almost like a proscenium arch stage where characters move side to side. But designing for a feature film meant we had to consider the detail, texture, and depth needed to make it feel like a movie, not just a TV episode or a book.

The idea of not using Kate Hindley’s illustrations never crossed our minds. She’s so lovely and assumed we’d redesign everything, but instead, she became a kind of associate art director. She contributed many character and location designs, working closely with our art director, Anna Stevens. It was a very collaborative process, which was really nice.

You’ve worked on music videos, short films, specials and now features, is there more room to play with a feature?

PB – I’m not sure if it’s a difference between shorts and features, but I’m always looking to play—probably to the production team’s annoyance! Especially with sequences on the roof, in the bedroom, and other set pieces, we loved figuring them out and finding bits of humour to add.

It was great collaborating with Sarah, our writer. For example, there’s a moment on the roof where we storyboarded it and thought, This could use a few lines. We’d send it to Sarah, she’d write some, send them back, and we’d go back and forth. It was a really rewarding process. I suppose that’s where having a bit more time on a feature film becomes a luxury—you can develop those moments more fully.

The Night Before Christmas in Wonderland is available to stream now on Sky Cinema in the UK. You can hear the full interview with Peter and Ruth on the Skwigly Animation Podcast.

Animation Podcasts | Skwigly · Skwigly Podcast 116 (13/12/2024) – Seasonal AnimationsThe post The Night Before Christmas in Wonderland – Interview with Director Peter Baynton and Producer Ruth Fielding appeared first on Skwigly Animation Magazine.

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Landing like a sleigh full of gifts with a thump onto your Netflix algorithm is That Christmas. The festive feature film from Locksmith Animation, the British CG studio behind Ron’s Gone Wrong.

This film marks the directorial debut of Simon Otto, previously head of character animation at DreamWorks Animation and sees the original premise taken from Richard Curtis’s trilogy of books woven into an animated adventure in time for the holiday season.

L-R, Richard Curtis (Writer), Simon Otto (Director), Nicole P. Hearon (Producer)

Curtis and Christmas have become synonymous with one another with thanks to his live action rom com offerings such as Love Actually but through Locksmith this film marks his entrance into the animated feature world. The premise of the film fits the modus operandi of Curtis as a star studded cast of national treasures and comedy legends come together to deliver interweaving tales all set in the fictional Suffolk town of Wellington-on-Sea. Certain to indulge the seasonal senses of those warmed by the cozy familiarity of a comedy-drama Christmassy tales with more than enough animated excellence on display, you can read the full Skwigly review of the film here and catch That Christmas for yourself on Netflix now.

We caught up with Writer Richard Curtis, Producer Nicole P. Hearon and Director Simon Otto to find out more about the film.

You’re all from different backgrounds so I’ll start by asking what Christmas means to you all

Nicole P. Hearon – Well, it’s family. It’s about being together. I mean, that’s me, my biggest memories of opening the presents and just being together Christmas morning, running down the stairs into the living room, and then having your parents watch proudly as you see what Santa had chosen for us.

Simon Otto – Well, I’m from Switzerland, so Christmas works a little bit different in Switzerland, for me, it was anticipation. We would celebrate in Christmas Eve, looking out the window and see if it snowed overnight, because I came up from mountains my entire childhood was a White Christmas! I would go skiing first and then ski home, see the tree decorated and see how many gifts were under the under the tree that I get to open that night. So we had a 12 hour advantage over the British and the American kids!

Richard Curtis – Well, actually, we were a traveling family, lived in lots of countries, so it was very much about my small family. But Christmas for the last 25 years has become about lots of families. We celebrate it up in Suffolk, and there are about five families who live in the same little village, which is very much what this film is about, not only my family, but see what’s happening with all the others, and then trying to think of a good excuse not to do the Christmas morning swim, which everyone else in the village does!

The film is based on the books by yourself and Rebecca Cobb – was the intention to eventually turn them into an animated feature?

RC – No, but it’s such a joy to move them all together. It’s like when we started Mr. Bean, it was originally three stage sketches that Rowan and I did it with three different characters. And then when we thought we were going to adapt them for TV, we thought, let’s make it the same guy in each of the situations, and that’s what’s happened here. There were three different worlds, and we just said, let’s shove them all in the same town.

That Christmas. (L to R) Mrs McNutt, Mr McNutt, Mrs Mulji, Mr Forrest, Mrs Forrest, in That Christmas. Cr. Courtesy of Netflix © 2024

Did adapting the short stories to feature offer additional challenges?

RC – I think we realised pretty quickly that all the stories needed to be doubled and made so they were all one incident, without looking much at the past and future the characters. I’ve done adaptations before, and actually, all you’re doing is shrinking. You take a 400 page book and you’re trying to squeeze it into 120 minute film. But in this case, it was all about expanding and interweaving the universes. So that made it a lot of fun to think through every character and what their extra story might be.

Simon, as head of character at DreamWorks, you get the ideal opportunity as director to play with the characters. The Twins present an amazing chance to take the same designs and rigs and have fun with them.

SO – I’m a strong believer in the power of performance. It’s reflected in the way people hold themselves, walk, or gesture. One of my favourite things to do is sit in a train station and observe people going about their day, assigning personalities to them in my mind. Sometimes, I’ll sit with friends—like my niece—or others I love sharing this with, and we’ll throw dialogue at these passersby, imagining what might be going through their heads. It’s hilarious because it reveals how we interpret someone’s appearance, their body shape, and especially their movements and mannerisms.
Finding those idiosyncrasies in a broader context is fascinating. For instance, if you’re working with just two characters, it’s easier to distinguish them. But with a group of five kids, it becomes more complex. We had so much fun exploring that. From the outset, what drew me to Richard’s films is his love for action and his multi-threaded storytelling, where various characters intersect. His ability to craft sketch comedy blends seamlessly with the opportunity to create a rich palette of characters, which was immediately appealing to me.
I was drawn to the fact that this story doesn’t rely on a big, fantastical idea or a traditional villain. The blizzard itself is the antagonist. While some characters are initially ambiguous, their layers unfold as the story progresses. It’s unusual for animation, and that uniqueness is what excited me. I always root for animated films that take risks, offering something fresh and different. I hope audiences who watch our film will feel the same spark I did while creating it.

That Christmas. Santa in That Christmas. Cr. Courtesy of Netflix © 2024

Nicole, with a background working on Frozen you’re not stranger to putting snow in a film! In terms of technological advances in animation, would you read a huge blizzard in the script as a challenge?

NH – It’s a challenge that I want to accept. As soon as we get a script we sat with Visual Effect Supervisor Doug Eichler to look where the snow is, and then we immediately get together our tech team and figure out the most efficient way to do that. I remember the tech team created a box of snow so when we never would have falling snow, you’d have a box of snow around the camera. And that technology was created before we started production, so that when we could hit the ground running, when we go, okay, falling snow, and it wasn’t a big deal. So a lot of it is just in the planning of it, putting our heads together, and then also working with Simon in terms of snow interaction with feet. There’s some we’d have to pick and choose, what shots we’d have that in, but that was a conversation among us, what are the most important shots to see that in? It’s a constant collaboration.

SO – It was also an opportunity. We didn’t know how much emotion was connected to just falling snow. You think, ‘Okay, well, there’s a shot, and there’s falling snow’ and all of a sudden, you change the way the snow falls, and you add a bit of atmosphere. It was playful and seductive at one point, all of a sudden it was threatening, and that was a huge opportunity. From the first Frozen film to today, like there’s a lot more that is straight out of the box, so I think that’s why we survived it.

Coming from live-action, these conversations must just boggle the mind Richard?

RC – Yeah I was just thinking that! And I was thinking how, in the way the snow is almost like a second score, isn’t it? It’s a visual score, so that all the way through, you can try and work out, as it were, the music. Has the snow music gone scary?
The great thing is, I trust everybody, I don’t understand most of it, but almost everything has been a good revelation. We were focusing so much at the start with such simple drawings and on the story and the jokes and the dialog all the time. And it’s so wonderful to think there’s another group of people who’ve got this huge gift they’re going to give you, which is, the snow and the design, and particularly for me, the final stage. I hadn’t realised the emotional delicacy, in a way, of the characterisation and how much that was going to move on in the last 25%.
I thought, well, there are the sketches, and then there’s the horrible stage when they all turn into sort of Minecraft, and then the last, I didn’t realise is that the gap between the first proper animation and the finished product was so large, it was almost like you’ve got your performance from an actor, and then you can just make it twice as intense. Just by the way that the characters can express four emotions in two seconds. You know that the finished shot suddenly has shock, relief, panic, but all done in seconds was so exciting to me.

That Christmas. Bill in That Christmas. Cr. Courtesy of Netflix © 2024

Being able to control the talent or creating Wellington-on-Sea rather than going to Suffolk and asking the council to close streets must have it’s benefits.

SO – We visited Suffolk multiple times since it wasn’t far, bringing the art team along to deeply study it. We aimed to distill the town’s essence—what makes it both recognisable and authentic, yet slightly caricatured. The goal was to create a storybook feel, a place you’d want to visit and linger in, without it becoming overly picturesque. Suffolk’s natural beauty made this easier, but we wanted it to feel like a real town where real people live simple, meaningful lives. Unlike animation’s usual fantastical worlds, we focused on capturing a sense of authenticity that evokes emotion—a task that was both challenging and rewarding.

Animation offers limitless possibilities, would you consider using it to finally silence the people wanting more from your back catalogue of film or TV Richard? Would you bring back an animated Vicar of Dibley or Blackadder?

RC – I might have given a different answer 20 years ago, but it’s takes quite a long time to do animation, and I’m getting quite old. I mean, strangely, we did do it on Mr. Bean. Mr. Bean was a very interesting thing where there’s kind of a limit how much we can do when we turn that into an animated show, where we’ve been able to do so many of them. That’s a very sweet idea – can I do a sequel to one of my movies, at last, without having to work with Hugh Grant! (laughs) Because that’s the main thing stopping me. I don’t know, I’ll have to put my mind to that.

SO – An animated Vicar of Dibley, I’m in! You all heard him right? He said he’s going to do it, are we going to do an animated sequel to the Vicar of Dibley?

Who needs journalists when you’ve got Simon Otto pushing your buttons! The cast bring so much to the movie, was it an easy process to cast them?

SO – When you approach a big-name actor and mention it’s an animated Richard Curtis movie, there’s an instant willingness to listen. The rare times we couldn’t secure someone were mostly due to scheduling conflicts.

RC – We used Rachel Frack, who is my favourite casting person, who did the Office – one of the great triumphs of casting. She’s brilliant with quirky British talent, and casting, for me, is 65% of making a live-action movie. Here, the process was different but similar: the actors didn’t need to look the part, just capture the essence. Since you can’t really audition for animation, we compiled “voice maps” of actors we admired. Listening to their voices without their faces often surprised us—someone with a gentle face might have a harsh or monotonous voice. At least we didn’t have to make those judgments in front of them!

SO -That’s true. I see voice casting as the final step of character design, while Richard focuses on the essence of performance. We’d test voices against the character drawings, where the timbre of a voice conveys so much. I cared less about accents or initial performance details because you only really know an actor’s range once they’re in the booth. We aimed high, bringing in talents like Bill Nighy, Brian Cox, Jodie Whittaker, and Fiona Shaw, who reliably deliver greatness. The key question was whether their voice completed the character’s essence. Many great actors don’t naturally fit a caricatured style, so their voices might not fully embody the character until combined with the animation.

That Christmas from Locksmith Animation is streaming on Netflix now. You can hear the full interview on an upcoming Skwigly Animation Podcast.

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2024’s holiday offering from Disney Animation Studios sees them dig into their beloved bag of modern fairytales, pulling out a sequel to 2016’s Moana. Moana 2 had an unconventional route to the screen in more ways than one. Firstly, the project was initially announced as a Disney+ TV series before being reworked into a feature. Secondly, a large chunk of the production took place at Disney’s Vancouver location, making it a landmark title for Disney – the first theatrical film to bear their name and not be a purely Burbank-ian endeavor.

Change is afoot on the executive level at DAS too, with Jared Bush taking the role of Chief Creative Officer from Jennifer Lee, who is now hard at work on Frozen’s upcoming sequels. Bush has been at Disney for over a decade now, working as a screenwriter on almost all of the company’s modern hits including titles like Zootopia, Encanto and the first Moana.

We chatted to Bush on the week of Moana 2’s release to dig into the new challenges facing the studio, Moana’s new journey and Disney’s dedication to on and off screen diversity.

© Disney

What’s it like to have the first film released under your tenure as CCO?

I’m immensely proud. It took hundreds and hundreds of people to make this film, it is breathtakingly gorgeous, I think it’s the most beautiful movie I’ve ever worked on. I’ve been at Disney animation for 13 years, and I’m just blown away by every single frame of this. But on top of that, this is a story of connecting with others and that together we’re stronger, and our crew had to show that for this movie to be in theaters. So more than anything, I’m immensely proud and very grateful to all of the hard work and the heart and the care that the crew put into this.

Animation fans have a tendency to assign a certain style to each studio. As a writer, what would you say is the Disney style?

I think the biggest adjustment that I typically make is, “Is this a musical, or is this not a musical?” Because if you take a movie like Zootopia, it’s heavily comedy-forward versus a musical where music is in charge, and you’re always writing in service of making sure that the music is really going to pop. It’s really fun to bounce back and forth between them because it is a different muscle. Beyond that, our stories are stories that people want to go back and see again. So from a writing standpoint, you’re trying to write in a way that is universal, that hopefully will resonate with people around the world of all ages. I also find that heavily character-forward stories do the best, people will want to go back to spend time with those characters.

Moana is a very competent character who is beloved by her community and has her head screwed on tight. How do you give her something to learn?

In this story, she’s going up against things that she’s never experienced before by design. In the first film, she was 16, she thought she understood what her identity was, like many of us do at that age, you go “I know who I am forever,” and then life changes and you have to reassess. So it was very important to us in this story to constantly throw obstacles in her way that she had never faced before, on a scale that she had never come up against. Specifically, she comes across the Kakamora from the first movie. We wanted her to see something she knows, and if you watch the film, we flip what happens there. I’d say that the only way for a character who is so competent and brave and will always go up against the hard thing is just to throw obstacles at her that are more difficult, and to let her acknowledge that they are difficult. It’s important that she doesn’t go up against these things and says, “I got it. No problem,” but instead “This is really scary, I don’t know how I’m gonna defeat this thing.” It’s critical to make sure that she’s always human, even while she’s brave.

© Disney

Maui has the biggest arc from the first film, how do you push that further in a sequel?

In the first film, he was a guy that got wound up thinking about himself and his own glory and needing to find his self worth through the adulation he’s received, specifically from humans. At his very lowest moment in the first film, Moana is the one that buoyed him and allowed him to see that he could derive that self worth elsewhere, that he had intrinsic value. Coming into this story, we wanted to show that what Moana gave him mattered. As he begins his journey he is again trying to do the right thing for the right reasons. And then as Moana gets into trouble and she hits a low, he’s the one that’s there to buoy her spirits. We wanted to shift Maui into slightly more of a mentor relationship with Moana in this story. He’s still a goofball, he still doesn’t always give the best advice, he’d still really like to eat Hei Hei, so he’s got some things to work on.

How did you go about adapting the script from the TV show format to a feature film?

I think it’s a lot like Moana’s journey in this story. It was an exciting but daunting task, and something that I’d never attempted to do before. Moana’s arc didn’t change between the series and the feature, the culmination of that story is the same. I think the biggest difficulty was her crew. In the series version, each episode was focused on a specific crew member and they would have an individual arc. But in a feature, you want everyone to arc at the same time, which is at the end of the movie. [Co-director] Dana Ledoux Miller, who is my writing partner in this, and I spent a lot of time figuring out how to get everyone to line up at the end of the story. Ultimately, that turned out to be a wonderful thing, because I think we never would have been able to deliver this epic scale and scope that we have in our third act and have all the characters culminate at the same time.

How did the pipeline differ due to working with the Vancouver studio?

There’s a lot more crossover [between Burbank and Vancouver], than people may understand. Our process for any film is one of constantly trying things. We are building characters and assets and locations and pressure testing that and putting up screenings constantly and so yes, while originally full production was slated for our location in Vancouver, there was always going to be a ton of crossover.

© Disney

Moana 2 is one of just two 2024 theatrical animated films from major studios to star a character of colour as the lead. How much of a priority is diversity for you?

It’s so critical for audiences to see themselves represented on screen. At the same time, I think our stories have to resonate worldwide. Audiences are constantly looking for things that feel fresh or are outside of their direct knowledge base. I think for many reasons, a story like Moana is something that people gravitate towards because most people worldwide aren’t as familiar with the cultures of the Pacific Islands. In the future, continuing these stories is important and it’s not just what is shown in front of the camera, it’s also making sure that behind the camera we are hopefully bringing people together in a way to tell these stories that feels right, and then getting a lot of help from the community itself. Our oceanic story trust is a great example of that.

How do you provide a strong support structure for people of colour coming into the studio?

Our films are always difficult, no matter who you are. Across the board, it is a massive undertaking. Our movies typically have a crew of at least 700 if not more, but it’s also hyper collaborative. Every movie I’ve worked on here, if you’re a writer, if you’re a director, any role you play in that film, you are getting help and support constantly. I had nothing but help and support when I first joined Disney Animation. The first couple years, I was just being mentored on how to do my job at Disney animation. Knowing that our films have to resonate worldwide, that there’s no version of this being easy for anybody, and making it a normal thing to get help, to lean on others, and then also to share that knowledge moving forward.

How do you measure the success of a film?

It’s really difficult to measure it, but I think asking, “Does it resonate with people? Does it matter to people?” is key. That’s not always a box office number or critical response, it’s a gut feeling on how that went. I think that is a big part of it. I have three boys and they are truth tellers. I have a sense of how it’s going from them and whether it’s resonating for them or not. They’ll tell me whether something stinks or not.. But more than anything else it takes years and years of hundreds of people’s lives to make a film like this and whether that is the crew at Burbank, whether that is the amazing cast, not only the English speaking cast, but its casts around the world who have to come together, our amazing songwriters and composers, if they would watch their work and be proud of it, that’s the highest metric.

Moana 2 is out in cinemas now

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Get in the mood for Halloween as Cardiff Animation Festival presents a Q&A with Robert Morgan, hosted by Skwigly Editor in Chief Ben Mitchell and recorded December 19th following a special presentation of his chilling debut feature film Stopmotion at Chapter.

The film follows Ella Blake, a stop-motion animator struggling to control her demons after the loss of her overbearing mother, who embarks upon the creation of a film that becomes the battleground for her sanity. As Ella’s mind starts to fracture, the characters in her project take on a life of their own.

Stopmotion is available on Bluray from Acorn Media and to stream in the UK on Shudder, Apple TV and Amazon Prime. For more on the film check out our interviews with Robert Morgan in episode 113 of the Skwigly Animation Podcast and Stop Motion: A Skwigly Podcast Special with the BFI.

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From the talented mind behind The Eagleman Stag, Robin Robin, and Alan The Infinite, long-time pal of Skwigly Mikey Please has unleashed his new children’s book The Café at the Edge of the Woods. A beautifully crafted tale of café owner Rene, who opens up her dream establishment on the border of a magical forest full of folkloric creatures, her desire to serve up the most delicious food is scuppered somewhat by her less-than-refined new clientele, but with the help of newly recruited co-worker Glumfoot a thriving business seems possible.

Book Cover The Café at the Edge of the Woods [Image: HarperCollins]

Inspired by a game Mikey and his wife played with their son Rex over lockdown, the characters have a warmth that comes from living in their creator’s mind, growing over time until they are ready to be released into the hands of others to make their own. There’s a sense of fun and energy to the illustrations, that deliver deliciously textured designs, drenched in autumnal colours. The story has all the hallmarks of a children’s favourite, with cheeky humour and rhythmic storytelling, whilst for adults it holds a contemporary charm that hearkens back to those fantasy-filled games of childhood. Page from The Café at the Edge of the Woods [Image: HarperCollins]

The book brings together the talented visual and conceptual skills of this BAFTA award-winning storyteller and takes his passion for the sequential arts into children’s literature. Similar to animated short films, the art of picture books brings together the most nuanced and efficient form of storytelling, and whether through paper or screen, Please can turn his distinct talent to create a wholly intriguing original narrative both succinct and utterly captivating. We were fortunate enough to grab some time with Mikey to learn more about his new foray into visual storytelling.Page from The Café at the Edge of the Woods [Image: HarperCollins]

The story of the book is centred around mythical creatures and food, which are my favourite things in graphic novels and illustrations, so it’s totally up my alley. But what was the inspiration for you for the characters and the story?

So the the story grew out of this game that, over lockdown, me, my wife and my son would play in the park. My wife would play this pretentious chef who only wanted to serve caviar and frangipanes, and my son would be the downtrodden waiter, like Manuel from Fawlty Towers, while I would play a variety of disgusting or mythical creatures – sometimes a fairy demanding a thimble of morning dew from the grass, or a witch requesting moonlight trapped inside a vase, or sometimes an ogre. It was just a really fun little game that we would play – or a fun game that they would play, and I would interrupt. But that dynamic of pomposity and grotesqueness, and someone trying to communicate between the two was really fun, and there was something really rich there. Then, over quite a long period of time, this little poem grew and grew. It got sort of ridiculously long, so then I kind of chopped it all down and just focused on one customer, who seemed the most fun, or most extreme, which was the ogre. Then I built it up again to really get Rene’s reactions and dig into who she was and why she would feel this way, and treat it more like how I’d create a scripted story. So that’s how it grew over a very, very long period of time of about three years of chewing over it, from playing the game to making a dummy copy (pictured below) which looks pretty similar and the bones of it are there. I sent this out to a bunch of literary agents, and then it was about another year or so before officially working with HarperCollins and then another year of making it. I finished it last summer, so it’s been almost a year between me actually finishing the book and it coming out.

What drew you to want to write a children’s book? Because this isn’t your first children’s book, is it?

No, Dan [Ojari], I and Briony May Smith made the Robin, Robin picture book adaptation. But that was a different thing. It’s a lovely book, which came out of a story that Dan and I had written, but because it was tied into the film and it was something else already, there was a very different journey with it. I’ve been wanting, trying and failing to write books for probably longer than I’ve been trying to make animation. The Eagleman Stag was a book, it was like a little diary with someone’s last diary entry, that had been scribbled over by what you think is a child, but at the end you realise that it’s actually the main character after he’s had the operation. I did that as a book when I was about 20 or something, so a long time ago, and I thought that’s what I’d be going on to do. Then I realised that animation is a really fun way to translate those stories. But I’ve had lots of various stop-start projects. Dan and I were working on a graphic novel called Dead Rock for a really long time, which we still want to do, we just haven’t finished it. Things have just got in the way, which is madness, because it’s like 300 full A4 coloured pages, which is just an insane volume of work. We’ve just never fully finished it to the point where we could submit it anywhere. But for some reason, I think because of the simplicity and directness of The Café At The Edge Of The Woods, it’s just kind of cut through in a way that the others didn’t. Perhaps because there’s a really clear audience for it as well, whereas lots of my other book projects are a little more idiosyncratic.

The book that was the basis for The Eagleman Stag [Image Mikey Please]

Do you think that was because the idea came first and then you realised it would make a good children’s book? Rather than starting with “I want to write a children’s book”?

Maybe. I think it did come about in a very natural way. I wasn’t necessarily hunting for a children’s book idea. It was just a nice situation. But I do really love children’s books and there’s something about them that is very akin to making a short film, in that they’ve got to be really economically put together, there’s no fat on them and there’s no room for waffling. You’ve just got to go straight to the meat of the thing, you’ve got to get your idea across really quickly, like in a short film. There’s a beautiful succinctness about children’s books when they’re good.

The book is for Axel and Jessica, who are your son and wife. And they were a big influence on on the idea, what do they think of the book?

I think they like it. It’s a lovely thing because, at the moment, Axel is seven and is just the right age to appreciate it. So, I’ve gone to his school to read it to his class which has been really nice. I have wondered, what he’ll think about it when he’s, like, 17, and this depiction of him as Glumfoot. He might not appreciate it so much then! But for now, I think it’s going down well.

The style of the book is unmistakably you. But can you tell me a little bit about how the style has developed and some inspirations that have affected that over the years?

I didn’t really know how I was going to do it, to be honest. Even after I’d signed the deal with HarperCollins, I’d done this rough version, which was just pencil on paper, and then coloured digitally. But I thought, ‘Oh, well, I won’t do it like that. For the final thing, I’ll do paintings’. And I did lots of painting tests, and I did various ink things. I did half a dozen finished style explorations. Then the one I liked best was my rough one, the first sort of scrappy one that I did because it had this direct rawness to it that I loved. It was very important for me that I had an analogue process in there, I knew that I definitely wasn’t going to do it all digitally. I wanted it to have a strong grounding in painting or collage or drawing. Drawing is my favourite thing, so I guess that is why it is in pencil.

So the roughs were all done in these sketchbooks, and by doing everything in a sketchbook it meant that I could just take it anywhere and do it. As an activity, there was something really attractive about doing that. Recently I’ve come to the opinion that I want to really enjoy the actual minutiae of making the work; I’ve done a lot of projects where I’m like, ‘It’s okay, go through the suffering of this project with the idea that I’ll really be happy at the end of it’. And that’s not a very good way to spend the hours of your life. So it was really important to actually enjoy the process of doing it. That’s why I didn’t do paintings. I would need so many paints, I’d have to set myself up, and there’d be this time stress of the paints drying. It might have looked better, but I wouldn’t have liked doing it as much. I might have gotten very precious or been afraid to make a mistake, whereas having a process that was really direct meant that I could throw it away if I didn’t like it.

There are some great testimonials for the book from Jon Klassen and Daniel Kwan, what was it like to receive these compliments from such talented colleagues?

Those were great. Jon also gave me a brilliant breakdown of the book early on, probably around the draft stage when I made the dummy version of the book. We’d been in communication a little bit about something else, and I was like, ‘Oh, and by the way, I’m doing this children’s book’. He said ‘Oh, cool send it and I’ll have a look’. And I thought he’d just say something nice, but then he sent me this huge breakdown of every page and how to sort of restructure it so it kind of works a bit better, and I followed some of his advice. It was wonderful, such a kind thing of him to do, and somewhere along the way he said that nice thing and let me put it on the back of the book, which is great. Daniel Kwan’s quote is actually from an article in a Netherlands newspaper, which was based on a bunch of talks we and some other friends did for a festival called Playground. Within that was this very lovely thing that Daniel said. I was very touched and he was very happy for me to put it on the back of this book.

Page from The Café at the Edge of the Woods [Image: HarperCollins]

As is often the case with children’s books, it’s quite open, which lets kids sort of build their own stories and ideas about the characters. But as someone who is used to creating these quite expansive worlds for characters to live in through animation, do you feel you have more to tell from Rene and Glumfoot’s point of view, or in a potential sequel or a spin-off project?

Yes, I do. The sequel to the book has already been announced. It’s called The Cave Downwind of the Café. My summer this year has been spent making it, I’m still a little away from completing it, but it’s not a sequel. It’s an equal. So it runs alongside the first, kind of like a companion piece. There are a bunch of other stories involved with them, but so far this second one is confirmed with a release next year. It’s fun doing a second one because I get to correct and improve upon all the lessons I learned in the first one. There’s quite a varying degree of design in the first one, and now having done that book I understand the rules of the characters. So I hope it’ll be a bit more cohesive in this next one.

The Cafe at the Edge of the Woods is available now from all good bookstores. Mikey Please’s next book The Cave Downwind from the Cafe is due for release in 2025.

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This week on Skwigly we’re excited to bring you an interview with Maral Mohammadian, Producer at the National Film Board of Canada (NFB)’s English Animation Studio in Montreal. From a background in the arts, Maral would work at the Ottawa International Animation Festival (OIAF) for several years before being brought on board as an Associate Producer at the NFB in 2006, where she would work on their popular Hothouse apprenticeship initiative among other branches of the organisation.

Since becoming Producer at their English Animation Studio in 2014, her work with the NFB has included producing such acclaimed short films as I Am Here (Dir. Eoin Duffy), Freaks of Nurture (Dir. Alexandra Lemay), Shannon Amen (Dir. Chris Dainty), The Weatherman and the Shadowboxer (Dir. Randall Okita), HIDE (Dir. Daniel Gray) and Impossible Figures and Other Stories I (Dir. Marta Pajek) as well as the VR story-game Museum of Symmetry (Paloma Dawkins) among others.

This month sees the North American premiere (following its world premiere at Annecy) of recent projects Maybe Elephants by acclaimed director Torill Kove at the Toronto International Film Festival (TIFF) as well as its inclusion in OIAF, while Amanda Strong’s Inkwo for When the Starving Return will get a world premiere at TIFF and also screen at OIAF later this month. Ahead of these exciting outings Skwigly were privileged to speak with Maral Mohammadian and learn more about her journey into the world of animation.

Can you tell us about the work you’ve done prior to becoming part of the NFB, and what steered you to the position you currently hold there?

I got my start in the Ottawa arts scene, making films with friends and working at an artist- run centre called SAW Video. Animation was not on my radar at all, apart from experimental films bordering animation. In that scene I discovered the Ottawa International Animation Festival and my mind was blown. I ended up working at the festival for four years, programming their artist talks and then as the director of their new industry conference, called TAC (now known as the Television Animation Conference). It was to be a hub for the industry, but the hidden agenda was to bring the art and industry closer together. So I was steeped in a wide range of animation, from experimental to commercial. The NFB was a great supporter of the festival, and I was working with producer Michael Fukushima on programming ideas when Michael essentially recruited me. I started as associate producer for Hothouse 4 and my role expanded to other productions, including the Stereoscopic 3D lab. I had an influential couple of years in the documentary studio and the French Program’s interactive studio before being hired full time as a producer in the English Animation Studio in 2014, together with my colleague Jelena Popović, who is currently the animation producer in the French Animation Unit. It felt firmly as though I was home again but with expanded horizons.

©Maral Mohammadian

As a producer, what is the main appeal to you of animation as a filmmaking tool?

I love animation for its power to express the inexplicable. If it was a language, it would have a huge alphabet. Its grammar is versatile. And in a way, each technique is a different dialect. So that makes it incredibly dynamic for creative expression. It’s also a craft—you have to make everything. So it can’t be neutral. Everything is a choice. I am in awe of animation filmmakers—they have the ability to operate on another temporal level than most of us.

The films you have worked on make use of a variety of different techniques; do any pose any particular challenges or have advantages over another?

The beauty of the NFB is that it’s technique-agnostic. Anything goes, as long as it’s cohesive to the intention and feasible. The advantage of 2D is that it’s more or less the same material from start to finish, whereas stop motion and 3D have to evolve from something graphic to something constructed or volumetric. With stop motion, you have to build it before you understand how it will work, and of course that feeds back into the storytelling. So you really need to develop the writing and visuals in parallel. But the advantage of stop motion is that there’s more room for serendipity because you’re dealing with something physical. It’s intimate in a unique way.

In recent years the NFB has cultivated relationships with international co- producers for some fantastic films. How does the relationship tend to work with these collaborations? Is there a system in place or does it vary from film to film?

International co-productions with non-Canadian directors are a very small percentage of what we do. But a model we’ve embraced in recent years involves a deeper relationship. The NFB is not a funding agency, which means we make all decisions together. Each producer is responsible for their share of the work and budget, which is decided at the very beginning, in careful consideration with the director. Who do they want to work with? What is the dream scenario? What are the strengths and limitations of each partner? This kind of custom-designed production unifies everyone under a common vision and builds trust. It allows for honest discussions later on when challenges invariably arise. We also try to have the director spend time at our Montreal studio. A highlight for me was our co-production with Poland’s Animoon on the final film of Marta Pajek’s Impossible Figures and other stories trilogy. Marta was based in Warsaw, but she spent almost three months in Montreal working with the animators and getting steeped in NFB culture and history.

In general, have you found that these international co-productions have been beneficial to the overall end product of the films?

In some cases, the film may not have been possible otherwise. Or joining forces opened opportunities the director didn’t otherwise have. I do feel that the storytelling has been enriched. The films speak to more people, perhaps because there is a multi-cultural perspective. For sure the distribution is stronger because there are more partners.

A significant strand of your work with the NFB has been their fantastic Hothouse initiative. Can you tell us a bit about the history of the scheme and how you came to be involved with it?

Hothouse was thought up in the early 2000s by Michael Fukushima and David Verrall. It was an answer to two problems: how to better support filmmakers struggling with their first NFB film, and how to bring new filmmakers into the NFB. It was designed as a fast track through a full NFB experience, from concept to completion, in 12 intensive weeks. Each edition invites six directors to make a one-minute film based on a theme, with the support of producers, a carefully selected mentoring director, technical experts and the filmmaking community at the NFB. I’ve been involved more or less since the fourth edition in 2007, first as associate producer and then as producer since 2014. I love the speed and constraints. We’ve had a lot of fun playing with the themes and parameters. Some of Canada’s best filmmakers have been mentors—Chris Landreth, Ann Marie Fleming, Jeff Barnaby, Howie Shia, to name a few. It has expanded the sandbox of animation creation and distribution and has rejuvenated the NFB.

We were very enthusiastic to include this year’s Hothouse films in our Showcase section of the site. How did you find working with the 2024 crop and how they interpreted this year’s theme of “Small Things Considered”?

Every cohort has a special dynamic, but this group was all heart: giddy, positive, thoughtful, supportive of each other. We received a jaw-dropping 401 applications. These six were original and self-aware. Their films had roots to family, memory, history, ecology. Maybe it’s the dark times we’re living in, but we were uplifted by their projects. Most of the credit for this edition goes to the mentoring director, Andrea Dorfman, and associate producer Anne Koizumi.

Over the years have you found the Hothouse scheme to be valuable to participants, and have they enjoyed a continuing relationship with the NFB?

At one time about half of our productions were made by Hothouse alumni. At the moment it’s about 30 percent. We also frequently hire Hothousers as crew. On Maybe Elephants, for example, three of the animators were Hothouse alumni: Jo Meuris, Eva Cvijanović and Louis Bodart. Amanda Strong was an associate producer in the Indigenous edition in 2019, which paved the way for the work we would do together as co-producers on her newest film, Inkwo for When the Starving Return, premiering at TIFF this year. Hothouse has hugely expanded our talent pool.

For future applicants who might be interested in applying, what are the criteria the NFB tends to look for?

Hothouse is open to emerging Canadian filmmakers who have some experience with animation, whether self-taught or through post-secondary school. We look for artistic distinction, originality, creative maturity to thrive in a professional environment and a willingness to work within the program constraints. Many of the proposals are too ambitious so feasibility is very important. It’s also wise to come up with a fresh idea inspired by the theme. The program requires agility so it’s not ideal for a high-stakes masterpiece concept.

One of your most recent projects that we featured on the site is Maybe Elephants, which saw the fantastic return of Oscar winner Torill Kove. What were some of the highlights and/or challenges of working on this project to you as a producer?

I adopted this project during development after it had been in the works for some time. It was a bit intimidating, to be honest. I was filling some big shoes from Torill’s previous NFB producers, Marcy Page and Michael Fukushima. Torill is so loved and respected. I wanted to do a good job! The film was also different from her previous work in some significant ways, dealing with delicate personal and political themes. These challenges turned out to be the most rewarding, to see them through in all the intricate ways that producers must work. A big highlight was the music! The score was composed by Luigi Allemano, who turned Torill’s eclectic mix tape of reference music into a vivacious score. He brought on Kenyan musician Daniel Onyango and we did a recording session with Daniel’s band in Sweden, with Luigi directing in real time from Montreal. It was pretty magical. The film is a co-production by Mikrofilm AS and the NFB.

You’ve also worked on interactive projects. What would you say are the main differences (pros/cons or otherwise) between those and standard films from a production standpoint?

The intriguing thing about interactivity is the notion of play. You can carve out a role for the audience, which makes the experience uniquely visceral. When we were in development on Paloma Dawkins’ Museum of Symmetry, she had some wild ideas about how the environment should be alive and aware of the audience. Through development it became clear this was a world you need to step into. That’s how it became a VR story-game. It was role-play—a celebration of childhood wonder. But interactivity does also add exponential complexity. There are so many moving parts.

Can you tell us anything about some of your projects currently in development that you’re excited about?

We’re working on a short called Knowing Gaze by an outstanding animator named Dylan Glynn. It’s an intimate portrait of three gay men confronting their fears, biases and messy ideas about gender. It lifts the curtain on some of the taboo conversations within queer culture, what Dylan calls “the bitchiness, the gossip, the playfulness, the vulnerability, the melancholy, the poetry, the pain.” We’re using TV Paint for 2D animation combined with paint on glass on a multiplane system. Another highlight is Shovelling by Mathias Horhager. It’s a simple metaphor for the thankless, grueling work that is parenting, particularly fatherhood. It’s our first production done entirely in Blender. Being open source, it’s more of an artist’s tool than other 3D programs, so we’ve managed to create a beautifully stylized design and cinematography in a 3D world. We’re working with Seneca Polytechnic, a front-runner college in computer animation. This project has rekindled the relationship between the NFB and Seneca, which spawned three acclaimed Chris Landreth films, including Ryan and Subconscious Password.

Maybe Elephants will screen at TIFF in Shorts Cuts 2024 Programme 1 September 5th & 12th and at OIAF September 26th & 27th in Short Film Competition 3
Inkwo for When the Starving return screens in TIFF’s Short Cuts 2024 Programme 3 September 7th, 8th & 12th and in OIAF’s Canadian Panorama September 26th & 27th

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Skwigly are delighted to present Stop Motion: A Skwigly Podcast Special featuring Osbert Parker, Joseph Wallace, Robert Morgan & Suzie Templeton, to coinside with Stop Motion: Celebrating Handmade Animation on the Big Screen which takes place at BFI Southbank until 8 October 2024, with the free exhibition LAIKA: Frame x Frame open now until 1 October 2024.

Joining Ben & Steve for this podcast which takes a deep dive into the art of animation’s oldest form is guest host Justin Johnson, Lead Programmer for the BFI Southbank and one of the brains behind the incredible season showcasing the art of stop motion animation. This special also features a bumper Stop Motion roundtable featuring some of the UK’s finest stop motion talents Osbert Parker (Clothes and Film Noir), Joseph Wallace (Salvation has no Name), Robert Morgan (The Cat with Hands, Bobby Yeah, Stop Motion) & Suzie Templeton (Dog, Peter and the Wolf) who go into detail about their inspirations, love for the medium and heroes as well as speaking about their own work too.

Osbert Parker, Joseph Wallace, Robert Morgan, Suzie Templeton

The perfect podcast for stop motion fans to accompany the perfect season, sit back and listen to the masters of their craft explain what the medium means to them.

Animation Podcasts | Skwigly · Stop Motion: A Skwigly Podcast Special with the BFIThis podcast special has been made possible with thanks to Justin Johnson, Richard Pickard and the team at the BFI.

Presented by Ben Mitchell & Steve Henderson
Guest host Justin Johnson
Edited and produced by Steve Henderson
Music by Ben Mitchell

Stop Motion: Celebrating Handmade Animation on the Big Screen takes place at BFI Southbank until 8 October 2024, with the free exhibition LAIKA: Frame x Frame open now until 1 October 2024.

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It’s hard to imagine the comic pulse of children’s television without Butch Hartman’s The Fairly OddParents. Though its legacy often plays second fiddle to the omnipresence of SpongeBob SquarePants, the show’s wildly imaginative world and absurdist, joke-a-minute comedy made it an instant hit for Nickelodeon in the early 2000s and left a spirit that can still be felt in much of the network’s current output. However, a prolonged period of arrested development – including three reviled live-action television specials, Hartman’s unceremonious exit from Nickelodeon, and a failed animated/live-action hybrid reboot – fans weren’t sure where the series stood.

Then, in May, Fairly OddParents went back to basics with a fully animated reboot, subtitled A New Wish. This new take on the classic formula centered itself on a wholly new protagonist: Hazel Wells, a young Black girl whose family moves to the big city of Dimmadelphia after her father lands a new job. Already struggling to acclimate, Hazel’s life is further flipped upside down when she discovers her apartment neighbors, returning characters Cosmo and Wanda, are secretly fairies. Charmed by Hazel’s big heart and even bigger personality, the couple come out of retirement to be Hazel’s fairy godparents proper and, naturally, antics ensue.

The series premiered stateside earlier on Nickelodeon and, though its rating success has thus far been modest, critical and audience response has been very positive, convincing fans old and new that there is still life in this legacy property. Much of it comes from Ashleigh Crystal Hairston, a first-time showrunner who serves as A New Wish’s co-creator, co-writer, co-story editor, and star – Hairston, who is Black, voices Hazel and imbues her with many autobiographical elements. It would be a deep first dive for any creator in animation, let alone a name this fresh with a brand this recognizable, yet it is one Hairson has made with grace.

A New Wish brings Fairly OddParents back to its roots, imbuing valuable coming-of-age lessons with zany and colourful comedy, all anchored by a fresh, 2.5D animation style courtesy of Dublin-based studio Giant Animation. Hairston, alongside co-story editor Lindsay Katai (Infinity Train), have crafted a beautiful protagonist in Hazel, an unabashedly weird kid who is still caring enough to recognize areas where she can grow. In an era where children’s television can prioritize distraction or malaise, Hazel gives Nickelodeon’s programming some much needed nuance. UK viewers will be able to witness it for themselves when the series premieres on Netflix this fall.

We spoke with Hairston all about her experience working on A New Wish, the dance of experimenting with a beloved property, and the challenges that came from working on an animated series with a tight budget and a global audience. Here is our conversation, edited for length and clarity.

Ashleigh, you are in a unique position. You were asked to come aboard this reboot, The Fairly OddParents: A New Wish, after not having been a superfan of the original series, yet you’re still being asked to deliver a rebranding for one of the network’s most popular IPs that has an ardent fanbase. What were your initial instincts? Are you thinking, “It’s time to rewrite this,” or are you immediately feeling beheld to the source material?

I think it was beneficial to the show that its two story editors – myself and Lindsay Katai – had no ties to the original series. We both are a bit older and did not grow up with the show, but we had an admiration for it and its characters. We also had a background of adventure storytelling. With Lindsay coming off of Infinity Train and then myself coming off of Craig of the Creek, we both came in wanting to tell a great story with a great character. We went and binged the first 5 seasons to catch up and get a firm understanding of what this show was, and it was just joke after joke after joke after joke. That’s fine, but we wanted to get back to the heart of the series, which is what would happen if a kid got unlimited wishes. We knew that Nickelodeon wanted a new godkid, but they wanted to bring back Cosmo and Wanda. That was their initial request but, honestly, some of us were like, “What if we got new godparents?”

See, that’s what I’m curious about. Is there a part of you that really wants to start fresh, even when the network wants something from you?

We were open to the idea of new godparents, but I never want to make fans angry. While voice acting on Tiny Toons Looniversity, I saw all of the commotion when the creative team made Babs and Buster Bunny siblings as opposed to potential love interests. That was a really big choice on their part and the fans just couldn’t get past it. So, I personally was all of the mind of giving people what they want but also changing it to give them something new, fresh, and fun. We ended up bringing back Cosmo and Wanda, which we were very excited about, but with a new godkid in a new location. In a way, it was still starting from scratch, getting back to the heart of the storytelling, getting back to the heart of wish-making and doing it in our own way with our own comedic instincts. Lindsay and I both have a background in improv and sketch comedy. That’s another difference between us and the Butch Hartmans of the world and I think that helped a lot with creating a fresh, new series. I was a little concerned going in, I was like, “How is this going to be received?” It’s the same formula but it is very different, somehow.

Yes, it’s a very different show, in part because of your new lead, Hazel. The early Fairly OddParents episodes were certainly fueled by testosterone. It’s not insignificant that two women were asked to take a new approach to this series and decided to center it on a young girl. It radically shifts the perspective and dynamic of the series.

Absolutely. That’s the fun of it all. We both get to come into the show with our own personal experiences as women. Making her problems more internal as opposed to Timmy’s external problems really helps to change the wish-making and the storytelling. But also, we couldn’t get away with all of that prior humor. I wanted to be vile and aggressive and sarcastic. We would have loved to put more chainsaws in the series and blow people up, but we have to cater to a different audience. Kids are different now than they were in the early 2000s. The way kids watch cartoons, the way kids interact with their parents, and the way they grow up is different. The world is scary now and you don’t want to scare kids. You want it to be an enjoyable experience for them. Standards and Practices were on our tails; there were a lot of jokes that we could not get away with.

The days of The Animaniacs-esque censor-hopping are long over.

Oh my god, long over.

You mentioned this idea of how Hazel’s internal problems versus Timmy’s external problems changed the approach to the show. I’m curious if there were other things you picked up on while watching the original show that you were interested in messing with?

We wanted it to be a little bit slower-paced. We wanted it to be less loud, less screamy. We wanted Hazel to be a little girl and also be weird. Nickelodeon is such a boy-centric network. Even after taking the risk of making a little black girl the lead character, we also wanted to showcase that, yes, little girls can be weird, too. They can be a little offbeat in what they like and what they play with. She loves anime, she collects rocks. Lindsay and I, we’re both big weirdo kids. I remember in my interview for this job I was telling them the story of how I used to collect the reflector lights in the roads while I was a kid growing up in Seattle. I used to collect those off of the ground. [both laugh] I would keep them on my back porch on our deck and I would name them. Those were my pets. We called them turtles in Seattle, so I was like, “These are my pet turtles.” Our pilot episode begins with Hazel talking to her pet rocks; that came from me. We wanted to be able to show a little weirdo — except we can’t even say “weirdo” anymore. We had to call her “quirky.” I didn’t even mention the part about working with Netflix on this.

I was going to ask about that.

That was another learning curve. They have a global audience, so we had to be mindful of the entire world when approaching character and story. There was a time where they asked, “Well, can’t Hazel be more aspirational? She should be—” perfect, is what they were saying, because kids are going to want to be that. “She needs to be a little more put together. She needs to not be so out there.” We were like, “Well, in order for her to get fairy godparents, she has to be a bit miserable.” With Netflix, we had to pull back even more to show that even though she’s quirky and fun, she’s still someone that kids can relate to.

All kids are unhappy.

Yeah, it’s normal, and that’s okay.

I know that when you were approached for the series, they were intent on having the protagonist be someone of colour. Was it at all a dance to let more people of colour be at the center of the show?

It was not. We knew we wanted to make Fairy World more diverseas well. That was a conscious choice by Lindsay and I and [co-executive producers] Dave [Stone] and Daniel [Abramovici] supported it too. We saw initial drawings coming for some of our background fairy characters and there was no diversity. We were like, “This is not going to work for us.” If we’re going to do a new story and tell it from a new point of view, that world is going to look different. I think that’s something that you get when you have people of colour making decisions as part of the producing team. I remember saying, “Fairy World should look like walking into an Apple Store.”

That’s a great way of putting it.

When you walk into an Apple Store, you see all different kinds of people. We went back to the drawing board and they came back with all different kinds of body shapes and colours and hair textures and styles. They did an exceptional job of revamping our fairies and creating a new Fairy World. There wasn’t necessarily a push, but it it took someone to call it out and say, “This is what we want to show.”

Speaking of animation, what role did animation play in your artistic upbringing and what are some of your touchpoints?

That’s a great question. I grew up in the early 90s, which I like to consider the golden age of cartoons. I grew up watching Saturday morning cartoons like DuckTales, Looney Tunes, and then Nickelodeon favorites like Rugrats, Doug, Ren and Stimpy. I’ve seen every episode of Tiny Toons, of course, and Tom & Jerry was a big one, too. Every episode’s hijinks – “What are they chasing after? What’s going on?” – I feel like that is what informed my approach to cartoons. That was all formative, but I only watched them for entertainment’s sake. I never watched them thinking, “Someday, I want to go into animation,” or, “I want to be a voice actor.” That was never even a thought. I only started voice acting in 2018 and writing for animation in 2020. This is my first foray into animation as a creator and as a writer. I would consider myself still in the beginning phases of my animation career. There is an awareness of my influences, but I’m just pulling from what I know. I think that is maybe why [A New Wish] is such a different product. As I grow and get asked questions like these, I am having to think, “Oh yeah, I guess I was influenced by the Hanna-Barbera style, and that’s coming out in these new shows.”

When I think about Hanna-Barbera cartoons, I think of families like The Flintstones and The Jetsons. All of the comedy came from family and relationships. The original Fairly OddParents, while it has elements of their relationships, was more about the zaniness of it all. A New Wish feels like it has some of that family element as well.

There’s a reason why those shows went on for so long and those characters are so beloved and feel like real people. I think there’s something really beautiful there that captures the true essence of character and empathy and compassion. I think my theater and acting background has a little bit of an influence there. I like to focus on character and relationships. The dynamics surrounding that are important. I even have a lot of live action influences – The Cosby Show, Family Matters, Step by Step, Full House – those kinds of family stories. That is apparent in a lot of the stuff I’m doing now.

I want to transition to talking about the shift in animation style, specifically from hand-drawn 2D to CGI 2.5D. When you came onboard, did you already know that the show would be attempting this shift?

We always knew that it was going to be CG animation. When I joined, they showed me some test animation passes from different studios just to get a feel of what it was going to look like. Dave and Daniel were really at the helm of creating this new look for Fairly OddParents. They were really influenced by The Peanuts Movie. Lindsay and I had no understanding of CG — the approach, how much it costs, we didn’t know anything. Dave and Daniel were so kind. They were like, “All right. We’ll try to explain this to you.”

Did the new art style excite you? What were some of your initial thoughts learning that you were going to visually reinvent the show?

We were so excited. We knew it was going to look incredible and elevate the show in a really dynamic way. Then, when we got into it, that’s when we were like, “Why are we doing this? Who’s idea was this?” [laughs] We started to realize all of the challenges that come with making a show in CG. Number one, it’s extremely expensive, which means that we have to be very resourceful in how we design each character, prop, and environment. It was challenging for Lindsay and I, story-wise. During the animation prebuild, we had 40 characters, 150 props, and 20 sets to work with. That’s what we went into the show with. For each new episode, we got to make 4 new characters or 8 variants, 20 new props, and one set.

Single-location comedy takes on a whole new meaning. [laughs]

Exactly. We were like, “You’ve asked us to make a show about unlimited wishes with very limited assets.” However, Dave and Daniel were really good at expanding our world just by using different angles, different shots, and reusing things. Another challenge came when we started getting into the design for Hazel. We wanted her to have natural hair and there was a learning curve in approaching how to do natural hair in CG. I was sending our animators pictures of my hair as examples. I was sending them a texture chart for how textures work for Black hair. I would say that she falls somewhere in a 4B, 4C range for curls. Working collaboratively to accomplish a lot of different things in CG was a challenge but also really fun. I think we created a much more interesting and dynamic mixture between 2D and CG, which was also a conscious choice.

Now that you’ve had some time away from working on the series, what are some of the takeaways that you gained from the experience?

I learned so much. The whole process has been a whirlwind. We started development in January of 2022 and finished in March of 2022. The writers’ room started March 2022 and completed the scripts in May 2023. That’s fast.

That’s crazy.

This was my first-time co-executive producing, co-story editing, and being the voice of the world. I did a lot and I couldn’t have done it alone. Dave, Daniel, Lindsay, and I were a four-headed beast working in tandem. Thankfully, Fairly OddParents is also such an easy show to make. Butch Hartman and Fred Seibert [the original show’s executive producers] laid out fantastic groundwork for us and made a beautiful playground for us to play in. I’m really proud of myself, especially for it to be my first time, too. It’s kind of wild. Now that the show has been out, I’ve been on Twitter and have been seeing such a positive reaction. People are like, “Fairly OddParents is actually good again? What?” To see everyone actually enjoying it and saying that it feels like a new, fresh take on the series feels really, really good. I’m very pleased and very happy and very excited for everyone to see the rest of the series, because it gets even better.

Fairly OddParents: A New Wish will premiere on Netflix in the UK this fall at a date yet to be announced.

The post Fairly OddParents: A New Wish | Interview with Co-Creator Ashleigh Crystal Hairston appeared first on Skwigly Animation Magazine.

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© Studio Ponoc

Studio Ponoc, formed by Studio Ghibli staff members after the animation house temporarily closed in 2014, is back with their third feature film. The Imaginary dives into a community of imaginary friends, painting their goals, fears and the connections they build to their human companions. The film picks up on Ghibli’s reputation for beautiful visuals with wonderfully rendered nonsensical worlds that could only be dreamt up by a child, or an animator.

Penning the script and working as a producer on the film is Yoshiaki Nishimura. As founder of the studio, Nishimura follows in the footsteps of industry greats like Hayao Miyazaki and Isao Takahata, having absorbed a wealth of lessons from the two during his 10 year stint at Ghibli. During that time, Nishimura accumulated credits on The Tale of the Princess Kaguya, When Marnie Was There and 2023’s The Boy and the Heron.

Skwigly sat down for a chat with Nishimura to discuss the technical achievements of The Imaginary, his philosophy as a producer and trends in the Japanese industry at large.

What made you fall in love with animation?

I struggle to answer that question right away, because I don’t know if I would say I love animation. I love animation as an art form and I do recognise the power in animation, but first and foremost, I love children and I want them to have a good and rich life. I think animation is a tool that would be able to assist them in that. That’s why I went into the animation world, so yes, maybe I do love animation! But I believe two of my maestro’s, Hayao Miyazaki and Isao Takahata probably had a similar mindset. They really believed in animation as a communication tool, a vehicle for stories, so I think it’s the same feeling for me.

The Imaginary is set in the UK, what kinds of research did you do to get the look and feel of the country correct?

We try to be authentic in what we portray and what we capture in animation. The devil is in the details because children as an audience are not very forgiving. If it’s an adult, they would think ‘okay, this is not quite realistic and some details are not correct, but there might be a reason behind it, maybe they didn’t have enough budget’ and they overlook it. Children notice everything so we really wanted to pay attention to every single detail. We did location hunting, it wasn’t possible to travel due to the pandemic, but we had a coordinator based in England who sent videos and photographs for us to use as reference. We also had a consultant who is a UK-based doctor and that person sent footage of British hospitals for us to model on.

© Studio Ponoc

What did mixing traditional animation with computer animation enable you to achieve?

For this, we didn’t use that much computer animation, little bits of it were used, for example, in the car scene, but whether we use CG in animation or not depends on the story. So the focus that I would like to encourage the audience to see in the film is not so much the combination of 2D and CG, it’s more about the light and shadow texture within this animation. I would describe the film as hand drawn-hand painted. We have drawn more than 14,000 images and it’s not realistic for us to capture the light and shadow of all the textures in all these drawings. But with the contribution of Poisson Rouge, our French animation studio, we have managed to add more texture in light and shadow, enabling us to add more depth to it.

You were the producer on Isao Takahata’s The Tale of the Princess Kaguya, a long production that had to be delayed. How has that experience affected the way you work with directors? Do you let them loose or give them strict deadlines?

It’s a good question and a difficult topic. Princess Kaguya was an extremely long production, it took eight years, but I don’t think it’s necessarily good or bad whether the production length is long or short. There were challenges [with The Imaginary] because we needed to extend the production period by about a year or so. That posed some challenges both of course budget-wise but also some creators needed to leave the production because they couldn’t stay for that extra length of time. There were a lot of things that we needed to consider. But our ultimate goal is to create something good. As a producer, it’s very important for me to be mindful of different elements, but you need to follow your intuition as well, whether it is necessary to try and retain this concept and the elements in order to create something really good. It’s very difficult to assess and strike that balance.

© Studio Ponoc

When establishing Studio Ponoc, what lessons did you learn from Miyazaki, Takahata and Toshio Suzuki?

I was at Studio Ghibli for more than 10 years so there were lots of great things that I learned. Toshio Suzuki is a bit separate because he’s a business person so I’m not going to comment on that side of things. But in regards to Miyazaki and Takahata, definitely, there are lots of great learnings. But one main thing that I would mention is probably this conviction, a strong belief that one film could change someone’s life. They genuinely believe that a film could have a positive influence on somebody’s life going forward, and especially something that they have seen as a child. Those children who were exposed to a great piece of film would become an adult with a better worldview. That’s something I really wanted to take on and is something that, as a studio, we believe in.

Animation from Japan has exploded in popularity in the west over the last decade or so. Have you noticed any shifts in the Japanese industry because of that change? And does it affect the kind of movies that Ponoc wants to make?

It’s great to hear that Japanese animation is highly regarded amongst the world and that there are many more fans, because the industry itself in Japan is very small when you think about it. I know most of the industry personnel, we’re all friends. But one concern that I have is that a lot of the animation that’s created is shifting towards targeting adult audiences rather than children. The number of children in Japan is declining and adults can just spend on whatever they wish. From a business standpoint, it makes sense to create animation for adults but that hinders the opportunity for children to see something great, something that’s newly created. It’s a shame because what we [Ponoc] are trying to do is now seen as non-mainstream, because the mainstream focus has shifted towards adult audiences. But as I’ve explained, we have this conviction to create something great for children, for them to really enjoy and be moved by. We don’t really want to move away from that, no matter how the world will move forward.

The Imaginary is out now on Netflix

The post The Imaginary | Interview with Yoshiaki Nishimura appeared first on Skwigly Animation Magazine.

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While much by way of new adult animation tends to lean into a comfort zone of rigged 2D brashness, this year has seen one of the more interesting additions to the landscape in the form of the six-part stop-motion series In The Know. Equal parts sendup and love letter to the world of National Public Radio, the series follows NPR host Lauren Caspian, “a well-meaning, hypocritical nimrod, just like you and me”, and the eccentric production team of his radio show (also titled In The Know), wherein live-action celebrity guests are interviewed each episode. With echoes of such conceptually disparate shows as I’m Alan Partridge and Space Ghost: Coast to Coast, the series is created by Zach Woods (who voices Lauren and whose own screen credits include Silicon Valley and The Office), Brandon Gardner and animated sitcom veteran Mike Judge (who also contributes his voice talents to his own creation, ‘culture critic’ Sandy) of Beavis and Butt-Head, King of the Hill and Silicon Valley *fame.*

Joining Woods is a talented cast including Carl Tart (Ground Crew) as overqualified sound engineer Carl, Caitlin Reilly (Loot, Hacks) as put-upon researcher Fabian, Charlie Bushnell (Percy Jackson and The Olympians) as fratboy intern Chase, J. Smith-Cameron (Succession, Rectify*) as widowed boomer and co-exec producer Barb, with Mike Judge himself as the voice of hippie/Port Authority sex worker-turned-culture critic Sandy.*

With this week seeing the show’s fifth episode ‘Yoghurt Week’ screening in competition at the Annecy International Animation Film Festival as part of the festival’s TV Films programme, Skwigly leapt at the chance to do our best NPR host impersonation and interview co-creators Zach Woods and Brandon Gardner to learn more about this unique and compelling series.

To start at the start, it’d be great to hear how you folks came together having sort of working together came up with the concept for the show.

Zach Woods: I had worked with Mike Judge on Silicon Valley, and he had observed how solidly and deeply I embody the archetype of the obnoxious, over-educated coastal schmuck (he didn’t put it that way, but I could read between the lines). And we’re pals, me and Mike, and he was like “Would you ever want to make a show or you play an NPR host?”, because I also ask people questions a lot, I think because I’m generally curious about people and probably prefer to ask them questions than to be asked questions. So he’d noticed that I have a tendency towards ‘interviewing’ people and that I have the unfortunate affectations of the NPR set, and so he was like “Would you want to do a show where you interview people as an NPR host, and maybe it’s a mix of stop-motion and live-action, because he was a big fan of Space Ghost I know. And so then Brandon and I, who have worked together for a long time, talked about it, and the three of us started fleshing out the world. And that’s that.

I guess for the benefit of our readers outside of the US., can you explain what NPR is, that kind of differentiates it from your common or garden variety of radio?

Brandon Gardner: Yeah, I’d be curious as to what the international comparisons are for it. But in the United States, most media is not public media and it’s very influenced by corporations and profit. And NPR is a sort of magical place in that it’s listener-supported radio. The reputation in the United States, I think, is that it’s sort of a more liberal media source, but also like a gentle, ‘touchy-feely’ way of getting news – but they also have entertainment programs and all sorts of different coverage. And when we were thinking about doing an NPR show and setting it in that world, it’s also sort of a satire, less of NPR itself than of the sort of people who listen to NPR, which is like Zack and myself, and the reputation of people who listen to NPR is often that we’re these sort of progressive do gooders, but at the same time, often in our real lives don’t actually measure up to our professed values.

In The Know © 2023 Peacock TV LLC. All Rights Reserved.

Yeah, I was sort of curious if the characters were drawing from life experience, people you knew? Is it mostly then just yourselves ,or aspects of yourselves?

ZW: Another characteristic of people of that particular demographic is narcissism. So of course it is populated solely with versions of us!

BG: I think it’s a mix. I think when Zach and Mike and I were first talking about this show, we were telling stories about ourselves and things we’ve done and also things we’ve witnessed in other people. And then the same thing, when we started our writers room, like one thing we talked a lot about with the writers in what ways we all related to the characters, and who in our lives that we knew that were like the characters – and we tried to borrow as much as we could from us and real people so that it didn’t feel like these two-dimensional stereotypes of a type of liberal person.

I definitely felt a certain connection to Lauren. I’ve been doing podcast interviews for about 12 years, and there are certain temptations, I think, to kind of inject yourself into the narrative of the interviewee or put your own agenda on it (a bit like I’m doing now). I think it’s also kind of multigenerational, there are different age groups that are lambasted, it’s not so much boomers taking a pop at Gen Z or vice versa, it takes shots in every direction.

ZW: That’s so kind.

BG: Yeah, that’s nice that that came across.

ZW: There’s a quote that I think about very often from the actress Cherry Jones, where she said that theater is where we confront each other with our shortcomings; I’ll show you mine, you’ll see yours reflected from the stage. And if all goes well, we’ll have a night of laughs and catharsis and go back out into the night feeling, in some way, comforted. I’m paraphrasing, but I really believe that hypocrisy and being disappointing and morally shabby in instances, those are the things that don’t make you a bad person; it just makes you a person who is sometimes bad, which is all people as far as I know! I mean, I have a limited sample size, but I think rather than trying to make jokes to imply a distance between people like that, and people like us, it’s all people like us, I think. So if you’re saying it doesn’t sort of parse out the losers and the winners, that’s nice, because we don’t want to do that.

Yeah, it sort of feels like everyone’s kind of trying to do their best. And it’s a very interesting confluence of things – it’s a sitcom, it’s kind of a radio show in itself, kind of a magazine show with the interview segments, and you’ve got your workplace politics, the social satire aspects. Most apropos for us would be the stop-motion angle, and obviously Mike Judge has a pretty solid track record with animated sitcoms, was that something he brought to it, or were you all into the idea of having it be animated?

BG: It was his initial idea. He told us that he’d always wanted to do a stop-motion show, that he just loves stop-motion and hadn’t been able to do it yet. And so he brought it up to us as an idea of like “Hey, what do you guys think of this? Would you be interested?”, and we thought about it. I think besides the fact that the show – and I feel that, because I’m not responsible for it, I can say this – is so beautiful, like we just we just love how it looks. But also, when we were first thinking about it, we thought “Oh, stop motion. This is also sort of thematically sort of perfect for our show, that the type of characters we have, with these large heads and fragile bodies, are so well-represented by puppets. I also think, at least in the United States, that when people think of stop-motion, maybe because it’s used in Wes Anderson movies sometimes, that there’s a ‘twee’-ness to the form for people that I think also sort of fits the NPR world.

In The Know © 2023 Peacock TV LLC. All Rights Reserved.

You mentioned Space Ghost before, and yeah, that definitely popped into my mind. I was kind of interested in how you actually go about creating those interview scenes. Were they completely ad-libbed?

ZW: Yes, with the exception of the one where Fabian interviews Jorge Masvidal, the cage fighter. That was scripted because it’s basically a narrative arc in the episode. But even in that one, he improvised, I would say probably 50% of what made it to the screen.

BG: A lot of the specifics, yeah.

ZW: And then the only other thing that we ever asked people to fabricate was at one point we said during Tegan and Sara’s interview, we said “Could you please pretend to be nauseous and leave?” But aside from that, everything was improvised.

BG: The beauty of it is that Zach will speak to them in character, where they’re only seeing a picture of the puppet. They’re hearing his voice and he’ll speak to them for about an hour. We have two great editors, but one of them, Kelly Lyon, she would take that hour and find the best three minutes, and also sort of artfully have it feel like one question is leading into the next one organically, even though they might have been separated by 20 minutes in the actual interview.

In general, how do the guests respond when this concept is pitched to them, being interviewed by an animated puppet and, I guess, having to play it as straight as possible? Was everyone’s game for it or was there some resistance?

BG: Everybody who did it, I think, was very game for it. I was sort of amazed by how well all of them just started acting like this was a real interview and didn’t seem uncomfortable with any part of it. Especially some interviews like Mike Tyson and Roxane Gay, where the Lauren characters is bringing up their personal lives so much, they’re so game to go with that and treat him like he’s a real person with real problems. We were like, looking for certain types of guests, like we were asking all these different athletes, and I think a lot of them were a little nervous about what exactly this was, or if we’d be making fun of them. The thing we tried to tell everybody was that the joke would always be on Lauren, and that we just needed them to be themselves.

In The Know © 2023 Peacock TV LLC. All Rights Reserved.

The animation as a whole, it’s so strong, and especially considering it’s generally not an action-packed series…

ZW: How dare you, Ben!

BG: It’s not?!

You have so much being communicated with the body language, and they’re really incredible performances, the puppet craftsmanship as well is really nice. It felt, to me, quite different. Was the animation studio Shadow Machine?

ZW: Yeah it was Shadow Machine, and that place is a magic place. If anyone who encounters this interview has a chance to work with Shadow Machine, I highly recommend it. It was all animated in their kind of batcave up in Portland, Oregon, and it’s just all of these people who are such artists, both in the sense that they have cultivated an incredibly difficult technique and craft. And also in terms of their orientation towards the world and their work. No one becomes phenomenally wealthy or famous for being a stop-motion animator, the only reason to do that job is because you love that job. And it requires patience, both in the micro of how animating requires patience, and I have to assume it requires patience in the macro, in terms of finding opportunities where you can actually do it and be solvent in your life. It’s funny, I have friends who are dancers, you know, very talented dancers, and so they remind me of each other in a weird way, the dancers who tour the world doing these incredibly beautiful performances, but are never in pursuit of fame and fortune. It was the same sort of thing with Shadow Machine, and they’re so talented.

In The Know © 2023 Peacock TV LLC. All Rights Reserved.

Yeah, there are some names in the credits that I was happy to see. The animation director Brian Leif Hansen has an incredible CV – Pinocchio, Laika, My Life as a Courgette was one of my favorite films of the last ten years…

ZW: I’m so glad you brought that up. Truly, I’ve watched that movie like a million times. Céline Sciamma is actually a huge influence on Brandon and me, because she gave this BAFTA talk that really changed the way we write actually. And then they did the American version, which is cool and everything but, at the risk of being like an NPR cliche, it’s like “the French version was better” – but it is! (Laughs).

BG: Yeah, and to just jump off your compliment for Brian, every single shot we talked about with the animator who was animating it, with Brian next to them. We just had so much trust in all the animators, who are all geniuses, and then also in Brian to have ideas that we wouldn’t think of, because we don’t know stop-motion, and sometimes translate what we were going for if we were talking to them as actors. There’s something that, when we first heard it, I was very scared, which is that in stop-motion, you have one take because it’s so time consuming and expensive to reshoot something. You talk to them, they go shoot the scene, then you see it later and that’s the scene, right? Unless something really terrible happened, you have to go with it. And within a few weeks, their work was so consistently amazing I relaxed, and it was like, “Oh, they’ve got it”. A lot of that was how good the individual animators are, but it’s also trusting that Brian’s overseeing everything, and making sure that everything fits together.

ZW: I think this is something that maybe doesn’t get touched on all the time, but it’s so important to shout out when it happens: Brian had such rigorous standards for the quality of the animation, and such passion, but he was also the team leader. And the way he led was so nurturing, where there were the most experienced, seasoned animators, and then there were people who had literally never done it before, professionally. His quiet leadership of people was so humane, and so artistically exciting. I think that is really so important. You know, it’s like a teaching hospital – you’re doing the thing, but you’re also teaching the thing – and he was a great, great leader in that way.

BG: He cares so much about it being as good as possible, but he also has to be the one who has an eye on how quickly they’re moving. I think the one thing when we’ve talked to other animators that do stop-motion and are like “that’s crazy”, is how fast they worked, that they did these six episodes, which I guess is about three hours of of animation, in like eight months. That’s so fast. So he was the one who was both like, nurturing these animators and making sure they’re doing their best work, but also making sure they move quickly and don’t slow down, or else they would run out of money and the show would be over.

In The Know © 2023 Peacock TV LLC. All Rights Reserved.

Do you plan on doing more with these characters? Another season, maybe, moving forward?

ZW: I don’t know…it takes a long time, it’s the kind of thing where even if we were to start today, it would be a while before they ever appear in any viewable forum. It’s interesting, Brandon and I were talking about it too, that with the election coming, it would be a totally different endeavor. Not a bad one, or a good one necessarily, but different, because it would come out after the election, but you would create it before.

BG: Yes, you’d have to imagine “What will the world look like?” Or what would the United States at least feel like next year? And it’s like, “…I dunno!”

In the Know “Yogurt Week” is screening this week at the Annecy International Animation Film Festival in the TV Films in Competition 5 programme:

  • 11/06 2pm, Cinéma Pathé – Pathé 4
  • 13/06 7pm, Cinéma Pathé – Pathé 4
  • 14/06 9am, Cinéma Pathé – Pathé 4 The complete series is currently available to watch in the US on Peacock.

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Mansi Drawing Bunnyhood Characters. Source: National Film and Television School

The 77th Cannes Film Festival kicked off last week and amongst the celebrities and aspiring creatives gathering at Le Palais des Festivals are a group of National Film and Television School graduates. Their surreal animation Bunnyhood, an exploration of a young girl’s anxiety and made during their time training at the renowned film school, has been selected to have its world premiere as part of the festival’s La Cinéfondation category this Thursday.

Skwigly sat down with Bunnyhood Director Mansi Maheshwari and Producer Ashionye Ogene to find out how this extraordinary team of film school students have found themselves at one of the most prestigious film festivals in the world just three months after graduating.

Having never done animation before going to the National Film and Television School, what did it feel like taking your first steps on this journey?

MANSI: Making animation was a wonderful journey of self-discovery. I never thought I could be patient enough to draw for hours yet here I am. Animating for the first time was definitely challenging as I was around brilliant filmmakers and animators. But even a few hours of work feels so rewarding when you watch your drawings come to life which makes the journey really easy.

Ashionye, what were you doing before you applied for the Producing MA at the NFTS?

ASHIONYE: I lived and worked across North and South America, Africa and the Middle East as a journalist and documentary filmmaker. Covering a wide range of topics on the ground from global business, arts, entertainment to frontline war reporting and international politics.

Right before applying to the NFTS I was working at the BBC as the launch producer on a global business show in the business unit. Since I was a little girl, I’ve always loved stories and the lockdown and COVID-19 pandemic gave me the push to dive head on back into my creative roots and gain the technical skills I needed to become a creative producer.

Where did the concept for Bunnyhood come from?

MANSI: Creating Bunnyhood was a journey that started with a moment of self-reflection. I realised how we often tell lies to protect the ones we love from the harsh truths of this world. I caught myself in a lie, making me wonder why I did it. This story was a perfect choice as it came from my own experiences and allowed me to have fun with the technique.

What was it about Bunnyhood that made you want to work on this film?

ASHIONYE: I watched Mansi’s films in the first year at the NFTS and I was absolutely blown away by her unique talent. I knew that I wanted to work with her for the graduate animation module and I trusted her vision from the very beginning of development. The film is original, exciting and crazy. With a really fun and talented team. A producer’s dream.

Why did you choose to make the film in this unique animation style?

MANSI: I like drawing with simple ballpoint pens and I wanted to do cel animation as I wanted a vintage flyer look for the film. Like old rock band posters. I chose a frosted cel to draw, acetate to paint, the butter paper that divides each acetate to draw the background layer, and finally paint on white copy paper.

We drew the whole film on A5 sheets and then scanned each frame on a copier at the NFTS. It was a long process of animating, colouring, assembling layers, line testing and then scanning. The layers of each frame were stacked physically and not comped in. This was a lot of work and would have been impossible without Paula Gonzalez, Ryan Power, Elizabeth Fraser, Kathryn Haddow, Beatrice Babbo and Lucas Freun, the brilliant animation assistants that stuck with me throughout production.

Bunnyhood techniques. Source: National Film and Television School

The use of colour throughout was very selective, with some scenes entirely in black and white and others with pops of colour. How did you use this to steer the storytelling?

MANSI: I like to limit the amount of colours that I’m going to use in a drawing. I had 5 major colours and I decided to never use more than 2 in the same shot, excluding black and white. Each location had one colour; yellow for home, blue for the outside world, green for the hospital and red for ‘Appendix World.’

This helped in storytelling as when you leave a dream sequence and come back to real time in the film, the colour immediately reminds you where you were in the story.

What were the challenges of producing this animation?

ASHIONYE: There weren’t many if I’m honest. We were fortunate to have an incredibly hardworking team and the best tutors. Animation is a long process and a short film would take longer to produce outside of the academic structure. So in that regard, the biggest challenge was time, but every producer would like more of that!

Another challenge was finding the film’s soundtrack. NFTS animation films feature student composers and sound designers and we’re very lucky as the talent at the NFTS is incredible. The film is so unique so it took us a while to find a sound to match the animation. But Mansi knew exactly what that sound was and together with the film’s Sound Designer and Dubbing Mixer Alexander Faingold and Composer Marcin Mazurek, we created a really powerful soundtrack and soundscape for the crazy world of Bunnyhood.

The use of sound is very effective in amping up the anxiety level. What were the choices behind using voice, cars, chainsaws and other sounds throughout the film?

MANSI: Sound designing was one of my favourite parts of the process. Alexander and I spoke about the story beats and emotion it conveys, and the rest was left to improvisation.

ALEX: I wanted to see how many beats within a scene could be made through the sound and music: choppy, exciting and unforgiving. Anxious when the intensity peaked and reserved and natural for the emotional moments, while comedy gave it a feeling of light heartedness and unpredictability throughout the mad journey of Bunnyhood. In the mix we had a microphone at hand to quickly record sounds or dialogue with our own voices as we watched through, karaoke-style.

Bunnyhood techniques. Source: National Film and Television School

How did you feel when you found out Bunnyhood had been selected for Cannes Film Festival?

MANSI: I never expected or even dreamt about getting into Cannes as this is my first film ever so getting selected was really special. When I heard the news, I was with my mother sitting in a pub. She had come down to London for my graduation. She hadn’t seen the film yet but the joy and pride on her face when she heard that Bunnyhood had been selected made the moment so much more bigger and emotional.

ASHIONYE: It was the best feeling. Euphoria is the word that comes to mind. It felt incredibly surreal but also like the culmination of hard work and dedication which has resulted in something truly special for the entire team.

You can view the Bunnyhood trailer here.

One of just four animations selected for La Cinéf and featuring the voice talents of Nina Wadia (Goodness Gracious Me, Bend It Like Beckham), Bunnyhood will screen at Cannes Film Festival on Thursday 23 May. This year marks the fourth consecutive selection of a National Film and Television School student-made film at La Cinéf.

The post Interview with Cannes Selected ‘Bunnyhood’ Director & Producer | Mansi Maheshwari & Ashionye Ogene appeared first on Skwigly Animation Magazine.

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© GKIDS

We need more films like Mars Express. Jérémie Périn’s debut feature is an original sci-fi animated feature with a complete view of a future where humanity and technology have begun to fuse into one. Unlike the droplets of original sci-fi we get from Hollywood, Mars Express has a consciousness of the political and existential responsibility of sci-fi storytelling. This dystopian view of a future Martian society is a stone’s throw from our current landscape of human rights infringements and culture wars that are stoked to fuel corporate agendas.

Resting upon the inherently cinematic detective story, Mars Express embeds us in a moral quandary surrounding the freedoms of robots. When a girl known for illegally jailbreaking machines – giving them a chance to overcome their programming – goes missing, it falls on PI Aline Ruby to solve the case. While many detective stories act as a way to reinforce the virtues of the law, Mars Express sees its protagonists forced to question their morality. This is especially true for Ruby’s cyborg partner, Carlos Rivera, a robot with the consciousness of a late human, who has to question a society that represses his own kind.

Skwigly caught up with Périn over Zoom to discuss the political foundation of his film, the technological design of this society and making animation on a budget.

Could you talk about where the idea for Mars Express came from?

I always wanted to do a sci-fi movie one day. I tried to create a sci-fi TV show first and then pitched some movies, but every time it failed. Some producers were interested but in the end it didn’t happen. It was a different time. Adult animation was not a thing in France, it was more difficult to do and it’s still difficult today. But I directed a TV adaptation of comic books called LastMan, which was for teenagers and adults and it became a success in France. This brought me the opportunity to do whatever I wanted after that, so I finally made a sci-fi movie. In the field of science fiction, you have many possibilities and we wanted to do some hard sci-fi, something more logical, more scientific, more pragmatic, more realistic. Sci-fi movies at the time were more focused on something I would call magical sci fi, like, Star Wars or in those Marvel movies and stuff like that.

What I like in sci-fi is the opportunity to talk about our present. To talk about political ideas but in a metaphorical way, to push the boundaries of the technologies to talk about the technologies already around us and what they say about us. At the time there were also those tech billionaires talking about leaving Earth to live on Mars or in a space station. I won’t hide it, I’m on the opposite end of the political spectrum to those tech billionaires. So, I wanted to be a bit satirical about that way of ruling society that they have in mind. I, alongside my co-writer Laurent Sarfati, wanted to imagine what it could be like to live on Mars in a society built by that kind of libertarian billionaire. That’s why in the movie you have no trace of any political people. There’s no mayor, there’s no president, it’s just corporations.

How did you go about designing the technology of the film? There’s laptops and phones but also more unfamiliar pieces of tech.

We wanted to have different kinds of technology living all together. We wanted to express that some robots are older than others, so I hired different designers for the robots, just to feel that it’s not the same person who built everything. Also, when you’re out in the street, every car around you comes from a different company, so we try to replicate that on a smaller scale, of course. All those mixed technologies are also there to express this feeling of a more natural society organised with different companies and possibilities of design. And the fact that Carlos’ head is a hologram comes from that. It was something we had in the script that Carlos’ body is an older model compared to many other robots in the movie, and so I had this idea of making him a standard body and his only originality is in his face. It’s like your profile picture on your Facebook page, you know, all Facebook pages look the same except for your own picture. Also, usually in movies, when you use a hologram, after five seconds the hologram is glitching for the audience to understand, it’s a hologram. And I was like “No, it has to actually work!” There’s no glitch. It’s a little bit transparent, and he has a head separated from his body, it’s like a ghost. So, it’s a way of telling his own story visually.

© GKIDS

The film takes in a lot of influences from classic sci-fi and video games and anime. How do you balance absorbing those influences and avoiding tropes?

I try to trust my feelings. Some tropes are really interesting because you can use the expectation of the audience. If you succeed in using a trope, but right after you’re twisting it, it’s okay to me. So it depends on the effect you need to have in your sequence. But sometimes I know I’m in a cliche but I don’t have a better idea. Sometimes you let it go. I try to think about the tropes as an audience member, like, if I watched that in a movie, would I be annoyed by it? It’s more of a feeling.

There’s a warmth from that familiarity and sometimes you rely on those tropes for worldbuilding.

Yes. I don’t really like to wink at the audience, it has to mean something when you do some references. In the movie, there are some quotes, but they are more for the audience to understand the situation.

People often talk about the limits of 2D animation, but Mars Express feels uncompromising in its dynamism. How did you achieve that?

Well, sometimes the background is in 3D, so we mixed the techniques. And in the beginning, it was more to express having, on one side, humans that are hand-drawn, and, on the other, robots that are made by machine. There are still people behind the computer to model them and to animate them, but the rendering is manmade for the humans, and the robots are rendered by machine. I thought that idea was funny. At the same time, I knew we would have cars and robots in 3d, I was like, yeah, sometimes we could have the background in 3d. As an example, in the car crash scene, all the background is in 3D because there were so many cars in it, it was more simple to do it all in 3D, just to have the cars in the right perspectives. As I knew I would have a 3D background, I knew I could do some camera movement and play with depth. I knew while reading the script that a 3D background would be more efficient.

© GKIDS

What’s the secret to maximising a small budget to tell a grand story?

We had to cut some scenes, we had to shorten some sequences and stuff like that. In general, animation is expensive, let’s say that the minimum of an animation movie budget is higher than live action movies. But at some level, it’s the same to tell a story in a kitchen as in a spaceship, because it’s just drawings. It’s not exactly true, because you have to design most sci-fi movies, but in live action, the movie would have been way more expensive, especially in France, it would never have been possible to make it. Also, I grew up with Japanese animation which was full of tricks to make it bigger than it is. So I used a lot of the tricks I analysed on those animated features. And also, the way we are making our movies in France, and I guess it’s the same in Japan, but we have this ‘poor people methodology.’ We know that we won’t have a big budget, so we structure our way of making movies differently than you would for DreamWorks or Pixar or Disney movies etc. I think when you have a big budget, I think you can easily throw away some shots or make them twice or three times and go back to script while some shots are already rendered and stuff like that. We can’t do that. We have to be very sure about ourselves before going to the next step.

Mars Express is out in cinemas across the US today, for info and tickets visit gkids.com and keep your eyes on Skwigly for future news of the film’s international distribution.

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In our series of interviews for Autism Awareness Month, I have had the privilege to speak with other autistic people who have worked within the animation industry and neurotypical individuals who have written and created short films and television shows featuring characters on the spectrum. For this year, we are joined by two YouTube animators to discuss their careers on the platform, sharing their experiences as autistic content creators, and how their audiences have reacted to their work since both came out on the spectrum. (You can read our interview with Ilyssa from Illymation here.)

Cy started her YouTube channel, Cypopps, nearly four years ago and turned her childhood and adult stories into short animated videos, some of which have focussed on her autistic experiences and have become popular among her fans. Taking the time to join us and answer our questions, Cy shares with us her journey into animation, collaborations with other content creators on the spectrum, and what her audience can expect to see on Cypopps later this year.

Cy Shocked. Image supplied by Cypopps.

How did you start your career in animation and what made you interested in becoming a YouTube animator?

As a kid on the spectrum, I always loved animated media because it was easier for me to understand. I could not read the facial expressions of the people in live action TV shows, but cartoon characters had exaggerated emotions that made sense to me, and I connected with them. This led me to making my own original characters, stories, and worlds. I always dreamed of creating an animated TV show.

As I grew up, I tried to think more practically, more “realistically,” and I strayed away from art and animation for a while. During the pandemic, life paused and I was able to really think about my direction, and I realized I still wanted to do art deep down. I have also been drawing comics since I was a kid, and I decided that would be how I’d get back into art, which felt scary because I’d been away from it for so long at that point. I decided to talk about my autistic experiences through comics as I retrained my hand to draw and grew new skills at social media and connecting with people. And to my surprise, these comics were very successful online, and some were even published in the comic anthology Sensory: Life on the Spectrum.

The success of my comics really gave me the confidence boost I needed to create animations. While I still have more comics planned down the road, it is not unheard of that a webcomic creator will transition to YouTube animator, so it felt like a natural progression to me. Which lead me to today, eighteen videos later, an animation YouTuber with close to eight hundred thousand views. I consider myself to be very early in my animation journey, and I can’t wait to see how I continue to evolve in the years to come.

Since you came out to your audience as autistic a year ago in your video, I’m Autistic, And Here’s How People React To My Autism, it has been your most popular video to date on your YouTube Channel. What was it like to have a successful video on this subject and how has that impacted your following videos?

Oh yeah, that video is definitely my biggest, I think last I checked it was like at one third of a million views. I can’t even imagine that many people in a room, and it’s like… all of these people heard what I had to say about autism? That is just crazy to me.

It’s amazing to have other autistic people and supporters of autistic people interacting with my channel as a result of the video, so I am super grateful that people have really attached to it the way that they did! It feels like people really connected to the video based on the majority of the comments, and I appreciate that so much!

On the other hand, there can sometimes be pressure to make only autism content because of the demand, and I try not to give into that pressure to make all of my art about autism. I have a lot of other concepts to tell stories about!

Cy In Class. Image supplied by Cy Popps.

In your four years of content creation on platforms like YouTube, TikTok, and Instagram, what has the reaction been like from the audiences when they see a clip from your autistic videos or read one of your comics?

Most people react really well and are super complementary if they have something to say about it! A lot of people have told me that they relate to my depictions of autism in my art. Or they experience something similar to me, but in their own different way.

A lot of the time, people will start telling their own stories about their autistic experiences in the YouTube comments, which I often enjoy reading. People seem to connect most to the YouTube videos I think because they are longer and give more context. It’s hard to get the full picture of someone’s life or experience from a nine second TikTok, you know?

If I ever experience some negative audience reactions, I just consider it a blessing in disguise. I’ve learned this means my art has reached outside of my bubble. The algorithms of social media are an echo chamber, and if my video has broken free of my echo chamber, that means I’m reaching new people. So I have to just appreciate everything that comes with that.

You have collaborated with other autistic content creators like Alienated Anna and Bex Ollerton. What was it like to work with other artists on these different projects? Are there any other animators you would like to work with next?

It’s always amazing to work with other artists! Both Bex Ollerton and Alienated Anna are super kind and talented artists in their mediums!

It’s great to collaborate with other autistic artists because you might have some of the same difficulties and understand each other because of that. For example, I usually prefer to collaborate with people over messaging, rather than calling or video. It gives me time to think through my thoughts and respond, and I don’t have to read expressions or remember to look at faces. I’ve found that a lot of other autistic artists seem to prefer messaging as well. While I am trying to get better at other forms of communication, it’s nice to not necessarily have the pressure to have to do that.

I don’t really have a running list of animators I want to work with… it just seems to happen pretty naturally and organically. I would love to talk with the animator Illymation. She seems pretty cool.

Will you continue to make animations that tell more of your autistic stories? And what can fans expect this year?

People who watch my channel can expect more autistic stories this year! I have a new animation out on YouTube and it is the story of how I came to receive my diagnosis, viewed through the lens of everyone thinking I was just really shy.

Fans can also keep on the lookout for some experimentation on my channel in the later half of the year. I want to try out some different formats and maybe even some new characters.

You can watch Cy’s videos on the Cypopps YouTube channel and follow her on TikTok, Instagram and X.

The post Autism Awareness Month: Interview with Cy from Cypopps appeared first on Skwigly Animation Magazine.

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Last month saw the announcement of the winners of the 28th British Animation Awards at a ceremony held at London’s BFI Southbank, presented by comedian Henning Wehn. Among the finalists were two graduate animations from Arts University Bournemouth (AUB), Diana Blázquez Martín and Katherine Galley’s Moonseeker and Sena Miyazaki’s Cortex, the latter taking home the coveted prize for Best Undergraduate Film.

Cortex is the story of a desperate man as he undergoes an experimental trial with a new technology called CORTEX, embarking on a journey through his mindscape to reconstruct his memories and modify his past trauma.

Director Sena Miyazaki, now graduated and working in Manchester on a new Disney show due for release this summer, shared his thoughts on the making of Cortex and his BAA win.

On the inspiration behind the animation:

The idea for Cortex originally came out of lockdown. I was alone with my thoughts a lot and my only escape was into creativity. I was thinking about the powers that new technologies can have over us and our reliance on them, especially in countries like Japan.

On his motivation and developing the idea:

I’ve always been super motivated and driven. As well as studying at uni, I also took some additional online courses to really hone my specialist skills.

In 2022, my third year at AUB, I was working on Cortex and had a rough idea of what I wanted the story to be, but I hadn’t quite got it. So, I took a short course in visual storytelling at GOBELINS in France where they mentored me for a couple of weeks to develop the story.

I’ve also taken short courses with the artists that I really admire. A lot of artists run their own courses and it’s a great way to make industry connections while you’re still at uni. It’s also a great way to emulate a specific studio if you’re looking to work there in the future.

I also reached out to artists to ask them for advice. This led me to finding more events that I could go to, more workshops I could join, and more portfolio reviews. Events like the Annecy International Animation Film Festival in France are amazing to go to for meeting artists and people in the industry. I recommend everyone goes there if you’re looking for a career in animation. When I went to Annecy, I saw one the artists I really admire and I just went up to him and spoke to him. I just told myself that I’d regret it if I didn’t, so I did!

Sena Miyazaki (Photography by Chris Cooper, Shotaway – image provided by AUB)

On what’s next for the director:

Trying to find a better life-work balance I think. I would love to do more of my own work too and work on more feature films. At university you have the time and creative freedom to produce what you want, that’s not so easy once you’re working.

I feel like this award is an accumulation of all the hard work I’ve been doing over the last few years. I’m just so grateful for everything, the opportunities I’ve had and the support from AUB and from the industry too. I’m still not sure if the news of the award has really sunk in for me yet. I do know that the 2022 me would be really proud of everything that’s happened, and especially proud of this award.

For the full list of this year’s BAA winners click here.

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In our series of interviews for Autism Awareness Month, I have had the privilege to speak with other autistic people who have worked within the animation industry and neurotypical individuals who have written and created short films and television shows featuring characters on the spectrum. For this year, we are joined by two YouTube animators to discuss their careers on the platform, sharing their experiences as autistic content creators, and how their audiences have reacted to their work since both came out on the spectrum. (You can read our interview with Cy from Cypopps here.)

One of the most prominent and recognisable YouTube animators, Ilyssa Levy from Illymation has created and shared emotional, funny, and hard-hitting stories from her personal life that have attracted millions of viewers. Last year, she shared her first video on autism and her experiences on the spectrum, which not only received over four million views but saw her make a follow-up video on the same subject. Taking the time to join us and answer our questions, Ilyssa shares with us the inspiration behind her videos, how her fans reacted to her coming out as being autistic, and how she thinks representation of neurodiversity on YouTube has changed throughout her career.

Illy Driving. Image supplied by Illymation.

You’ve talked a lot about the many chapters in your life on your YouTube channel. Why did you decide to share your autistic stories?

Growing up, I felt like there was something wrong with me. There were things I struggled with that my peers didn’t. And while “nerdiness” was a label I came to accept for my intense and undying interests, it didn’t quite explain things like my sensitivity to certain fabrics and loud noises. Finding out I was on the spectrum helped me begin to unpack the anxiety and shame I was carrying into every social interaction since grade school. Now that I had this enormous revelation, it made me wonder, how many people in my YouTube audience feel this way too? How many were diagnosed as children, and how many didn’t? Diagnoses aside, there would likely be stories that revealed shared experiences and words of encouragement that I could provide to viewers.

When I first set out to make videos years ago, my intended audience was merely a past version of myself I wished to comfort; but as I’ve learned with every upload discussing a vulnerable topic, there are many people seeking that same comfort, and I’m always looking out for more opportunities in my storytelling to provide that.

Middle School Illy. Image supplied by Illymation.

Since you came out last year as being autistic in one of your videos, how has it impacted your relationship with your audience and the artists you collaborate with?

Thankfully, my audience welcomed me with open arms. Many kind comments from viewers shared they were on the spectrum as well, and they felt less alone knowing a stranger like me, and thousands of others in the comment section, struggle with similar things. Without outing anyone, some content creators I met after my video went up disclosed to me they were also autistic. I’ve been very lucky to have made some new friends.

In your Dating (when you’re autistic) video, I found your segments on Spoon Theory (a metaphor to describe the amount of energy people have for daily tasks) and Masking (a technique where people copy others to blend in) were well executed and educational, especially as an autistic adult, who personally never heard of them before. What is your process towards your research for your videos and how do you implement them into your animations?

Thank you! Because my videos focus on my lived experiences, I make sure my research includes a good mix of facts (so the audience can be directed elsewhere for more information or support), as well as other personal accounts. I, along with every YouTuber I know, will send their video scripts to friends for feedback. But for videos with deeper topics like this one, I make sure to reach out to others who I know have specific knowledge in the topic and can provide very valuable feedback and suggestions. For Dating (when you’re autistic) it made sense to not just ask my boyfriend to look over the script, but to also play a major role sharing his stories in the video!

Illy and Boyfriend. Still supplied by Illymation.

Throughout your career on YouTube, how do you personally feel that representation and inclusion of neurodiversity has changed on the platform from when you started to now?

When I think back on the early “style” of YouTube humour, the r-slur was a commonly used insult, and many skits only featured autistic people or traits in a negative light. I think we have come a long way, but there is still plenty of room for improvement. The new way I’ve seen online bullying against autistic people is to spam the comment section with words that sound similar to the r-slur or the word autistic (“I think they’re restarted. or “Are they acoustic?”) and I can only imagine how difficult school must be for autistic kids today. It makes me glad there is a growing community, both online and off, for autistic people to find each other and feel less alone!

While I’m sure fans can expect more videos to come this year, would you like to make another one on autism?

I’m not sure! I didn’t anticipate making a second video discussing autism until I was dating a fellow autistic person for the first time and having new revelations. I think only time will tell!

You can watch Ilyssa’s videos on the Illymation YouTube channel and you can also follow her on Instagram and X.

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Irish-born animator Conor Kehelly, presently living and working in London, has created a remarkable, surreal short film that uses dark humour to discuss what it is to be a human navigating the weird and often unpredictable nature of life. The Final Nail in the Coffin is Conor’s his first film since studying at Manchester School of Art, created independently around his commercial work. Conor also lends his musical talents to the film, crafting a brooding soundtrack that carries the narrative through to its surprisingly hopeful ending.

The almost brutalist minimalism of the design, with its heavy emphasis on block shapes, texture and lack of colour, is in one regard an efficiency measure by Conor to aid in both the storytelling and animation. However, the design also lends the film an elegance that is demonstrated throughout the film, perhaps most succinctly in the opening credits in which every word of the title is connected by a single line, symbolising both the connective tissue of the story and the titular nail. This works in tandem with the humour of the film, which allows the audience to react to its darker and grander themes. Born from a promise made by an artist to themselves to continue to explore their own work after leaving art school, The Final Nail in the Coffin demonstrates a commitment to creative development and pursuing one’s own artistic voice alongside industry work.

https://www.skwigly.co.uk/wp-content/uploads/2024/03/23.02.26-Hammer-Trailer-First-Minute-12.m4vAbove: The opening minute of The Final Nail in the Coffin (Dir. Conor Kehelly)

Having been selected for various animation festivals including Monstra, Pictoplasma, British Shorts Berlin and our own Skwigly Screening at the 2023 Manchester Animation Festival as well as winning the Best Film Award at Singapore’s Cartoons Underground and Best Late Night Bizarre Award at London International Animation Festival, we were able to ask Conor a few questions and get a better insight into the film and the filmmaker himself.

How did you first come to animation?

I watched the typical popular animated shows on Cartoon Network growing up, but the thing that flicked the switch in my head for wanting to actually make it was due to having unsupervised access to the internet during the flash-animation renaissance. I was obsessed with the janky but passionate work made by these outsider artists on websites like Newgrounds and albinoblacksheep. The majority never did it for money or fame. They usually just had an odd idea, a crap drawing pad and a lot of time. I was probably 6 or 7 years old so didn’t have the technical skills to learn how to “acquire” Adobe Flash until I was 14 or 15, but the Flash animation community of the 2000s was definitely the igniting spark.

The narrative follows some pretty bizarre characters that are linked through some equally unusual circumstances, was any of the film based on real events or was it totally fabricated story?

It was completely fabricated. I think the only idea that was loosely inspired by reality was one day walking to work when I first moved to London. I walked past scaffolding and heard a faint noise of someone shouting. I looked up and a cockney guy in a high vis shouted down “Oi mate. Nice socks.” I was wearing bright orange socks.

Still from The Final Nail In The Coffin (Image: Conor Kehelly)

Your film has this brilliant surreal wit, where do you feel this humour comes from?

It’s a played-out answer probably but I think being born and raised in Belfast in the North of Ireland has shaped my humour a lot. I think the troubles really damaged a lot of people during the 1960-1980s and in doing so, it damaged their humour a bit. Now their children, my generation, have absorbed that dark biting humour without as much of the traumatic baggage that comes with it. As for it being surreal, I think that is just the result of being terminally online for my whole life. With the advent of TikTok, Instagram, YouTube and the like, it is so easy to have an unoriginal thought. Every possible idea and joke has been played out, so I guess trying to find things that are still funny or thought-provoking requires us to think of ideas that go against what we think we know. Everything is hidden under so many layers of irony now that humour has become a gut instinct and it is really just hoping that the audience in some way will think like me and “get” it.

Visually you have developed a really clear identity in your work. There’s a graphical sense to your character and environmental design that feels representative of classic modernism but with a very contemporary look, where do you draw inspiration from?

My work is mainly born out of functionality and essentialism. I am one person making work in the tiny gaps of free time I can grab during the 9/5 work week. I really just got into my head that the idea is everything. The visuals are just an aid to help the idea stand up properly as best it can. I wanted to disarm the audience of prejudice before coming into the animation, so I thought if I designed the animation to look raw, sore and broken from the beginning, any small missing details and technical errors would sit in harmony with the style. The stereotype of animation is that it is for children, so to counteract that I just leaned into it with the character and set designs. Wobbly lines, building block bodies and overly expressive key poses. People think the intent of the animation is to make them laugh and hopefully, they believe that until it hits a point where they slowly realise I want to say a little bit more.

Still from The Final Nail In The Coffin (Image: Conor Kehelly)

The film was your first after graduating from Manchester School of Art, what prompted you to make a film independently?

I think the only goal I ever set myself after uni was to not make my grad film my last. I find it sad that we only really get one chance to say something with our art, before being thrown into the deep end. My grad film was not what I wanted to use as my short film career gravestone. I hope the shorts I make act as milestones in my life somehow. I have probably jinxed it now and will struggle to make anything ever again. Hopefully not though.

There’s some really strong music and sound design in the film that you also did, could you tell me about that process?

I was a classically trained double-bass player before I swerved into the animator lane. A guilty thought has always sat in the back of my brain telling me that I wasted a lot of time and money in music equipment, training and software over the years. But in starting the process of this film, I realised I could have a lot more control if I built the music alongside the film, swapping out temp tracks for my own scores. I bounced around many many genres. At one point the music was very chaotic and electronic, like synthesized jazz but as I kept building on the ending, I ended up stripping back layers and layers until it became more quietly uplifting and sweet sounding. The final result ended up being heavily inspired by the types of songs you would hear during a funeral march.

Still from The Final Nail In The Coffin (Image: Conor Kehelly)

How have you found the response to the film?

People have been very kind to my film. I think I am a very “glass half empty” type of person when it comes to my work but it is heartwarming to see people genuinely laughing and thinking about it. At least, I think they are genuine laughs. Although sometimes I am fighting imposter syndrome when my film is wedged between these big-budget grandiose shorts at film festivals, it is interesting that my film and its small humbling budget and production value seem to garner the same positive responses.

I can see from your various social media platforms that you are working on a new film, can you tell me anything about that?

I don’t know if I would call it a new short film yet. I am not sure what it is at this point. It started off as a 30-second TikTok. But I ended up adding lines and in-betweens and now it has landed somewhere in-between. I don’t want to say much about it at all yet. It may never see the light of day, but I will say that it is a lot more polarising and strange than the Final Nail In The Coffin.

Still from The Final Nail In The Coffin (Image: Conor Kehelly)

You can see more of Conor’s work and find out where his film is playing next on his website and his Instagram.

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The Inventor is a stop-motion film that focuses on the complex life of Leonardo da Vinci, probably one of the most well-known artists and inventors of all time. A genius who was a key figure in multiple scientific and visual art practices, da Vinci’s life and work could be told across multiple feature-length biopics. It is, however, his duality (and, ultimately, his humanity) that is at the centre of writer-director Jim Capobianco (Ratatouille, The Lion King)’s retelling of his life.

With his creativity shackled by his benefactors – firstly the pompous pope and then the powerful young French King Francis I – da Vinci finds an unlikely companion and kindred spirit in the King’s sister Marguerite (voiced by Daisy Ridley, Star Wars), a friend and muse to the artist and inventor in the last stages of his life. The film boasts an impressive cast, with British actor Stephen Fry as the titular Leonardo, Marion Cotillard as Louise de Savoy and Matt Berry as Pope Leo XI.

Growing from Capobianco’s previous 2D short film Leonardo, also about da Vinci, the feature makes use of puppet stop-motion characters – reminiscent of the classic American stop-motion works of Rankin and Bass – with 2D animation to capture a body of work spanning various innovations, detailed anatomical diagrams and world-renowned paintings among his other ventures. Created in collaboration with French-based Foliascope Studios and co-directed by the talented Pierre-Luc Granjon (Anatole’s Little Saucepan), a truly passionate team was brought together to create a poignant film full of warmth that seeks to present the necessity of creativity in the pursuit of knowledge and a better world for the many, rather than the wealthy few.

Ahead of next week’s UK theatrical release, Skwigly were able to speak to Jim Capobianco about the long journey that brought the story of Leonardo from the page to the big screen.

Leonardo da Vinci is probably one of the most famous inventors and artists in history. What was it about him, personally, that you felt connected to?

I think for me, it was because we know that he was this famous and amazing person who could do no wrong, who was interested in all these different things, a genius. I wanted to tell the other side of that story, the real human aspect of Leonardo da Vinci. Because he did question himself, and thought he failed. He did fail, sometimes with his ideas, and procrastinated and got distracted. He wrote grocery lists in his writings. You realise that this guy really existed, obviously, and was a real person. So that kind of aspect is really what I wanted to work around because, to me, that’s an interesting character that we can relate to. A character that is just a genius could be boring; not many of us are geniuses, so it’s a little hard to relate to them – and you can even hate them, in a way. So I really wanted to tell the warmer side of him and create that kind of a character.

Still from The Inventor by Jim Capobianco

You have a very impressive history in the industry, working on multiple, incredibly well-loved projects. Is this your first feature as a director, and what did you learn from taking on the role?

I’ve directed before, but nothing this long. And I did enjoy directing, I felt like I could do it well, and I thought I could just play in a world that’s a little bit longer. But I think more than anything, it was just the idea. I wanted to write the script in a longer format than other things I’ve done in my own work. Then one thing just led to another, and we made it. Someone needed to direct it, so I directed it, but I don’t know if I ever felt I had to be the one to direct. It was more due to being a filmmaker, having an idea for something that just needs to be made and seen and created. I think that was more of the impetus than just to direct.

A director born of necessity, rather than ego.

Exactly. Yeah, that’s very true.

Still from The Inventor by Jim Capobianco

This is also your first foray into stop-motion. There are obvious links between the engineering qualities of Leonardo’s work and stop-motion, but what made you select it as the primary technique in the film, and how did you find the process?

Yeah, so it’s exactly what you just said. I love stop-motion and I love drawn animation and I thought the film should be made with drawn animation for sure because of his drawings. But then I thought “Drawn animation is not as popular as it once was, with the people who hold the purse strings, and stop-motion keeps coming back, there’s always an interest in it. I’ve always loved it, I didn’t know how to do it but it felt very like Da Vinci to me as well, as you mentioned. So to me, those two forms together would be the perfect way to tell a story about Leonardo da Vinci. I figured, even though I didn’t know how stop-motion worked, I would find people who did.

It was very beneficial to have a co-director who knew stop motion, Pierre-Luc Granjon, who has made many stop-motion films, mostly short films, but also the longer form film The Four Seasons of Leone. I discovered and was inspired by his films before I knew him, from when I was looking at all the stop-motion films I could find. Then, when I started with Foliascope Studio in France, the head of the studio Ilan Urroz asked if I wanted to meet Pierre-Luc as he had worked for them and I thought that would be cool. Then he suggested that he may be a good co-director. We met and it was like two brothers who had been separated at birth! I was attracted to his sensibilities because I liked his films, and our sensibilities connected really well. He’s just such a wonderful human being that it worked out perfectly, because I got to learn from a master and I could concentrate on making sure the story was told properly. So it was a perfect combination of people.

Co-directors Pierre-Luc Granjon and Jim Capobianco on set.

Within stop-motion, there are so many different processes and different techniques. Did choosing a more Rankin and Bass aesthetic for the film come directly from the short or any of the people you worked with?

It came from me, most of all. I sent those films over to them and I think it was the first time the French team had seen them, as they’re very American. I don’t know if their films get out there much beyond America, so I think that opened their eyes a bit. I think they also hoped that I didn’t want it to look as crude. I like dot-eyed characters, I think there’s something cute about them; I designed Leonardo for the short that way, so if this film was an outgrowth from the short then he would have to look like that Leonardo as well.

I think that my design sensibility lends itself to those older Rankin and Bass-looking films. I just love the simplicity of design in them and I think that’s just what I gravitate toward. I was also inspired by Jiří Trnka, Karel Zeman, George Pal’s work and also more modern studios like Screen Novelties here in the US who do amazing work and are inspired by all those historical stop-motion people. Their work was also inspiring to me because they handle stop-motion in a way that’s a little bit more like 2D animation, using very broad caricature movement and acting, which is very hard to do in stop-motion. They’re good friends, too. So I also introduced the Europeans to their work, Elf: Buddy’s Musical Christmas especially.

Still from The Inventor by Jim Capobianco

Was there anyone else who greatly aided in the film’s production?

Our line producer, actually, Kat Alioshin who worked on Nightmare Before Christmas and Coraline, and all these very accomplished American stop-motion films. She brought her production acumen to Foliascope, which needed to be really structured and planned-out because of the budget and how ambitious the film we were making was. So she brought that way of thinking to the project. Kat and Pierre-Luc, together, really made the film run so smoothly, and we didn’t go over budget or time, because of their planning – it was perfect. She’s also really funny and fun, so she brought a lot of levity to the studio, and people just loved her. She really understands artists and I think that’s really important.

Still from The Inventor by Jim Capobianco

Getting an original animated feature off the ground is no mean feat these days. Can you tell me a little bit about the journey from the original short to the feature?

After the short, I thought maybe I could make a feature film around Leonardo. And I thought maybe these three years at the end of his life would be interesting, to take a piece of his life rather than his whole life story. Originally the story was going to be focused on Leonardo’s support of the king, a kind of a King Arthur and Merlin story, but we’ve kind of seen that before and it wasn’t going anywhere for me. Then I learned about Marguerite, the king’s sister, who was this amazing Renaissance woman, and I thought “Well, maybe Marguerite learned more from Leonardo da Vinci than the king did”, which gave me this story to tell. From that point, I wrote the script and then I met Robert Rippberger, who became my co-producer. He was a real go-getter and started to run around looking for money. We went everywhere – LA, Canada, Ireland, Luxembourg, Belgium and Italy, for a while, looking for money to support the film. Over the ten years it took to finally pull everything together, we just kept banging on doors and in about 2016 we made a teaser trailer to show what it would look like, which helped serve as a showcase of what it would look like; these are the sensibilities that we’ll have, how we will integrate 2D and stop-motion, how we will deal with the dissection in the film. These were all things that we were running up against. It was a lot better to show than tell.

The trailer was made in 2016, just as I left Pixar. Then up until 2020 – so for four more years – we were still running around with it. During this time I was still developing the film, I was writing the script, storyboarding it, bringing artists in when I could, to help design and create concept boards. Because with each new element, we could add them into the presentation and say “Look at this beautiful piece of art” and wow people with the project. Eventually we connected with Ilan Urroz, who loved the project so much and wanted to make it happen. With a French production studio, we were able to pitch at Cartoon Movie, which is a forum for pitching where you can get producers, distributors and sales agents. So we pitched the film and it did well. I had to tell them all that I had French blood in me, having made Ratatouille and all the other projects I’ve done, because I was the first American to pitch there, and people were wondering why some Pixar guy was pitching at there European animation conference? So it went really well and that got us going. It was a long road.

Still from The Inventor by Jim Capobianco

I understand that the music was a slightly late addition to the film, could you tell me a little about your collaboration with Alex Mandel, bringing those musical elements into the film and how you felt that helped the characters develop in the film?

So Alex and I know each other from the short film I made Your Friend The Rat, that I brought him on to help me with. I knew he was a very versatile composer. He came on to the film very early on when I was developing the script. I would give him ideas and he’d start working on the themes for the film. He did the score for the teaser trailer we did as well. But what happened was, there’s a scene in the film where Leonardo builds his workshop, when he arrives in Clos Lucé, his home in France. I didn’t want to just see people moving in boxes of paint materials, paintings and contraptions. I thought it’d be interesting if he built the workshop around him and it assembled around him, what with it being stop-motion, you can have things just pop on and appear, which would be really fun. It also felt musical to me, it felt like a song moment, which I had mentioned to Alex. So he created a song for it which was really fun. So we had this one song, and then somebody who saw an earlier version said “How can you have one song at the end of the first act? It’s gonna come out of nowhere. You should have something in the beginning to establish that there will be songs in this film”.

One thing led to another and we started adding songs to the film. In a way it helped bring out these character moments. I don’t think of the film as a musical because it grew out differently. It’s more like the original Pinocchio film; I never think of that as a musical, but it has songs in it. I think that’s the way I look at this film, because it doesn’t follow the structure of a musical, we just thought “Let’s put a song here and they should have a song there”. We also had Marion Cotillard in the film, so we felt she should sing something, so we gave her the En garde song. So that’s how we ended up having songs in the film.

The Inventor will be released exclusively in Vue cinemas from 8th March in the UK.

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The Debutante by Elizabeth Hobbs is an experimental tour de force based on the partially biographical writing of the British-born surrealist artist Leonora Carrington. Hobbs’s new film takes the uptight world of 1930s debutante society and imbues it with an impish sense of wild freedom. Created and funded in collaboration with Animate Projects and the BFI Short Form Animation Fund, the stunning work by BAFTA-nominated animator Lizzy Hobbs is a remarkable expression of avant-garde filmmaking, that radiates the power of its radical feminist narrative. This synergy between medium and subject can be seen in a mixed-media approach that combines collage, 2D, ink, paint and rotoscoping. Aided by a core team of editor Mark Jenkins, composer Hutch Demouilpied and Abigail Addison of Animate Projects, the film has journeyed far and wide screening at over 100 festivals, picking up multiple awards in its wake and was shortlisted for an Academy Award nomination last year.

Ahead of the 2024 British Animation Awards, in which the film is up for the Best Short Film award, we spoke to a long-time friend of Skwigly Lizzy Hobbs about her past, present and future creative intentions and what it is to presume creative freedom and independent thinking in the auteur filmmaking landscape.

Where did you study and what was your journey into animation?

I did a foundation year at Chelsea College of Art, then I went to Edinburgh College of Art to study Illustration. After I graduated I really got into printmaking, thanks to the Edinburgh Printmaker’s Workshop, and printed small editions of artists’ books for 10 years. I made my first animation while I was doing a Postgraduate Diploma in Electronic Imaging in Dundee around 1999.

What prompted you to move into moving imagery?

I was printing and binding these small editions of prints and artists’ books, sometimes only 10 copies of each. I was able to sell them to museums and galleries, including New York Public Library, Museum of Modern Art, New York, but I could only show them to a few people before they were no longer pristine enough to sell. I was also keen to try and expand my storytelling options, and I was very attracted to the darkness and drama of the cinema, as well as the ability to add sound and humour through timing and movement, so animation was a really exciting next step.

Still from The Debutante by Lizzy Hobbs

So presumably, narrative was a big part of your art practice before moving into animation as well?

Yes, I’ve always loved storytelling. Although that wasn’t the only part of the process that I carried over from my printmaking practice into animation, I try to retain a combination of the experimental and methodical in my attitude to animation, and I always try to respond to the materials possibilities of the medium. In that way I don’t think you can become bored or run out of ideas.

The Debutante was based on a short story written by the artist, Leonora Carrington. Can you tell me a bit about her and how you came across her work originally?

I knew a bit about Leonora Carrington, I admired her feminism, and her surrealist paintings, and then five years ago I read her short story called The Debutante. I didn’t even know that Leonora Carrington wrote short stories. I was really struck by it, I just couldn’t believe how bold it was. She wrote the story in 1938, in French, which wasn’t her first language, and in translation it has a bald syntax that sort of really tells it without any fanfare. I just loved it. It’s semi-autobiographical; she had also been presented as a debutante at the court of George V, and didn’t want to go down the route of being married. She escaped with Max Ernst to France and then wrote this story based on her experience of that.

Still from The Debutante by Lizzy Hobbs

What were the circumstances? Did you have to make contact with Leonora Carrington’s estate in order to get permission to make the film?

I first contacted the Leonora Carrington Estate in 2016. I wrote them a letter saying I really loved the story and was there any chance I could adapt it for animation. They initially didn’t want to, they were very polite, but they didn’t want an adaptation. I kept in touch with them and then when I got the BAFTA nomination for I’m OK in 2018 I thought perhaps having made a successful film about the artist Kokoschka would reassure them that I wasn’t going to do anything that would be detrimental to her memory. It maybe wasn’t to do with that, but they said yes, and at the same time Abigail Addison from Animate Projects came on board and we were lucky enough to get BFI funding to go into production.

So the film, like many of your previous films, has a new experimental process, this time incorporating elements of rotoscoping. Your work is always so expressive and fresh, what was new or unique for you on this project?

Thank you, I included rotoscoping because I wanted the film to feel like it was set in 1938, when it was written, so that the story makes more sense. It’s important that we are embedded in the world of smart clothes, grand houses and a social occasion in which you have to get everything just right. Only then can we appreciate the surreal contrast with the smelly hyena in the zoo and the chaos that she brings to the event.

There’s a real joy and freedom to your work. Why is experimentation so important to you as an animator?

Oh, good question. I love talking about that! I think for me animating can be a bit boring if you know exactly how everything is going to turn out from the beginning. Robert Breer made a suggestion that when he was about to animate he experienced a heightened awareness, which I really resonate with. It feels like an excited readiness. So I always tried to make something that is a bit surprising for me as well as other people. I usually try to see what I can manage without and try to capture it all in the moment, under the rostrum. You could make The Debutante film in a hundred different ways, every animator would do it differently and it’s so good that I think it would always make a great film, but in my adaptation I wanted to recognise the wildness in the story so that it really kind of shines out of the image, this shocking, joyful story that she’s written.

I find that interesting, like you say, because everybody approaches filmmaking – particularly animation – differently. Obviously, you had the text you were basing the film on but when you first approached a film like this, what comes into your mind? Do you come to a film with a kind of visual idea or any kind of motif or any scenes? Or is it very much based on text and mood or energy?

It’s a really good comment, because sometimes when I’m working with students who are making an important film to them, they often procrastinate with scripts and storyboards, and I ask “Is there something you can just put down? A place that you can start, an image or animated sequence that you really like so you can just dive into it?” (alongside the important work of storyboards and animatics!)

Funnily enough, in this story, there’s this scene in which a bat comes in the room from outside and she jumps behind the sofa. And that was the image that I had in my mind for ages. I kept animating it. And actually, it didn’t make it into the film and everything else became kind of more exciting as I was going along. But this bat and her behind the sofa was originally quite a key moment that I was focused on. As I made the film, she became a bit bigger and a bit more powerful. And her cowering behind the sofa didn’t work in the end.

Still from The Debutante by Lizzy Hobbs

The film was made in collaboration with Animate Projects and with the BFI Short Form Animation Fund – what was the process like from application to final delivery?

It’s always brilliant to have the chance to work with Abigail Addison at Animate Projects. We applied as a team for the first round of the BFI Short Form Animation Fund. It opened for applications just as we had been given permission to use the story. Abigail was really excited by Leonora Carrington’s The Debutante as well and we had worked together on a few films before, so we were in a good position to apply. The fund allowed us to work with my long term collaborator, the editor Mark Jenkins, who brings a lot of story rigour, and then we were able to work with composer Hutch Demouilpied. She was a really fantastic addition to the team, she has so many ideas, especially on the theme of radical women, which was a really wonderful aspect of this project. We could work with three brilliant actors, and Fonic, who always bring high quality and creative sound design. We wouldn’t have been able to do all of that without the BFI funding. I’m not sure how high priority animation production funding is in the UK at the moment, so we were really glad that the film was received so well. The film travelled to over 100 festivals, was shortlisted for an Academy Award, as well as picking up many awards including at Clermont-Ferrand and SXSW. It proves that there is a great appetite and appreciation for narrative animations, even if they are on the experimental side of things.

So did you use an animatic in order to pitch?

Yes, I find it quite hard but I did manage to produce an animatic. I worked with it the whole production, popping in the new scenes and sending the cuts up to Mark Jenkins in Orkney. Hutch Demouilpied composed what she termed ‘brushstrokes’ for us to work with as well. So the animatic was quite a loose and creative document but it functioned well, and in this case it didn’t change wildly because the story had this quite clear structure already. I put off the dinner scene until the end, because I knew that was going to be really hard, all those people eating and screaming and shouting. So I worked from the beginning forwards.

So you’re a very busy person? How do you fit filmmaking around everything else you’re involved with? Or does everything else sort of fit around the filmmaking?

Actually I’m not so busy at the moment, I have a nice balance. I have a lovely job as senior lecturer at NFTS for 2 days a week, and I have 2 or 3 studio days. I’m collaborating on a new piece with composer Carola Bauckholt, who I made The Flounder with, we are making something for live performance next year. At the same time I’m also developing a new short film of my own, hopefully with Animate Projects, which might be ready in around 2025.

The 2024 British Animation Awards take place at the BFI Southbank Thursday March 7th.
For more on the work of Elizabeth Hobbs visit lizzyhobbs.wordpress.com

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© Disney

Some of Disney’s most famous stories are set in Africa. Tarzan and The Lion King are core to the Disney renaissance library, but depict a version of the continent shaped by white people. Neither film spends much time away from the jungle or the desert, showing the truth of the life and people of Africa. Iwájú marks the first time Disney have collaborated with an African studio on a full series and therefore feels like the most heartfelt and truthful depiction of an African country in a Disney story.

The African studio in question is Kugali Media, a creative enterprise that has roots in comics, TV and film and connects artists from the entire continent. Its co-founders Hamid Ibrahim, Tolu Olowofoyeku and Olufikayo Adeola take a hands-on approach with their projects, serving as the production designer, producer, and writer/director on Iwájú respectively.

The show takes place in a futuristic version of Nigeria, where we get acquainted with its eccentric technologies (including a superpowered robot lizard), its energised protagonist Tola, and its dark, criminal underworld. Bringing that vision to life is Marlon West, VFX supervisor and effects animator at Disney since the 90’s. With credits including The Lion King, The Emperor’s New Groove and Encanto, West’s understanding of the Disney voice enabled a harmonious marriage between these two studios.

Skwigly caught up with Ibrahim, Olowofoyeku and West to discuss Iwájú’s unique visual identity and its depiction of Nigeria.

© Disney

How did this series originate? Where does the idea for a future Nigeria come from and who invented the robot lizard?

Toluwalakin Olowofoyeku: I’ll be speaking on behalf of my co-founder, Ziki, who’s not here, because he’s the writer. Ziggy grew up in Nigeria for the first 15 years of his life and relocated to the UK. He realised that he wanted to be able to show his UK friends what Lagos was like. So a few years before we met with Disney Animation, he already had the story in his head, a story set in Lagos. Once we started speaking with Disney animation, and we got the opportunity to pitch multiple stories, this was one of the stories he put forward. I still live in Lagos, I’ve spent my whole life in Lagos, and I was hoping they would pick this one so that I would get to show people some of the quirks of Lagos.

About the lizard, it’s funny, in the original pitch there was no lizard. Originally, we said, ‘The girl has a robot pet that protects her.’ We didn’t know the robot pet was going to be a lizard at the time. By default, we just assumed it to be a dog. But we wanted something that can follow her around and hide easily and in certain settings, a dog would look out of place. But in Lagos, there’s almost no setting we’re an agama lizard looks out of place. I see one almost every single day of my life. Another reason we picked an agama is because as soon as you see it, you think of Nigeria.

Hamid Ibrahim: In terms of design aspects, it mostly came from thinking of real life Lagos, and using tech to exaggerate the nuances that we find interesting and also to just go with how the world would evolve naturally.

Marlon, how did your work fit into what these guys had envisioned?

Marlon West: My job as a visual effects supervisor was to bring the Disney quality to what they had in mind. So we had artists from Disney working on it, they had artists from Kugali who came in from comics, we had people working in film for the first time working on it. What we were trying to create was something that was unique, but at a very, very high quality as well. We wanted it to stand alongside any other Disney products that I’ve worked on in the three decades that I’ve been at the studio.

Kugali has its hands in so many different types of media, do you see projects like this as a chance to train up artists?

HI: That’s the whole Kugali ethos. I don’t look at the industry in silos. It is just my personal philosophy. Even when we bring in people who are more experienced, and they’re looking at the Kugali process, a lot of them are like, ‘No, one person should have one job.’ I’m like, ‘No, the pipeline is varied and it crosses all the way through.’ So in Kugali, with everybody who has been with us, let’s say you’re a 3D modeller, that means you’ll be really good at other aspects in CG specifically. Let’s say you used to be a comic book artist, I don’t look at you as a comic book artist, I look at you as an artist who can draw sequentially. That means we’ve got some of those people to come on storyboards. That’s always been my mentality. What’s the principle of the thing they do versus what’s the role they have? Can the thing they do be used in this place and be better? The world is always evolving and Kugali is always innovating.

© Disney

Were there any wrongs you wanted to put right when thinking about Africa’s representation in western media?

TO: I wouldn’t see so much as wrongs put right, but there’s a difference between when someone else tells your story and when you tell your story yourself. The resources to tell good quality stories in animation have typically been in the Western world, and to an extent in the East, but not really in Africa. That’s why you have Nollywood, which I believe is the second largest film producer in the world, after Bollywood. Nollywood produces so many movies, but no animation. So the fact that we, an African storytelling company, goes to collaborate with a Western company that has the resources to tell the story in animation at this scale, meant that they empowered us to be able to tell our own story by ourselves, which is why the characters sound like us, and talk the way we do, rather than sounding like maybe an American trying to portray a Nigerian voice.

MW: I think it was very important to actually empower what they were trying to do. We ran everything by Tolu because there are things that a story artist, or an animator might do at Disney that seems right to us. But it was good to actually show blocking to Tolu, to show rough cuts of the show to other people, because we wanted it to be authentic. We knew it even for films before Iwájú that I’ve worked on. We tried to do right by the people who have hosted us, whatever island that they live in, whatever city that they live in, who bring us into their homes. We try to make these things universal for people so you can go out and touch people all around the world, but they need to be specific and right to the people who know. That’s always been important to me throughout my entire career and that was something that I definitely wanted to bring to this project so the people who live in Lagos know we did it right.

© Disney

The look of the show lines up well with a lot of recent Disney features, is that something Marlon brought?

MW: Hamid had a look that he wanted to do and what we brought was quality. To me, if you stand Tola next to Elsa or Moana, she looks of a quality but she’s not from the same world. That was important. We were trying to do something unique, the way we designed the characters and the way that we lit them was a little different than other films that we’ve worked on because it was something that Hamid was trying to create as a visual storyteller.

HI: I want to put something out there, in terms of lighting the character and their skin. I want you to look around every single CGI animated show, I promise you no other characters look as good who are as dark as Tola. That was one thing we had to iterate on to try and get right and natural. People have been lighting characters for a very long time and if it’s a lighter skinned character, you try to blast the light at them as much as possible to get the shape. But if you’re adding any extra light when somebody’s skin is dark, you lose the depth of the skin and you lose how dark it is. If you get every single character that you think is really dark and then put them next to Tola, you will notice Tola is darker. I’m willing to put a bet online, find it for me. I want to see it!

Iwájú is now streaming on Disney+

The post Toluwalakin Olowofoyeku, Hamid Ibrahim & Marlon West on Iwájú appeared first on Skwigly Animation Magazine.

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Anything’s possible in the infinite world of Alan! As we join our excited new recruit on his first day at his internship, we are privy to the nervous energy and thoughts that inevitably occur when moving into a new phase of life; will this be a mediocre footnote in the history of Alan, or will it be the most important day of his future career and maybe even life? Step into the incredibly detailed world from stop motion duo Mikey Please and Dan Ojari (Parabella Studios, Robin Robin) as they navigate the nebulous world of office politics, unexplained interdimensional orbs and the complexity of that king of stationery, the lamination machine. As we follow along in this unique coming-of-age tale, we explore the bewildering experience that is your first job and all the pressures that come with it.

Alan the Infinite (Parabella Studios/Blink Industries)

Bringing together their strength for unique narratives, self-aware humor and graphic stop-motion design, the creative partners have teamed up with BLINK INDUSTRIES and an ace team of creatives to create a world with quirky new characters. The film boasts an approach to design that combines an old-school traditional puppet look with their continued use of practical, in-camera effects blended seamlessly with contemporary processes and modern technology such as 3D scanning (read below for more details) that come together to create a bold, unique look.

Alan the Infinite is a tantalizing appetizer to something far more epic, which reflects the directors’ desire to create a longer-form story for the titular hero, with ample opportunity for sci-fi exploration, comedic mishaps and joyous new characters.

Skwigly were lucky enough to get to talk to Mikey and Dan about their respective career paths, the reason behind the stalled project launch and all things Infinite, ahead of the release of their behind-the-scenes video showcasing the work and talent behind the film itself.

I really appreciate the central idea of the film, this notion that we are (particularly in the UK) very much pressured into picking a career and life path very early on and how that can be very difficult and doesn’t work for everyone. Can you talk a bit more about where that idea came from?

Dan Ojari: Thinking back to what it’s like to be 16 or so, there was so much change on the horizon. I think these multiple forks in the road inevitably lead teenagers to feel a huge amount of pressure for many reasons. Not just external pressures of what grades or type of job you’re going to get, but also the internal pressures of what sort of person are you, what friendships will last and what new ones you’ll make. You’re at the very beginning of your journey as an adult and charged with so many possibilities. This theme, which is central to Alan The Infinite, emerged out of digging into our own experiences, alongside the backdrop of Alan being an intern at a workplace that’s obsessed with stopping change. It felt like the perfect way to explore those ever-changing external and internal pressures of a young adult.

Mikey Please: Yes! I think it’s a very common feeling. I acutely remember being sixteen, having to choose just three A-level subjects and feeling the pressure, a kind of existential dread, that this was the paramount fork in the road of destiny. If i got it wrong, my whole life would go wrong. nonsense of course, but that’s the pressure we put on young people. In hindsight, it’s an absurd notion that, somehow, at sixteen, you’re expected to know what you’re going to do for the rest of your life. Since all the atoms in our body are replaced every seven years, i think you should never plan more than seven years ahead, you have no idea who you’re going to be after that. it wasn’t until my second year of Uni (I had gone to study Fine Art sculpture, then hopped ship onto an animatronics course) that I focused in on the world of animation.

Working in the arts and animation is a dream job for most but I’m always super interested to know what people would have done if they hadn’t found animation or if it hadn’t worked out for them. What other careers did you consider?

DO: I was home educated up until the age of 15, so I spent most of my childhood outside of the normal educational system. I guess I was fortunate to have parents who always supported me to pursue what I was interested in, which for me was art. But when I finally joined formal education my love for art got very quickly crushed and so I decided I’d be a scientist instead! I changed courses and loaded up my timetable with science-based courses – I could see a whole exciting sci-fi esc future ahead of me. However, this only lasted a few months until I realised I wasn’t really smart enough to be a scientist, so I went back to art! Now as an adult, I think if I wasn’t working in the arts, I’d love to teach, but probably not the science lessons.

Alan the Infinite (Parabella Studios/Blink Industries)

MP: I had a place to study anthropology at Goldsmiths, which, following a mid-teen crisis, I swapped out for an Art foundation at Bath College. A quick google tells me I could have been a Professor, A museum Director or an Advertising Executive. I like the idea of a professor, but the Indian Jones kind.

I can see you were both quite involved with the physical making of the puppets and sets, it reminds me slightly of George Pal’s work and also Camberwick Green but with a more contemporary and geometric design, what was your vision with the look of this film?

DO: The look of the world sort of started with the character of Alan, I had a collection of wooden dolls and painted wooden folk art and always thought the visual language and materials would make a strong stop motion character. After building a maquette of him, Mikey suggested we go one further and expand the approach to the whole world. In the end, we created a rule that everything must be made from wood (or shiny laminated plastic). We found using simplified wooden shapes and hand painted details, not only looks wonderful but also somehow looks both old fashioned and contemporary, which again was perfect for the themes in the film.

MP: Yes! George and Camberwick were no doubt pinned to our inspiration board. Though for almost all of our projects, when it comes to design, I think our main north star is the world of illustration. I expect that was true for George too! There’s something about the clarity of character and composition in the illustration world that excites us, and the really great stuff, like stop-motion, manages to retain that human fingerprint. Alan the Infinite is our furthest lean into marrying stop-motion with illustration by animating the face in 2D and hopefully striking a balance between precise expression, graphic punchiness and that human touch. I guess that balance of chaos and control has some thematic tie ins to the subject of the film too. But it’d be pontificating to say more than that.

You’ve been sitting on this project for a little while, what caused the delay in release and what made you feel the time was right now?

DO: Firstly we need to say a huge sorry to the cast and crew for not releasing it sooner! We made the film with a phenomenally talented and enthuistic bunch of people, over 5 years ago. However, almost as soon as we finished Alan The Infinite another of our projects Robin Robin was green lit by Aardman and Netflix. So we put the release on hold and never found the right moment to release it, until now!

MP: There’s a complicated answer to that which probably isn’t very interesting. But easiest to say that for years we’ve been scratching our heads as to how to cleverly release it. Then I saw a talk by Kirsten Lepore last October and she advocated not holding things back and letting the universe steer a while. That struck a note and here we are.

You have also mentioned that Alan was intended to have a longer story or even be the linch-pin in an anthology series, do you still have hopes/plans for this?

DO: Yes, the initial idea of Alan The Infinite came from an anthology series I was writing called The Fax Machine Fables, about several strange sci fi stories all set against the backdrop of drab offices. When we started developing Alan The Infinite as a stand alone idea, we used lot’s of the themes and ideas from this anthology to work it into a longer story and initially wrote it as a 10 part mini-series. The incomparable, Over the Garden Wall had just been released and we thought it would pave the way for a whole new coming-of-age mini-series frenzy! However once we finished writing the scripts we realised we’d essentially written a feature, and perhaps that would be the best way to tell the story. So currently the longer story exist in both mini series and feature form.

MP: As Dan says, this is a slice of a much longer story that’s taken a few shapes over the years. When Over The Garden Wall knocked everyone off their seats, we had this kind of naive idea that the world would rapidly embrace that beautiful format, a brilliant mix between longer and shorter form storytelling. But yes, we’re now imagining it as a feature, which probably works better for Alan’s kind of story.

Alan the Infinite (Parabella Studios/Blink Industries)

It feels like we are only just getting to know Alan and the world he lives in, what other ideas do you have for him?

DO: We also wrote a sort of sequel that runs alongside the events of Alan The Infinite but told from Priya’s (his office love interest) point of view. We were heavily inspired by the format of the sci-fi classic Ender’s Game and it’s parallel story sequel – Ender’s Shadow.

MP: But as for Alan, you’ll have to watch the movie/series/series of pamphlets. But safe to say there’s are a lot of laminated layers to Lamin’8.

Side question: just out of curiosity, was the green apple in the opening sequence a nod to Het Klokhuis by Johnny Kelly at all?

DO: Ah! Excellent reference. We love Johnny Kelly, but afraid it wasn’t consciously a direct reference.

MP: We’re such huge fans of Johnny! I’d argue it’s impossible to make contemporary stopmotion without being influenced by him in some way. He’s a truly visionary artist who never stops surprising.

I see that you (Mikey) were the lead compositer on the film. Could you tell me more about how you used 3D tracking to superimpose the 2D animated faces?

MP: Yes, this was a real test of my compositing skills. We had a lot of guidance from Quentin Vien who set up the pipeline. On set, there was a bit of 3D scanning of the puppet heads, measuring the focal lengths from camera to puppet. Then we 3D tracked the footage, applied that to the CG head models and outputted that data as UV matts which then allowed us to animate the 2D in After Effects. It makes me sweaty just thinking about it.

Alan the Infinite (Parabella Studios/Blink Industries)

What are your plans for the film now that it has been released?

DO: We only hope that in some small way it helps unite and inspire the lamination companies of the world to put an end to all change, once and for all.

MP: I’m planning to sit back and scoop up the retrospective Oscar’s for best unproduced pilot. Waiting for that phone to ring. Any. Minute. Now…

For more on the work of Mikey Please and Dan Ojari visit parabellastudios.com

The post Alan the Infinite | Interview with Mikey Please & Dan Ojari appeared first on Skwigly Animation Magazine.

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UPDATE 18/02/2024 – Crab Day has won the BAFTA for British Short Animation in 2024

Crab Day © NFTS

Among this year’s crop of BAFTA-nominated animated shorts is Ross Stringer’s Crab Day, the story of a sensitive boy forced to find his own path in a macho environment. Developed during Stringer’s time at the National Film and Television School (NFTS), Crab Day’s themes of masculinity and coming of age are expressed through a minimalist, sketchy art style with very little colour or background elements.

Crab Day finds its brilliance in the range of emotion conveyed by mouthless stick-men and an increasingly large crab, as well as the propulsive rhythm propagating throughout the short. Stringer sat down with Skwigly to discuss the nomination, his decision to go with a minimalist style and his personal connection to the story.

What was your reaction to being nominated?

I was driving when they were announcing the awards. I had the live-stream audio on in the car while dropping a friend off at the train station and we’re listening to it the whole way. Then we realised they didn’t announce the shorts. So we were panicking, like, ‘did we get nominated or not?’ My friend tried to look it up on her phone and she looked at the long list by accident. I didn’t know for a good 20 minutes what was going on. I stopped on the way home because I was too curious, looked it up, saw we got nominated and gave a big “yeah!” in the car on my own. I rang up my sister and we just talked about it. It’s really weird, surreal news so you feel like you have to talk to someone about it to understand what’s going on. It means a lot for opportunities that could open up and yeah, good news.

How was the experience of touring with this film?

All around pleasant. The first place I went to with the film was Anibar in Kosovo which was a super cool festival. We won the Audience Award there so I felt really involved in their community and they really liked the film. We took it to France back in December and screened it every day for school kids and teenagers. I’ve realised that kids as young as five can watch it. My niece, who is four years old, watched it when she was three and understood it. And then you get adults, everyone’s mum would come up to me and say that they really loved it and then maybe the dad would be like standing in the back giving a nod of approval, which felt very fitting for the film.

© NFTS

Can you talk about where the story came from?

So I grew up in Great Yarmouth, it’s kind of a rundown town, to be honest, but it’s beginning to be a bit more interesting. I still love it. I took a lot of inspiration from what was going on around me. Yarmouth has this huge fishing heritage and I was just really absorbing it. I did this workshop for my first project at the NFTS where I got paired up randomly with a writer and we had to look at paintings and try to make up stories from them. I gravitated towards all these paintings of old fisherman, or done by old fisherman, or like seaside scenes and all that. They’re always really interesting and naive and playful. And so that’s kind of where the style developed as well.

For the story, the boy and the dad are me and my dad. I grew up fishing as well. I have this one specific memory of when I had to kill a fish for the first time and that was this ritual in my head that was a step towards becoming a man. I got really interested in the idea of rituals and what they mean and how you can subvert them. We ended up talking a lot about themes of masculinity and how you can find your own meaning of what it is to be a man.

You’ve worked with lots of different filmmaking styles before, what made you go with the sketchy 2D look here?

I have a habit of trying out everything I possibly can. I really like analogue stuff, just because I think it has a lot of soul in it. I like working with my hands, whether it’s with a pencil or charcoal or whatever. I think you see more of the filmmaker in it that way. Also, I was looking at a lot of drawings from when I was a kid because I wanted to capture that childlike perspective. My mum had kept things from when I was like five or nine or whatever. There was no sense of self consciousness. I wasn’t thinking about if it’s gonna look good. There was like this one drawing of the Cheese String man which was just so cool and boxy and fun and I looked at that and thought, “Wow, I have to do something that’s just simple and boxy.”

I was also looking at Alfred Wallace’s paintings. He was a painter back in the 1930s and he was a fisherman. He had no art educational background, he just painted scenes he knew. They’re all really broken perspectives and they were childlike. Then I was looking at a lot of cave paintings too. I feel like cave paintings channel that purist approach to depicting something. That’s why we didn’t have many background elements as well, because you don’t see that sort of thing on these drawings. I remember seeing, I think it was a deer or bison or something, it was drawn really huge and the village people were drawn around it really small. It communicated this idea of the cultural significance that the animal had to that community. That’s where the idea of drawing the crab really big came from.

© NFTS

Does having stick-man characters increase the difficulty of expressing emotion?

From a pre-production point of view, it’s very difficult because you’re storyboarding these really simple stick characters and putting them in an animatic. I found that a lot of the time, I could see it working in my head when it was going to be animated, but people don’t see the emotions portrayed in still images as easily. So you had to really try not to second guess yourself when they were like, ‘it’s not working.’ I found that once I started animating and once it started moving, the characters and their emotions became much easier to read. I think the context the characters are placed within does a lot of the work. There’s a bit where the boy is hitting the crab, and he looks down and then looks back up.

You’re not giving super exaggerated facial expressions, but you’re giving enough of a clue for the audience to fill in the gaps of how he’s feeling. In a lot of ways, it makes it easier, because you just let your viewers do the work, but then there are other things you have to consider. For example, a lot of emotion is in the eyebrows of the character, but I really wanted as little lines as possible. But I found that if you use the brim of the hat, how you angle it, and how you push it up and down, it works as if it’s eyebrows. So when the men are grumpier, you close that line down onto the lines that represent their eyes, it makes them look tougher or grumpy. It just takes a lot of playing around.

© NFTS

A lot of the short is set to a rhythm, how do you pull that off?

I’d say it’s not very difficult when you have a sound designer as good as I had. Simon [Panayi] just understood how I would think about a scene and how I would imagine it would sound and he was very good at interpreting that in his own way. To pull off the rhythmic thing, we decided to do it in animate loops, so if there’s a beat every second, a loop needs to last two seconds, and then that syncs up with the rhythm. It’s not super complicated when you’re working with someone else but I couldn’t do it on my own, I think I would just be really confused. The rhythm was really important for us because we wanted to give the idea of this community working like a machine. They’re like cogs, there’s nothing that interrupts it other than the boy when he feels slightly out of line. That’s why we have that shot of him being bumped into in the queue because he doesn’t fit into the rhythm.

Changes in lighting in 2D animation are always difficult to pull off. What were the challenges of that nighttime sequence?

It’s still a challenge to watch that scene because when you take it to different screens, it’s either really nice and you can see it, but sometimes you really can’t. It’s not perfect, but I think it works well enough. The sound also does a bit of work with carrying the tension. I think it’s probably the weaker part of the film but I knew I needed the nighttime scene and I wasn’t quite sure how we were going to portray it. We did it mostly in the grade at the very end, we took the levels of the paper down. Maybe we took it down a bit too much, not too sure.

How would you celebrate a BAFTA win?

Well, my cousin sent me a bottle of champagne, so I’ll probably open that. I think there’s an after party so we’ll be partying. Even if we don’t win, the other two films are fantastic. I’ve met the other nominees now and they’re really lovely. I think it’s just going to be a celebration of the work.

This year’s BAFTA ceremony takes place on Sunday 18 February on BBC One and iPlayer and broadcast around the world including on Britbox in North America.

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Visible Mending is the latest film from director Samantha Moore.

Known for mixing subjects with their material, Sam’s previous work Bloomers interviewed workers at a lingerie factory and animated their words directly onto the knickers they made. With Visible Mending Moore returns to the documentary format and explores the curative world of knitting and how it has been employed by people to counter, escape or reflect upon their own lived experiences.

The film itself explores the quaint perception of knitting by putting the words of the interviewed subjects to charming knitted characters. The director is careful to delve deeper than the cosy and welcoming perception that the puppets emanate, make no mistake this film does not trivialise the subjects through an overly twee veneer and instead expands upon the importance of knitting as a powerful, therapeutic tool in a way that only animated documentary can.

This is the director’s first foray into stop motion animation, working with Second Home Studios (Tweedy and Fluff) to bring to life the delightful characters whose experiences take centre stage in this film. We caught up with Sam Moore to find out more about her BAFTA nominated film.

No offence to narrative led storytelling but it’s refreshing to see a documentary make it through to the BAFTA nominations! Animation has a wonderful way of conveying big concepts as your own work attests to. What draws you to animation above live action?

I like the thoughtful making process of animation. It takes ages to do (I don’t know if you have heard…) but that turns into a positive with documentary because it allows lots of time to develop and strengthen relationships with the interviewees. It also allows the interviewees to have agency within the frame itself – they can help influence their own representation thorough drawing, or in this case knitting! In Visible Mending several of the interviewees made their own knitted puppets, and all of them chose the patterns that we used.

A still from Visible Mending (courtesy of the director)

There is an amazing connection between yourself and the subjects, the interviewees knitted or chose their own characters and rather than anonymising the documentary subjects you have put them front and centre at the end of the production, was this to pay tribute to the participants?

I spent 3 years in research and development, not with a specific film in mind but knowing I wanted to make something around knitting, and just talking to the knitters, doing an animation workshop so they could understand my process, and knitting with them. It meant that we had lots of material to draw from, as one of the knitter’s (Kate’s) husband was a retired radio technician so he could record our chats. After we got commissioned by BFI to make the film, and started the production process, Kate was sadly diagnosed with terminal liver cancer so she invited me back to reinterview her in the light of that. The final section of the film, when she says, “Shall we have a coffee?”, you can hear me enthusiastically agreeing! I was so happy that we had completed the interview, and so sad as I knew it would be my last one with Kate. She never saw the film completed but she was so supportive throughout and Pete continued to be a big part of the film, recording the enhanced audio description.

There must have been a wealth of very personal and heartfelt material to draw from your subjects, how did you make those tough decisions and trim down the audio?

Oh that was so hard. I had so many stories but with limited time I had to really take a position on the material and stick to it. I chose to focus on their age – they were all around or above retirement age; 60s, 70s and 80s. There was a particular perspective that comes with that, which I thought was interesting. I felt like knitters and crocheters of that age are routinely ignored and undervalued so this was a way of redressing the balance. I also had some people I really wanted to include the perspective of – Betsan Corkhill, physiotherapist and writer about knitting as therapeutic aid, Lorna Hamilton-Brown, artist, activist, and all round textile goddess, and Mike Donnelly who is one of the most generous and kind knitters I have met.

A still from Visible Mending (courtesy of the director)

As a mixed media, but predominantly 2D animator how did you find the process of collaborating with Second Home Studios to realise the production in stop motion?

It was a fascinating learning curve! One of the major issues was that I made the animatic in 2D drawn form, but that didn’t translate seamlessly into 3D stop motion. In 2D gravity and space are only relevant if you want them to be, whereas in stop motion you are prey to the pesky laws of physics. I learned so much!

As a 2D animator, what did you learn from working in stop motion – have you been put off it for life or would you do it again in a heartbeat?

The next two film ideas that I have are definitely stop motion, and I’m like: “who even am I?” I do love to watch stop motion, and I have long admired Second Home Studios work as being immaculately animated, but it was not something I aspired to making myself before now. Since making Visible Mending I have had a zillion ideas about different ways of working with it. I was in the lucky position of being able to direct it rather than having to learn the skill myself. Working with Adam Farish, Jess Mehler and Dan Wilkinson (the stop motion animators) was such a pleasure, they’re all hugely talented. It was also a revelation working with model makers Amanda Haas and Laura Watson, who had such a vast knowledge of making, and were really generous to work with.

The film was funded by the BFI, is short, animated filmmaking in the UK in a robust state at the moment?

The BFI Short for funding was a wonderful opportunity for me to make a leap with my practice. I will be forever grateful to the panel, including Lizzie Francke, Helen Brunsden and Jez Stewart, for having faith in me to give me this proportionally large pot of funding and allow me to take my work into a new direction (stop motion). It has been a revelation and given that two of the 3 BAFTA nominees this year were made through the scheme (Wild Summon was also BFI Short Form) I think they have shown vision and faith in animation short form. Not to mention Lizzy Hobb’s wonderful film The Debutante which was Oscar short listed last year. Long may it continue!

This year’s BAFTA ceremony takes place on Sunday 18 February on BBC One and iPlayer and broadcast around the world including on Britbox in North America.

The post Samantha Moore Unravels the Making of Visible Mending appeared first on Skwigly Animation Magazine.

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A sizzling pan, a relationship gone bad and simmering resentment are at the centre of the most recent film from a long-time friend of Skwigly Špela Čadež. Steakhouse follows a seemingly unremarkable day in the life of Liza, upturned when her co-workers throw an impromptu birthday party that disrupts her routine, delaying her return home. At home, her partner Franc begins cooking a celebratory meal – but all is not well here. Skillfully crafted, the film reflects on the suffocating but often invisible abuse that many people suffer in silence, locked away in private spaces, unable to speak out as their abuser manipulates conversations and situations, leaving the victim powerless. The film makes use of a traditional multi-plane process, as was used in Špela’s previous film Nighthawk, the soft focus achieved through the process creating further depth to the narrative as the smoke from the burning meal begins to darken and engulf the screen, creating a sense of choking and suffocation. Steakhouse is yet another great film from this truly talented artist, showcasing her flair for detailed design and poetic visual metaphor.

After a very successful festival run, winning multiple awards including the Annecy Jury Award 2022 as well as being nominated for the short animation Oscar. We were fortunate enough to get some time with Špela and dig down into the development, funding, creation and reception of the film;

My understanding is that the script was written by your partner, Gregor Zorc. Can you tell me about that collaboration?

We’ve been collaborating since my first professional film, Boles, so it’s pretty normal for us. This time it was very much his own idea, then the script and the idea were developed together. I think this was the first script that had a very strong ending but needed to be built up.

The film itself shows a form of domestic, psychological violence coming to a boiling point – what inspired this?

Mostly observing way too many couples around me who are just drowning in these toxic relationships and are incapable of realising that it’s maybe not the best for them. Actually, I realised that it’s really difficult to talk with them about it. Somehow, I feel that film is a kind of communication. It’s a very difficult topic to open up about, I think.

Image: Finta Film

This kind of weaponizing of love within relationships is really awful, but sadly, quite common in our society. What did you personally uncover whilst exploring this within the film?

Actually, I was super surprised that the audience were not reflecting on their personal relationships. Not just partner relationships, but also seeing their mother torturing them in this way when they were children, or in so many different aspects. This sort of thing is not only between romantic partners, although I think it’s strongest in these kind of relationships, but it can be in all sorts of relationships. So that’s what actually struck me afterwards, was this reflection on your own experience and even that some people don’t have, or are lucky to not have, experienced something like that and it made them uncomfortable. It is probably a bit of an uncomfortable film, I guess.

The film is also a return to your beloved multiplane setup, but taking the process even further. There are some shots in the film that I find particularly fascinating, like the bubbling of the fat on the steak. How is this achieved and what were the most interesting shots for you to figure out or do in the film?

I think the bubbling and the cooking was especially fun for my animator, she really loved all the precise bubbles. They are just redrawn with each frame, I think we combined a lot of painting under the camera with the cutouts. I think this is a very nice combination, because it can be drawn very precisely. It can actually come to life with just a little bit of highlight or shadow. My favourite scene was something that we tried a lot to achieve, which was the smoke. I always love playing with the complete, almost abstract scenes, but they are still super real, and they overtake the emotions with the visuals. That’s something I tried to achieve. But then the most difficult scenes are probably the ones that have to have all sorts of details and where a lot of layers have to move at once. And those were the ones that we were then preparing for a long, long time.

Are those the ones that you pre-animated?

Yeah. Sometimes we pre-animated and then we printed them out and coloured each frame and it was actually fun.

There was a really interesting process that you used with the cels ,where you sort of scratch into them and then seem to back-paint them with oil paint. Where did that come from?

I think this is a little bit of graphic art, like lithography. Some of the graphics are done with plastics as well, and those scratches are coming from that painting technique.

A bit like printmaking processes, such as etching?

The dry needle was a tool from printmaking. So, it comes from there.

It’s an incredibly cinematic film. The first time I watch a film, I always try to figure out how it was done and there’s some scenes in the film that, on first viewing, I just couldn’t understand how you managed to achieve. The spoon, for example, I just can’t figure it out, was it achieved through replacements?

It was replacements. But this was one of the rare scenes that was composited on the computer. We animated the man separately from the spoon. But the spoon was just a replacement. Twenty-five spoons and then it was masked into the scene, with After Effects.

Image: Finta Film

Amazing. The whole thing is just fascinating. You mentioned the smoke, which is a really big part of the film, because it kind of represents this mounting pressure that you are feeling as she is trying to get home. It sort of represents toxicity, both in choking on the smoke, but also in the relationship. Can you give me any further insight into that process, or why the smoke was so integral to the film?

I think one aspect is showing his anger with this heavily-smoked apartment. I think we all know how difficult it is if you live in an apartment, and then if it’s full of smoke, it’s awful. Everything stinks. And if you do that on purpose, it’s already torturing the person. To achieve it we actually found this frosted cel, developed to draw with normal pencils or pastels. If you press them on paper the cutouts are sharp, but if you move these frosted cels away then everything gets blurry – that was the only effect that we used. My technician built a special add-on for the multiplane that was animatable by rolling this one glass layer up and down. This is how we animated, and it was actually beautiful because you could create transitions between one and the other. When it was completely blurry, we could do something else underneath, then you press the layer down and you have the sharpened image again.

So, was it just two planes that you were sort of moving up and down to create that kind of undulating smoke?

Yeah.

Image: Finta Film

Incredible. The ending is delightfully brutal and feels very cathartic for the central character, Liza. Do you know where that idea came from? Why did you feel it was important to round out the story in that way for her?

I think it was very important to know that this was not a onetime torture, that this is actually the edge of years of psychological violence. That was very important for the story, for all the details, her reactions, that she’s trying to not provoke even further. When the exact idea for the ending came, I think Gregor would have the real answer. But I think it was meant to be more metaphorical, that our tongues can be a weapon as well. I was afraid that it was going to be taken more in a way about eating one another but that was not my idea. It was more trying to achieve the idea of verbal violence with the tongue.

Sort of like removing his weapon?

Exactly, and that violence is very often provoked with violence, as well. I’m sometimes asked if that was my #MeToo moment or something like that, but I didn’t see it that way. I’ve heard critics say “Why is the man the one who is aggressive?” But statistically, 95% of the time, men are the aggressors. So yeah, that’s why.

Image: Finta Film

It’s interesting because watching it, it was surprising, but I remember it didn’t feel horrific, more like the natural reaction to that situation. It’s tremendously encouraging to see both a filmmaker like yourself with a film like this that uses a more classic process being shortlisted for an Academy Award. How has the journey been with the film not just for the Oscar nomination, but with the festival circuit and audiences?

I think it was received super well. I mean, I have to say that I’m spoiled with these awards and selections. It was very important for me to see Steakhouse in public. I really loved sitting in the cinema, while observing the film, and hearing the reaction. I think this is one of the loudest reaction films I’ve made. It’s very interesting that different audiences react completely differently. Like, if I was with a younger audience, they would even laugh through the whole film, but what was always common was that the public reaction was always very loud. This is always very important for me, too. During the lockdown, because we just finished the film before this lockdown started, and I was asking myself “Will we ever sit in a cinema again with an audience?” For me, having the premiere in Locarno with, I think over 1000 people in the cinema, it was just so amazing. It was so beautiful. Then just a few weeks later, I had the film online in Ottawa and I was crying, because my film is really not intended for the little screen, and especially if the resolution goes down the smoke becomes pixelated and it was so, so terrible. I was really starting to wonder, should I start using another technique that is going to work online? Or, should we make films differently? Because they’re completely different if you are imagining them for watching with the public in a cinema, or watching them at home. It’s a different media. So luckily, I think we are out of that.

In regard to the making of the film, you made it predominantly during COVID, right?

No, just the post-production. The production was, I think, a year and a half to two years, until COVID. We planned to finish in a few months, but then it was over a year before we finished the film because I had a co-production between Germany and France. The post-production had to happen in Germany and we were waiting for the borders to reopen. It was a nightmare, and I didn’t even know what still needed to be done. It was awful.

Was that just because of the global situation, or do you think it would have been hard even without that?

In the end some things were done later on in Slovenia, because it was just not possible to finish it on time and go to Germany with the borders closed. Then I realised that I would have to do the colour correction in Hamburg and stuff like that. I found out that just next door to my house, there is a great colour correction studio and I’m wondering “Are those co-productions really always necessary?” Sometimes we do it because we think we’re going to save money. But in the end, there’s a lot of unnecessary travelling.

Image: Finta Film

And how did the opportunity to actually make the film come to be? Was it after Nighthawk? And then you went into development with this?

I had another project in development, about the refugees on Balkan borders, but then I realised that I don’t really know how they feel, I don’t know what it is like to hold your child and be freezing out in minus-something temperatures. So, I decided not to make a film that I can’t be personally involved with, because that is always my motivation, that I am very personally involved with the story that I’m telling. I do believe that this makes the films stronger and more honest than just saying something that you’ve seen on the news. So that was something in between.

So then did you and Gregor have this idea for Steakhouse and go out and pitch it? Or did people come to you on the back of Nighthawk to ask if there was a film you wanted to make next?

We got some funding in Slovenia, but it was not enough. And we were trying to get German funding because I studied in Germany, and I still have co-workers that I love to work with. But they are expensive, and we can’t afford them. And then we thought it would be good to go to France, because France has a lot of money and producers. Actually, they are one of the rare countries in Europe that really value artistic animation. So, we went to pitch at Clermont-Ferrand. That was one of the experiences where we found the French co-producer. But the week before that, we found out that we got German money, so then suddenly, we were pitching for something that we didn’t really need. But pitching is still quite good to test your script because you have your first audience, you can see if the story’s working or get the first feedback from the public. That was quite nice.

Image: Finta Film

And so what’s next for you?

I’m slowly thinking of a new film, developing something, which is still very blurry. But we’ll see. You know when I finish a film, I always want to start something more experimental, less narrative. And then in the end I end up doing a narrative.

Do you think you’ll use the multiplane again?

Maybe I’m a little bit tired of multi-planes after two films, so maybe something else. I’m not sure yet. I’m really quite open at the moment.

You can follow Špela Čadež on Instagram and see more of her work on here.

The post Steakhouse | Interview with Director Špela Čadež appeared first on Skwigly Animation Magazine.

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In a compelling conversation with Skwigly, filmmakers Karni Arieli and Saul Freed, the visionary minds behind the BAFTA-nominated short film Wild Summon, delve into the intricate layers of their creation. Their film, a stirring aquatic journey, blends human and natural elements to tell the life cycle of a wild salmon in a unique and emotive manner.

In anticipation of this year’s BAFTA ceremony, Skwigly spoke with Karni and Saul to glean insight into their creative process as well as the heart and soul of a film that dares to connect humanity with the natural world in a profoundly intimate way.

Wild Summon is not your typical animated film. Narrated by the iconic British singer Marianne Faithfull, this 14-minute eco-film portrays the life cycle of a salmon, with a unique visual twist. Depicted as a human in scuba diving attire, the salmon embarks on a perilous and enchanting journey from birth in a river to the vast openness of the sea, and back again to its birthplace. This imaginative portrayal is executed through a blend of live-action environments and stunningly realistic CG characters, crafted masterfully by the Bristol-based Sulkybunny Studio using Autodesk Maya, Arnold, and SynthEyes software.

Karni Arieli on the Essence of Wild Summon:

It’s the journey of the wild salmon as a woman in human form some birth river out to sea and back again, where she dies and gives birth to a new generation. So it’s a circular journey of the salmon that takes the form of a human being to sort of create empathy and connection. And it’s just an exciting, aquatic road trip, I would say that we portray in the film.

This description sets the tone for a film that transcends the conventional boundaries of storytelling, seeking to forge a profound connection with its audience. The filmmakers aim to stir emotions, something Karni believes is increasingly challenging in our visually saturated, social media-driven world.

Saul Freed on the Evolution of the Film’s Concept:

Saul describes the film’s evolution, from its initial idea to the final product:

“We always worked with wildlife, our work always portrayed animals or wildlife or nature, we love it. Spending a lot of times on rivers, we came up with this idea. I can’t exactly tell you how, but it just popped into my head. When we started out, I remember the first images were more about just the humans, almost naked, and then this kind of postmodern idea coming in to use props which are very much human modern, like wetsuit and goggles. And that just clicked in perfectly because without it, it felt maybe too hippie or alien-like, but this kind of settled it. From there on, the image of the film was pretty solid in our eyes, the mix of Natural History documentary, and adding this fantasy to it felt so fresh and new. We’re still totally in love with it, and it works.”

Their approach to portraying salmon in human-like forms wearing scuba gear is not just a creative choice but a narrative device to engage viewers deeply, making them contemplate our relationship with nature.

The Film’s Underlying Themes and Storytelling Approach:

The filmmakers delve into the core themes of their work, emphasising the interconnectedness of humans and nature. Saul highlights the blend of factual storytelling with elements of human interaction, addressing issues like pollution and fishing. Karni further elaborates on this, mentioning the delicate nature of salmon as an indicator species:

Saul: It’s an adaptation of a very old story, probably the oldest story there is, which is nature – the story was written for us. This is a very strict story of the salmon; if you close your eyes, you, might think you’re watching a natural history documentary, maybe a little bit romantic in places, but it tells a story, factually. So telling the story on screen was about finding moments where we can focus on the dangers and the predators and challenges. We wanted to bring in a lot of human interaction, we found that to be the most interesting. Pollution and fishing, obviously, and farming. This concept shines in these moments, when we’re looking at a million people behind the net. It obviously throws so many more, social, political, immigration, all of that comes into the surface. So we really enjoyed those bits in the storytelling. So they had to stay in, we obviously, had to cut out a lot, the salmon spends years in the ocean eating krill, so we couldn’t do that for the film.

Karni: It wasn’t method acting for the fisherman, but it was, in a way, method directing for us. The other thing we really believe in storytelling is that we play with a narrative. So we also try and balance the meditative-ness of this journey, together with how often you need the exciting bits – of the predators and being chased or being pursued. There are 50 or so predators that the salmon faces, so we had to really research the salmon deeply and then choose what would be the most exciting and visually interesting. People don’t really know what happens to the salmon out at sea, they know a lot more about what have happens in the rivers, because that’s where humans live. But out at sea, it’s a little bit of a mystery. It’s also a mystery how they find their way back to the birth river. So, we learnt so much about the salmon and that was really fascinating.
We realise they’re also the canary in the mine, they’re very delicate fish that are sensitive to temperature, pollution and water. So if they go, it’s a bad sign for the world. And I think what we tried to show is this chain connection between the salmon, the rivers, the water, all the way to us humans, and indigenous people, who live by the rivers and always talk about nature, as part of themselves. In Western society, we often separate it, we say, “animals and us”, “nature and humans”, like it’s two different things. But we are nature, and if we’re not careful, if we don’t look at it that way, we’re in great danger. Part of our mission was to connect us back to nature and connect the humans, to see how closely connected we are in this chain.

Their storytelling technique is an intricate mix of narrative and visual storytelling, choosing key moments and imagery that resonate with viewers on multiple levels.

Challenges and Innovations in Production:

Creating Wild Summon during the COVID-19 lockdown posed unique challenges and opportunities. Karni shares their experience of “method directing,” a deeply immersive process that involved planning, storyboarding, and eventually undertaking a family road trip to Iceland to simulate the salmon’s journey. Saul adds:

COVID did make this slower. And we embraced it. The BFI were very understanding and they asked for it to be very carefully planned. We delayed our shoot a year, so we wouldn’t push the limitations that COVID imposed. And we did do it slower than we intended to, but the fact that we could do it very intimately was a blessing.

Discussing the technical aspects, particularly the blending of live-action with CG animation, Saul notes the challenges and unexpected ease in some areas, especially working with the pristine waters of Iceland.

Editing Choices and Audience Engagement:

Both filmmakers discuss their unique editing choices, emphasising the balance between action and meditative moments. Karni points out:

Saul: In general, we wanted to create a sense of acceleration. We wanted to use editing as a tool to keep people alert throughout, with really quick cuts, which is very modern, with what’s happening now. But the storytelling had the sense of a journey, we like to keep that rhythm. Then towards the end, everything just becomes more experimental, faster cuts, we have a lot more time lapse, a lot more accelerated shots on the river. We wanted it to end without losing its momentum, so we go up and up and up, and then it’s just over.

Karni: There’s a very fine line in short films, in particular, about letting people meditate on a moment. We didn’t want it all to be action, so to mix the ‘breathing’ moments together with action and narrative is a very fine line. We played with it for a long time to get it just right, to do both things in 15 minutes.

Saul adds that they aimed to create a sense of acceleration towards the film’s end, enhancing the intensity and engagement.

The Ultimate Goal for the Audience:

In concluding the interview, Karni and Saul express their desire for the audience to feel something, anything. The diversity of emotions and interpretations the film evokes is a testament to its depth and the filmmakers’ success in reaching their audience.

Karni: A lot of people come up to us and talk to us about it. Because it’s a bit of a curveball, and a kind of film with a twist, people really like to connect with us and say how they felt. Just to make people feel, in 2024, is a huge thing, I think. That’s part of the mission of storytelling and filmmaking.

Saul: You can’t control it, because everyone’s so different and have their own personal landscapes. Some people will take it more towards the human story. Some people will take it as a totally eco, call to arms. And it’s fascinating to see it actually, just to see how different the views are on it.

Wild Summon stands as a testament to the power of visual storytelling, blending the boundaries of documentary and fantasy to create an evocative and thought-provoking experience.

This year’s BAFTA ceremony takes place on Sunday 18 February on BBC One and iPlayer and broadcast around the world including on Britbox in North America. The above conversation has been edited for clarity.

The post Karni and Saul Dive Deep Inside the Making of ‘Wild Summon’ appeared first on Skwigly Animation Magazine.

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Orion and Dark – Cr: DreamWorks Animation © 2023

DreamWorks’ Orion and the Dark is a balm for the anxious. In detailing the story of an elementary school boy who is scared of putting the slightest foot wrong, the film is one for a modern generation of kids growing up under the pressure to be perfect. Orion’s fears range from bees, to bullies and accidentally flooding the school, with his greatest fear being the dark. The manifestation of Dark, along with the other “night entities;” Insomnia, Sleep, Unexplained Noises, Quiet and Sweet Dreams, whisk Orion off on a tour through the night to help him understand the value of darkness and overcome his fears.

Orion and the Dark is the second animated film directed by Charlie Kaufman after the self-directed Anomalisa. Kaufman is known for peering into the minds of his protagonists and tackling abstract concepts, and this is no different. Tasked with bringing Kaufman’s script to life within a Hollywood animation context is Sean Charmatz, making his feature debut after being at the helm of various DreamWorks shorts and specials. His work as a story artist has seen him contribute to such projects as The Spongebob Squarepants Movie and The Lego Movie 2.

Skwigly caught up with Charmatz over Zoom to discuss the big swings of Kaufman’s script, maintaining a 2D identity for the film and pulling off ambitious visuals on a smaller budget.

Orion and the Dark – Jacob Tremblay as Orion. Cr: DreamWorks Animation © 2023

I related so much to Orion as a character. There’s a moment at the start of the movie where he’s listing all the things that he’s fearful of and one of them was “saying ‘good morning'”. As a kid, I was so scared of messing up the slightest thing. Did you see yourself in the story in that way?

Well put it this way, that’s a fear I added to Charlie [Kaufman]’s list. That one and “clogging the toilet” are ones I added to what Kaufman already had there. My production designer Tim lamb and I say “good dorning” to each other because we just think it’s funny. It’s so relatable because I added that to the script.

How did Kaufman’s script find its way to DreamWorks?

I think DreamWorks is aware of the whimsy and the inventiveness and the charm and depth of Charlie’s writing and they were like, “let’s try and make an animated movie with all that stuff in there,” and I commend them for that. He wrote three drafts and we loved the third draft which came to me a few years after he had written it. I put together this animatic, where I was the voice of Dark and my son was Orion and I made this four minute piece based on Charlie’s script. I showed the studio and they loved it.

How difficult was it to kind of swing some of the big ideas that Charlie puts into the script? There’s talk of nihilism, abstract concepts, there’s a David Foster Wallace reference in the first 20 minutes.

Honestly, the studio was supportive because we were going to go to streaming and they were more willing to let the film be purely what it is. It just was me and my team believing in the script and the studio believing in the script as well. As we started to put up reels and stuff, we were having executives crying by the end because the movie touched them. And so it was fairly easy to keep all of those crazy things in there. I don’t think they’re “crazy,” but I can see why they’re unique and surprising for audiences. There were things we had to cut out. There was a whole page where Charlie listed the titles of films with Dark in it, because Dark was talking about how he’s hated. Charlie took the entire script page to name films. Obviously, in the movie, we can’t spend 10 minutes listing titles of movies. No one’s going to sit through that but it’s still really fun to read it.

That could’ve been pretty fun.

It would have been 10 minutes of listing, just a static shot. As an artist, I love that, I love how pushed that is. It’s really inspiring to me. I love that statement.

DreamWorks Animation © 2023

There’s a moment near the start of the movie where Orion’s watching a cartoon and he says, “I don’t appreciate being condescended to.” Was the mission statement for this film to make an animated movie that kids don’t feel like is talking down to them?

It wasn’t the mission of the movie, that was something that Charlie had written. But I love that statement. I do often feel like people aren’t giving the audience enough credit. The audience is so smart. They’re able to take in so much media now.

100%, I have young nephews and nothing gets past them.

My kids give me the best notes. I’ll show them something and my daughter will give me a note that is really good. So I know because of my own kids that they can give you better notes sometimes than adults and I definitely respect that audience.

This movie has a lot of 2D DNA, I love the mixing of 2D and 3D. Was it important to you to retain that 2D identity?

I would say it wasn’t important to me, but that it was essential and just part of the DNA of the film. I’ll make another movie and maybe there won’t be any 2D in it because that’s not what the film needed. But because Orion draws in a sketchbook, it felt very appropriate. It helps feel like the movie is being told through the voice of your main character. It was more what we felt was appropriate for this film, as opposed to me fulfilling my needs as an artist. I’m always going to take every movie as its own beast, and some might get the 2D treatment and some may not.

DreamWorks Animation © 2023

Could you talk about the unique challenges of blending the CG characters with 2D environments?

It was just a look. Tim lamb is our production designer, and this is something that he thought would look cool and would be something that looks very beautiful and finished while also having limitations with the budget. For us, it was definitely part of what we were working with in terms of time and money with this style. We also felt it was something that we could pull off and people would love it and feel like it’s as beautiful as those $90 million movies, but also has a unique character. I think that the Spider-verse thing is really smart because it’s comic books, right? So you should lean into that. That’s what’s cool about some of these movies is they’re just leaning in fully to the material. So we did the same thing. We leaned into the material and did something we thought was appropriate tonally for the film, but also something we felt was producible and would be beautiful in the end.

I feel like the film has quite cartoonish characters, you have these character models with their eyes very close together, and some exaggeration in the design. Can you talk about developing the character models?

I’m a huge Gary Larson fan, I’m a huge Simpsons fan, so I’m a fan of the eyeballs with the little pupils. Tim Lamb did like 30 Orions and Joe Pitt did like 30 Orions, and there was one that Tim drew that was Orion in a therapy lounge, laying there, nervous. That drawing was the one where I was like, “that’s Orion.” Because that drawing had the ping pong ball eyes, everything kind of designed out from Orion. That design language was informing the other human characters in terms of how we were going to approach design. I would say that the hair was a huge accomplishment for us because we have linework in the hair and no one knew how to do that. There wasn’t any “do it like this movie,” which is often what we can do. We didn’t really have that and we didn’t have a ton of time. The hair was a huge design hurdle for us and we finally landed on something we all love.

There are these sequences where the landscape is changed from day to night as Orion and Dark dash cross it. Could you talk about developing those sequences?

We always wanted the night to spread like ink does on paper. That’s a very 2D approach. Not every shot feels like that, but my favourites are the ones where he goes right to left across the screen and you see the ink almost absorbed into the frame, which is really cool because I’ve never seen that before.

What was the process of designing Dark and the other night entities?

I always thought that the entities would be from different planets and I thought that it would be cool if they’re a team with characters that look like they’re from different films, they’re totally different from each other. I thought that made the entities feel larger than life, godlike entities and so that was kind of the launching point for everyone. They’re each from a planet. I also wanted there to be so you can’t quite pin down what they are. Quiet is a dandelion mouse, which is not really a thing. I love that. Unexplained Noises is like a robot foley artist, a self serious actor. Sleep, to me, is like a muppet type of puppet. We always said it’s like a worn out teddy bear.

Orion and the Dark – Nat Faxon as Insomnia, Aparna Nancherla as Quiet, Angela Bassett as Dreams, Natasia Demetriou as Sleep and Golda Rosheuvel as Unexplained Noises. Cr: DreamWorks Animation © 2023

They remind me a bit of Totoro where you can easily identify him as an animal, but he’s not quite an owl, or a bear, or a cat. He’s like something beyond nature.

At first with Quiet I was thinking it could be like a deer because you have to be quiet in the forest, but if it’s just a real thing, we can go “that’s a deer or that’s a cat or that’s a dog” and it feels less special. Just like you’re saying with Totoro which I love, I’ve made lots of Totoro art myself. I think not being able to pin down what Totoro is makes Totoro special and pop and memorable. So we did the same thing with the entities you can’t quite pin down what they are, but you’re like, “oh yeah, that’s a mouse kind of that floats and flies, but also a dandelion. But when you think about it, a dandelion floating in the air has no sound and is quiet. It is peaceful, serene, so it was a perfect combination. And I’ve made a lot of art myself outside of the studio with dandelions, if you look at my timeline on Instagram, so it’s cool to insert me into some of this as well.

How was the experience of directing Werner Herzog?

We just wanted him to do what he does. Sometimes as a director, you just say “hi Werner Herzog. Nice to meet you. Great honour.” He goes in. He does what he does, and then it’s like, “Thanks, we got it.” I think that the recording session was 20 minutes long. He did it four times, we could have used any of them and it would have been perfect. He signed my script, which was really cool. And I mean, I love that part of the movie. I love that we get to give Saul Bass a shout out because he’s one of my favourite artists of all time. The Vertigo poster was in my bedroom for like, a decade. That’s what I woke up to in the morning. I don’t know why, but I just felt like it needed to be near me as an inspiration.

Orion and the Dark is now streaming on Netflix.

The post Interview with Sean Charmatz, Director of Orion and the Dark appeared first on Skwigly Animation Magazine.

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In association with the British Animation Awards, Skwigly presents an exclusive video Q&A with veteran animation director and educator Derek Hayes.

An award-winning director with a focus on animation, Derek Hayes spent fourteen years creating work at his London studio Animation City spanning commercials, music videos, TV title sequences and graphics for clients including Lego, Carlsberg, Madonna, Rod Stewart and Elton John. Alongside this work he would direct over ten short films including the 1993 Channel 4 holiday special Prince Cinders.

As a freelancer, subsequent projects have included co-directing (with Stanislav Sokolov) the 1999 feature film The Miracle Maker (starring Ralph Fiennes, William Hurt, Julie Christie and Miranda Richardson) and directing the mixed-media feature film adaptation Y Mabinogi (Otherworld), as well as working with Bristol studio Aardman Animations in a variety of roles across story, consultation and design.

As an educator he is presently Senior Lecturer/Course Coordinator for Animation VFX at Falmouth University and co-authored (with Chris Webster) the instructional book ‘Acting and Performance for Animation’ for Focal Press.

For this year’s edition of the British Animation Awards, which previously gave out donated artworks from multiple established animation artists as prizes, Derek has created A Triumph of Animation – a series of unique, edition-numbered linocut/relief prints that pay homage to Holbein’s 1533 artwork Triumph of Wealth. Each of these prints will be handed out to award-winners of the 2024 BAAs, which take place at the BFI Southbank on Thursday March 7th.

In this exclusive Q&A prepared and produced by students of Falmouth University, Derek discusses his animation industry beginnings, his preferred animation techniques, highlights from his work in animation production, new developments in animation, current obstacles for the animation industry, tips for new animators and the backstory of his British Animation Awards print series A Triumph of Animation.

For more info on the BAAs and to get tickets, visit britishanimationawards.com

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UPDATE 10/03/2024 – WAR IS OVER!has won the 2024 Oscar for Animated Short Film

WAR IS OVER! The anti-war message promoted by John Lennon and Yoko Ono over 50 years ago is as fresh today as it was when the Vietnam War was raging. The slogan of peace and harmony has been refreshed once more not only by ongoing troubles internationally, but through the power of animation in a new short film directed by Pixar veteran Dave Mullins and produced by Brad Booker.

Set in an alternate reality marred by an ongoing and senseless war, two soldiers from opposing sides engage in an anonymous game of chess assisted by a brave carrier pigeon. As the game unfolds, the narrative builds toward a climactic final move that transcends the chessboard and proves that with war there are no winners.

The short has managed to pull off an incredible feat of making the music and the message central to the film, without turning it into a music video. Whilst the message is driven by the huge personality of Yoko Ono and John Lennon, the short isn’t gimmicky or weighed down by unnecessary Easter eggs to please fans of the artists, instead opting to be its own timeless entity to fit alongside the message.

The film has been nominated for the Academy Award for animated short and Mullins is no stranger to the glare of the awards season spotlight, directing LOU for Pixar which was also nominated for the Oscar and producer Brad Booker is equally battle hardened through the circuit having produced Jorge Guttierez’ Golden Globe nominated The Book of Life. The pair have founded ElectroLeague, a new studio to produce the film.

Collaborating with Peter Jackson’s Weta VFX and under the creative assistance of Sean Lennon, who contributes as a writer, the 11 minute short is not merely a visual spectacle but a vehicle for promoting the message of peace. Through the use of cutting-edge technologies, the film aims to leverage the magic of animated storytelling to inspire audiences and foster a renewed understanding of the importance of harmony.

We caught up with Dave Mullins and Brad Booker to find out how the film came to be.

Can you take me back to the origins of the film, did the song naturally become part of an existing story or was the story devised to amplify the song and the message?

Dave Mullins – It’s a funny story. A friend connected me with Sean Lennon, who needed a director for a music video. Despite my background in narrative work, we clicked over the anti-war message in his parents’ song. Sean wasn’t interested in a typical music video; he wanted to convey the song’s message. In our meetings, we brainstormed a narrative about two factions at war realizing their common ground through a game, using chess as a metaphor. The idea of a carrier pigeon bridging the gap emerged. After a couple of meetings, I penned the script in one night. It was a crazy process.

Brad Booker – Yeah, it stayed very close to what Dave originally wrote, just to give a timeframe of when all this unfolded. The war in Ukraine hadn’t broken out, but tensions were escalating. It was prominently featured in the news media, and you could sense it coming. I believe this heightened our sense of urgency and responsibility. It thrust us into the next few months, eventually leading us to some of the partners who joined the film.

L-R Brad Booker (Producer) & Dave Mullins (Director) – Bret Green Photography

It’s such a shame that the film began with the beginnings of a war which is still ongoing and, and the media is now concentrating on other wars. It takes us back to the original message of the film, which is now 50 years old from a completely different world.

DM – Yes, absolutely. I mean, the idea was that war is over, if you want it. Just the idea that we don’t have to be doing this – there are other ways to resolve conflicts. I get it, I’m not naive, I know that the world is what it is, but I mean, I think with their message is this idea of war’s over, if you want to. It’s an interesting idea. There are other ways of resolving conflict. And this idea of people who think they are completely different from one another – completely against each other, if they just sat down and talked – they would realise they have more in common than they though and could figure out any conflict.

BB – It was also powerful enough to draw Peter Jackson into the project, thanks to the longstanding connection between Peter and Sean from the ‘Get Back’ docu-series. During a weekend spent with Sean, he sent the script to Peter, who immediately was engaged and scheduled a Zoom call for the very next day. Peter brought Claire Olssen and David Conley, the head of Wētā FX, on board as producers—forming a close partnership with us. Peter’s motivation to join the project stemmed from his admiration for John Yoko and Sean, as well as the compelling artistic elements in the script we presented to him. Ultimately, he wanted to be involved because of the art and the script that we showed him. But at the end of the day, he said John and Yoko’s message is more important now than ever, we need to get this out into the world

After that it kind of started falling like dominoes, the next week I spoke with David Conley and we were figuring out how we were going to do this within the budget and the timeframe we had, then later that week, I went to dinner with a good friend of mine who has won two Oscars for Avatar, he’s a visual effects sup and executive producer on the Avatar sequels. Richie Baneham, who I’ve known since our early days at Warne r Brothers. He was astounded by our lineup and suggested we shoot on the Avatar stage. He spoke to James Cameron, and within a few days, we secured seven days on the Avatar stage.

As our project progressed, we showcased our work to Epic Games, utilizing the Unreal Engine 4. The Special Projects Group at Wētā FX had designed a real-time pipeline, aligning perfectly with our vision for a stylized form of storytelling. Our innovative use of the Unreal Engine, typically employed for photorealistic elements in games, caught the attention of Epic Games.

As Dave always remarks, it’s as if lightning struck the same tree six times, and we couldn’t be more grateful for the incredible journey and collaborations that unfolded.”

DM – We were the tree. Lightning was good. So it’s a weird metaphor!

Was the performance capture technology used to take away some of the burden of having to animate crowds of people in the battle sequences?

DM – We want to go from script to stage so we want to be able to use Unreal. I mean, in a perfect world, we would have assets, characters, environments, even some lighting, we’d go into stage we would shoot and we’d be able to see a really close approximation of what the scene would really look like with the performance from the actors. Now. We’re both animators and we’ve been animating since the early 90s so we have a massive appreciation for animation and caricature and what animation and animators produce. We were with Jorge Gutierrez (El Tigre, Book of Life, Maya and the Three) the other day, and he described me as an animation purist, he was like “Wait a minute, you use motion, performance capture – what?!” he was like blown away! What’s fantastic about it is that we can get the film up and running swiftly, almost like an advanced layout.

Copyright: ElectroLeague

I can believe the hand of the animator is at play throughout, there is a particular moment where the aggressive and battle hardened general sees the message and his face drops. And we see his character completely changes as his mission completely changes. I think there’s something in that which could only really been captured through with the hand of the animator.

DM – Of course, the effectiveness depends on the nature of the project. For instance, in the case of a series, where we’re more focused on series production, we might leverage more of the captured data. However, if we’re doing something that’s a little more designed, you know, the animator’s hand is always going to be a big part of it. As you mentioned, Steve. In the midst of a large battle scene, we prefer not to burden animators with the task of detailing numerous background fighters. Instead, we direct their efforts toward refining performances, ensuring each one is visually stunning. This involves attention to caricature, proper silhouettes, and all the elements that contribute to creating incredible animated performances. Characters like our pigeon, Icarus, in the film had to be animated by hand. So there’s a lot of really beautiful, crafted animation. Every scene was at least lightly touched, if not heavily. So we’re just looking at it as a tool to get the film up quickly. And we want to use as much of it as possible without hindering our pipelines or our timeline.

Copyright: ElectroLeague

I am an unashamed Beatles and John Lennon nerd. I don’t know whether or not it was intentional but there’s a slight look of ‘Private Gripweed’ from How I Won the War to the main character, which was obviously played by John Lennon back in the 60s, how many Lennon influences can people see in the film?

BB – As the film’s title suggests, it draws inspiration from John and Yoko. So, indeed, there’s a noticeable influence of John in the character of Winston, coincidentally sharing John’s middle name. It’s a nod to John, but we initially experimented with round glasses for Winston. However, we found two issues with this approach. Firstly, it felt a bit too obvious. Secondly, we had adopted a deliberate design style where Winston’s side featured straight lines and angular shapes, while Abel’s side on the right side of the screen embraced rounded shapes. This was a conscious design choice. Concerning Winston, we felt the initial design was too literal. We wanted audiences to sense the inspiration without making him a carbon copy. He needed to stand as his own distinct character.

DM – And the reference to How I Won the War, I wasn’t aware of it!

BB – We actually used some of the set photos from that. And it found its way in.

DM – My point being, I wasn’t even aware of that until after we had completed the script. It was like, ‘Should we be conscious of how similar this is?’ I asked, ‘Similar to what?’ So, it became a bit of a learning experience for me. However, I want to revisit your earlier comment about the sergeant turns on a dime when they receive the order to stop fighting.

I’m a bit of a gamer and used to run a World of Warcraft guild. Through that experience, I met many people, including a retired colonel from the army who became a good friend. At a certain point in the show’s development, I showed him the film to get his perspective, given his military background. The significant takeaway for him was the portrayal of giving commands in battle. Having given similar orders himself, he expressed gratitude for showcasing that side of it, acknowledging the weight of knowing the risk involved for their soldiers.

This sentiment resonated not only with him but also with my nephew, a Marine, and every veteran we collaborated with on the film. Their profound reactions affirmed that we captured this aspect accurately, and we feel that we got that part of it right.

The design seems to cleverly reflect the lyrics somewhat which might read a little nonsensical out of context to some “So happy Christmas, for black and for white for yellow, and red ones.” I noticed that the uniforms are yellow and red, and the black and white obviously match the chess set. Can you talk me through the intentionality of the design.

DM – A lot of people have noticed that. I have to confess that, yes, it does align nicely. However, for me, the black, white, yellow, and red were about people’s culture and skin colour and like representing everybody. So for me, I always was, you know, we were just really trying to think about how we could represent everybody culturally. Our focus was on cultural inclusivity. That’s why we dedicated considerable time to portraying this “Wait is this World War One?” setting—getting people to ask “whose uniforms are those”. We aimed to make a broader statement about war in general rather than depicting a specific conflict. Although the carrier pigeon contextualised it in World War One, we deliberately avoided tying it to any particular historical event. We worked diligently to ensure that anyone watching the film, regardless of their background, could see themselves represented in the army. While it’s true that people have pointed out the colour symbolism, I can’t claim it was entirely intentional. Nevertheless, it’s another bit of luck that lines up nicely.

BB – we’ve worked on a lot of films and I think that stuff finds its way in subliminally sometimes, you just don’t even realise you’re doing it but there was also a lot of purposeful effort that went into the design and trying to make sure that whoever watched the film didn’t come with baggage, so if a German citizen is watching it and a British citizen is watching they aren’t bringing relics of the past and that this is its own thing you know, this own world this new world that we’ve created that’s kind of World War One like but not World War One because we want people, to like Dave said, to view it as an every war

Has the has the song itself been remixed? It sounds clearer in parts.

BB – Yeah, we actually brought a guy named Paul Hicks who was the lead engineer at Abbey Road for many years and we mixed the whole thing on an Atmos soundstage, so the whole thing’s mixed and Atmos. They had a nearfield Atmos mix, which means kind of home video version of it. But he came in and we did a proper theatrical version, basically broke John and Yoko and the chorus and all the different instruments. We broke all that stuff out in the separate elements and placed it in the movie theatre. You know, in 3D. It’s an object based sound system. So yeah, that was Paul Hicks, he’s done a lot of remixes on other Beatles and Lennon songs so he came on to this one for a day of mixing on the dub stage.

DM – We’re used to hearing the original song which I think was recorded in their apartment, but after Paul added the fidelity I feel like it’s the best version of the song. It’s not changing the song at all. But the first time we heard it in Atmos, I was like, “oh my god, it’s like I’m hearing the song for the first time.” It was really incredible, he did such a great job of it.

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In association with the British Animation Awards, Skwigly presents an exclusive video Q&A with veteran animation composer Brollyman.

A veteran composer for animation, natural history, documentaries and children’s programming, Brollyman has produced work for BBC NHU, BBC Worldwide, Barcroft films, Betty TV, Blue Zoo, Cloth Cat Animation, Cosgrove Hall, Disney, Karrot Animation, Off the Fence, Oxford Scientific Films, Passion Planet, Princess TV, Tigress films, Turnip and Duck as well as the BAAs itself, working both electronically and orchestrally.

With notable animation projects including Millie and Lou, Lynx and Birds and Olga da Polga, in 2015 Brollyman won an Emmy for the PBS nature doc Animal Misfits (known in the UK as Bill Bailey’s Animal Misfits).

The 2024 British Animation Awards take place at the BFI Southbank Thursday March 7thFor more on the work of Brollyman visit brollyman.com

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You have probably seen a live-action movie from the minds of Jared and Jerusha Hess. Their knack for capturing offbeat characters have given us many modern cult classics, from Napoleon Dynamite and Nacho Libre to more under-the-radar fare like Gentlemen Broncos and Austenland. However, with their latest project, the two join a long list of filmmakers transitioning into the world of animation. Their short film, Ninety-Five Senses, sees the duo helm a more dramatic story, brought to kinetic life through the power of hand-drawn and hand-painted work from a diverse team of animators around the globe.

“The film was initially pitched to us as a project where we could collaborate with up-and-coming animators, and that was what really excited us,” Jerusha explains. The film was commissioned by Utah’s Salt Lake Film Society as part of their program MAST, short for Media Accelerator Studio, a program pairing seasoned filmmakers with fresh talents. “We always love mentoring and collaborating with new voices, so we were super pumped.” The Hesses were given the opportunity to work with several artists at once, which required a story that could contain several different styles.

Image courtesy of London Flair PR.

In response, they re-teamed with long-time collaborators and screenwriters Hubbel Palmer and Chris Bowman, who conceived the idea of splitting the film by way of the five senses: sight, smell, touch, taste, and hearing. “They wrote the film in these different chapters hitting the different senses, and then we knew that we had to ground it by coming back to the main character, Coy,” explained Jared. Voiced by Tim Blake Nelson in a warm Southern drawl, Coy is an older gentleman reminiscing about his life through the lens of each sense, recalling memories both good and bad.

Ninety-Five Senses is a resonant story of emotional regret and spiritual redemption that has captured the industry’s attention. It was officially included in the Academy Awards’ shortlist for Best Animated Short Film this past week, proving to be a strong contender following festival wins at Cannes, Florida, Toronto, and Amsterdam. “It was just an amazing opportunity to collaborate with these animators,” Jared said. “They are all amazingly talented people.”

Skwigly sat down with Jared and Jerusha Hess to discuss the film’s conception, working with their eclectic animation team, and what brought them to the world of animation. Here is our conversation, edited for length and clarity.

© Brad Slade

I guess this is the most boring way to start, but I’m curious how this even happened! Ninety-Five Senses is the first animated film that you two have co-directed. Disregarding the story of the short itself, what inspired the decision to transition into animation?

Jerusha: The film was initially pitched to us as a project where we could collaborate with up-and-coming animators, and that was what really excited us. The Salt Lake Film Society [based in Salt Lake City, Utah] was starting this new program called MAST [short for Media Accelerator Studio] which pairs filmmakers who are in the business with up-and-coming filmmakers. We always love mentoring and collaborating with new and fresh voices, so we were super pumped. We got to work with animators that were local to Utah and ones that were all over the world. It was during COVID, so it was kind of a quiet time and we were like, “Yes, let’s do it!”

Jared: Interestingly enough, Jerusha and I have an animated movie for Netflix called Thelma the Unicorn coming out next year, which is a feature. We had been writing animated stuff for a long time and we were in the process of amping up work on that project as well. But, as Jerusha said, it was just an amazing opportunity to collaborate with these animators, some who were fresh out of film school and others who were independent animators throughout the world. They are all amazingly talented people.

You guys are joining a long line of live-action filmmakers who recently have begun exploring animation and now never want to leave. [laughs] For you two, what fostered that love for animation to the point where you wanted to make something animated?

Jared: I feel like our live action movies have always been big cartoons anyway, so given how extreme and strange our characters are, it’s always felt like a good fit. I’ve always loved animation.

Jerusha: We might have joined the ranks of animators, but we’re not saying goodbye to live-action anytime soon. A live-action indie will take 23 days to make and an animation takes three years. [laughs]

That’s a great point, we don’t want to see you backing away from either medium! Are there any films or animators that you love or have inspired you?

Jerusha: I think we both really loved all the Hanna Barbera stuff. Pixar came to life when we were young adults and of course that blew our freaking brains.

Jared: For me, Disney’s Robin Hood, and Saturday morning cartoons in the 80s and 90s. Um,

Jerusha: I’m not an animation expert at all. I really just love stories and comedy, so whatever the form is that I consume my stories, it doesn’t matter to me.

Image courtesy of London Flair PR.

Did Coy’s story come with that initial pitch or was that developed later on?

Jerusha: We collaborated with Hubbel Palmer and Chris Bowman, writing partners who we’ve written several projects with.

Jared: We went to film school with them, so we’ve known him for a long time.

Jerusha: They’re really smart and funny guys. They came on board to write a script. We didn’t really know what they were doing until we saw it and we were blown away.

Jared: Because we knew that we were going to be assigning different groups of animators with totally different styles their own chapters [in the film], Hubbel and Chris knew they had to write something that would work with five or six different styles of animation and still feel cohesive. They wrote the film in these different chapters hitting the different senses, and then we knew that we had to ground it by coming back to the main character, Coy, who’s telling a story. Daniel Bruson, an animator living in Brazil, did [those sequences]. I mean, we could talk about the animators for days.

Well, let’s do it! The juxtaposition between the different styles is immediately striking and it makes my heart sing to hear that it all came from independent animators. As amazing as that is, I imagine it was daunting to have all of these different voices contributing to one single project. Was there one unifying thing that kept everyone going in a similar direction?

Jerusha: We chatted a lot before anyone started animating. They pitched us their ideas and we’d get excited about one thing and we’d go from there. I think the tricky part––it wasn’t even tricky––the fun part was asking “How do we make Coy look similar in each person’s style?” We had an image that everyone was going off of, but then they all were watching each other’s [segments] to see what was happening. The transitions in and out of each chapter was the only part that we needed to get in the mix of. Otherwise, these were really brilliant, exciting storytellers who pitched the heck out of each section.

Jared: In addition to the character design, I think one thing that grounded everything was Tim Blake Nelson’s performance.

Jerusha: Oh yeah, absolutely.

Jared: Once we recorded him and put together an edit of the monologue, it really informed everybody’s work and set the tone for the piece. It was a real unifying factor where everything felt cohesive despite all the different styles.

Image courtesy of London Flair PR.

Were you guys given the opportunity to decide which animators you would be working with?

Jared: Yeah, we were able to pick different ones and then assign them to the different senses and that was a lot of fun.

Jerusha: We saw their samples and they each spoke to different sections. Daniel Bruson does these hand-painted, beautiful watercolors. We probably asked too much of him because each interstitial took him forever to do, but we knew he had a powerful style to be the connective tissue.

Jared: We had Gabriela Badillo in Mexico City with her group of female animators who were just phenomenal. They did the touch sequence, where he’s dreaming about what his life could have been like. It was so lyrical the way that they put it all together.

Jerusha: The animators who did smell, Jared Mathews and Dallin Penman, are an animating duo from Utah and they were just finishing up school at the time. They were still in college and their sample work was so funny. They’re really great storytellers and they came up with a really clever and funny section. But then, at the end, it’s really poignant. Casey Tobey was another Utah animator who did taste. That section has been described as a literal palette cleanser because suddenly it becomes very light and silly. His animation worked really great for that as well.

Was it at all intentional for the interstitials to have a calmer palette than the sense sections? When we see Coy in the present, it definitely has a unique effect as opposed to experiencing the livelier, more unique animation of the senses.

Jared: Yeah, definitely. There’s a warmth to the character, he feels like he could be somebody’s grandfather. For the story to work, you need to really like him and feel for his situation. As you’re going through all of these sequences, it’s good to be grounded and able to reset before you launch into the next one.

Jerusha: It needed to feel bleak, but he still needed to feel very much alive. The fact that the image is moving so much because you see all the lines, I think that gives him all this life even though he’s just in front of a blank wall.

Poster courtesy of London Flair PR.

The character of Coy is such a specific design. Where did the inspiration for that character come from? Was it a kind of chicken and the egg situation between your designs and Tim Blake Nelson’s recording? Did he have any influence?

Jerusha: I think a little bit of both. Jared and I collect people all the time. We’ll be at the State Fair and we’ll see someone’s haircut and we’re like, “Oh, that’s got to go in a movie.” I think faces are very important to us, so knowing exactly what our character is going to look like is big. I’m sure Tim’s monologue did have an influence, but I had a specific look I was going for. I found a really cool photo of some older gentleman in Eastern Europe where I was like, “This is what I’m going for.”

Jared: We had a design ready to go and we actually shared it with Tim when we started recording. It definitely informed how he brought him to life, which was super cool. Tim grew up in Oklahoma, so he was able to really channel that authentic drawl, which was crucial.

That transitions into talking about Tim Blake Nelson, who provides such an anchor for the story. How did he get involved with the project and what were his first thoughts after he was approached?

Jared: We’d never worked with him before but we were massive fans of everything that he’s done: all of his work with the Coen Brothers, HBO’s Watchmen, and my personal favourite, the movie Heavyweights. [laughs] He’s in the beginning of that film showing the video about the camp. Anyway, we reached out and sent him the script. He fell in love with it and was excited to work with us. It all happened pretty quick. He was so passionate and thoughtful about every moment, and that’s what you want. He was just fully invested in making sure every little word sounded right. It was just amazing to work with him.

Jerusha: He’s just a delightful, very generous, and lovely human. When you read the script in its initial stages, all you would be able to hear was his voice, so it’s great that he ended up doing it.

Jared: I think he amused the writers as well, hearing it in his voice. It all worked out great.

Image courtesy of London Flair PR.

You both have these legendary live-action films that have generated strong cult followings, but now, with your animated work, it feels like you’re ushering into a moment where there’s an even wider range of stories you can tell. Is there still an underlying theme in the stories you are attracted to, animated or otherwise?

Jared: I have an affinity for outcasts. At the end of the day, learning the stories of people that you don’t typically see on screen is always what interests me.

Jerusha: This might just be a normal writing trope, but we really love the underdogs. All of our movies are going to keep featuring underdogs and––Jared’s right––shining a light on people who wouldn’t normally get a light shone on them. That’s what gets us excited. When we’re at the State Fair, we’re looking for that person.

Ninety-Five Senses will be released on a date yet to be announced.

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Following the success of their directorial debut, Loving Vincent, co-directors and life partners Hugh and DK Welchman knew they would continue making movies with oil paintings. However, they didn’t want to simply do another exercise in bringing an artist’s paintings to life. They wanted to try something new, which led DK to suggesting they adapt The Peasants, the Nobel Prize-winning novel by Władysław Reymont and a cornerstone piece of literature from her childhood growing up in Poland. As soon as Hugh read his own copy, he was floored by it. “The way Reymont writes is very poetic and very colorful,” he explains to Skwigly. “It doesn’t feel like a landscape that could exist in reality.”

Despite four years and an arduous production process, the final product perfectly embodies Reymont’s imaginative style through deeply expressionist filmmaking. Unlike Loving Vincent, which was filmed largely using static shots set against green screens, The Peasants introduces a more limber camera, capturing dance and fight choreography within makeshift cardboard sets and even exteriors. “It was clear that to get the emotions in this village, where it can be quite claustrophobic with intense emotions, we wanted the camera to stay very close to the characters,” Welchman says. They wound up doing so many involved camera maneuvers that “the camera [became] a character in the film.” The final result is one of the year’s most spectacularly animated films and one of the medium’s crowning achievements.

On the cusp of its UK release, Hugh Welchman sat down with Skwigly to discuss the film’s development, lead star Kamila Urzedowska, and the future of oil painting animation. Here is our conversation, edited for length and clarity.

The Peasants (Vertigo Releasing – Image via Alternate Current)

When you think about Loving Vincent, it’s a very conventional conceit for a lot of people. “We’re going to tell a story about Vincent van Gogh and we’re going to tell it in the style of his art and his world.” The Peasants is really expanding the boundaries of what we can do with this medium because it’s suggesting that we can take this beloved novel that has already been adapted into live action once and give it this hand-painted animated treatment. When you’re thinking about this medium, what are the kinds of stories that, when you hear about them, you think painting is the way they should be told?

That’s a very interesting question, because you can do anything in oil painting animation. It’s a form that has been developed over 500 years, so more than photography, more than film, more than anything. It can really convey reality in a new, infinitely nuanced way. Taking something as simple as, say, the dance between Antek and Jagna. The way that the painters are using the light, the way they’re simplifying the movement of her hair and her dress, can all contribute to the emotional impact on the audience. You’re applying creative application for five hours on a sixth of a second of animation. It’s all of that thinking going into that one second, so it does have infinite possibilities. On the other side, it’s incredibly labor intensive. You have to be sure that you can contribute something extra by doing it in oil painting animation compared to doing it in, say, live-action or in CG animation. For Loving Vincent, we had a very special reason. Afterwards, we really wanted to show that painting animation didn’t just have to be used to bring a painter’s works to life. It can be used in other ways.

The way [The Peasants’ original author Władysław] Reymont writes is very poetic and very colorful. It doesn’t feel like a landscape that could exist in reality. If you go to the village of Lipce where, as a young man, he worked as a railway signalman – the characters come from his two years of living there – it looks nothing like the book in terms of these incredible, beautiful descriptions of nature and the changing of the seasons. That’s why it was very appropriate to retell it as an oil painting animation. He’s a Young Poland movement novelist and we bring his work to life inspired by young Poland movement painters. The other reason is that when any of us think about 19th century peasants, there’s probably a Millet painting coming into our head if we’re from North America or Western Europe, or [if we’re from] Britain maybe some pre-Raphaelite paintings we saw in Tate Britain when they went on the school trip. We don’t really have famous images of peasants in the 19th century in terms of photographs or films. We think of peasants as paintings anyway, so it’s only right that a film about peasants is painted.

The Peasants (Vertigo Releasing – Image via Alternate Current)

Where does the decision come in to incorporate the moving camera more? In Loving Vincent, you filmed a number of performances and those were put on backgrounds, but The Peasants incorporates the camera in a much more traditional live-action context.

It came from DK [Welchman, co-director and co-writer] and it also came from the cinematographer, Radek [Ladczuk], during the first couple of weeks on set. It was always our intention that there wouldn’t be too much camera movement because, on Loving Vincent, it cost us four times as much to do moving camera shots. I think DK just instinctively rebelled. She wanted to be able to move the camera as a director. In discussions with Radek, it was clear that to get the emotions in this village, where it can be quite claustrophobic with intense emotions, we wanted the camera to stay very close to the characters. Once we choreographed the dance and you saw how beautiful it was, we wanted to be close to Jagna and Antek when they were dancing together and we wanted to see the expressions on their faces, in which case you need Steadicam. We had those experiences in the first couple of weeks and by then it was really established that the camera was a character in the film. It was allowing us to tell the story better, so then we just had to learn how to paint the moving camera.

The central performance from Kamila Urzedowska as Yagna is such a revelation. Not only is she an immensely talented performer but her face is so gorgeously rendered in this medium. When you’re auditioning, are you considering an actor’s face and how it might appear in oil painting? Is that something you saw in Kamila when you were first working with her?

Well, it was clear that the camera loved Kamila. She’s pretty beautiful in the flesh but she’s stunning when photographed and I think we made her even more stunning by making her into a moving painting. With Kamila, we chose someone who was unknown. All the other actors are very famous actors in Poland, but we felt, for Jagna, we needed a fresh face, someone that was new to the audience. We didn’t actually do painting tests of her, but we knew that she was going to transfer into painting beautifully. What we weren’t expecting was that we’d have a semi-mutiny from the painters at the beginning. None of the painters wanted to paint her. [laughs] Her features are so symmetrical and flawless that if you make even a slight error with the brush strokes, she doesn’t look right. They were all like, “we want to do the older women” or “we want to do the male characters” because they’re more forgiving in terms of oil painting. We basically forced our best painters to do it, but then, over time, everyone had to paint Yagna, because she’s in most of the shots. They were using paint brushes with single hairs for her eyes and eyelashes. People really fell in love with her. It was very emotional when we took her to the Serbian studio and the painters met her for the first time. They had been painting her for a year and a half and then they got to meet her in the flesh and it was quite moving for them.

The Peasants (Vertigo Releasing – Image via Alternate Current)

I know you have a third film planned to make a pseudo-trilogy of oil painted films, but even beyond that, what is the future of this medium? It’s obviously very labor intensive, but I think that there is an audience for it. As one of the few people who are spearheading the mainstream use of this medium in feature filmmaking, what is necessary in order for this medium to prosper?

Ultimately, I think a studio has to come along and go “we want to do this as a big budget animated film.” Loving Vincent made money, it proved itself at a certain level. The Peasants doesn’t have the advantage of Van Gogh, but on the other hand, in Poland, it’s the most Polish successful film for the last four years. No other Polish film since COVID has broken one million admissions and we’re currently on 1.6 million admissions. The crazy thing is that the box office actually grew from its second to third week compared to the first week. I think people thought “oh, period drama based on a Nobel prize winning novel, probably a bit boring,” but then word of mouth was like, “okay, this is a super intense, passionate, and really action packed film.” With Loving Vincent, fans often went to see the film more than once. In Poland, we’ve had that same thing with The Peasants. We’ve had people posting that they’ve seen it three or four times. If we can get that kind of audience in other countries as well, then I think there’s a future for this. We have our trajectory, as filmmakers, with what we want to do with this kind of filmmaking, but for it to not be just a footnote in cinema history and for it to grow beyond me and DK, I think a studio has to go, “oh, we want to do something in this style,” and I think that will only happen if The Peasants does as well or better than Loving Vincent. We’re really in the hands of the audience. We don’t have the kind of advertising budgets of studio films or anything like that, so it’s really about the audience discovering it and supporting it and going to see it.

It’s as much in the studio’s hands as it is in the audience’s hands, as is usually the case.

Absolutely, absolutely.

Hugh, we look forward to the next hand-painted effort. Thank you for all your contributions to this medium. All animation fans are in your debt.

Thank you very much for saying so.

The Peasants is now playing in UK cinemas.

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Kizazi Moto: Generation Fire is distributed under Disney, the writers and actors for which are currently on strike due to unfair working conditions, compensation and a refusal on the part of the studios to properly regulate AI. The Writers Guild are not calling for a boycott on coverage of their work. Skwigly stands with the […]

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A stormy night, an important task to complete and an unquiet cadaver all come together in Memento Mori, a thrilling gothic tale and wonderful new addition to the catalogue of animated films that dip into the eerie and unsettling. Directed and co-written by Paul O’Flanagan of Boulder Media in Ireland, the film pays homage to […]

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Teenage Mutant Ninja Turtles: Mutant Mayhem is being released under Paramount Pictures, the writers and actors under which are currently on strike due to unfair working conditions, compensation and a refusal on the part of the studios to properly regulate AI. The Writers Guild are not calling for a boycott on coverage of their work. […]

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The first full episode screening of Pixar’s Win or Lose was one of the most delightful surprises of 2023’s Annecy festival. Packaged in with the studio’s screening of their big summer blockbuster,  Win or Lose felt like something of an undercard to Elemental. That tempered expectation may have been what allowed the episode to entrap […]

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Do I really need to introduce you to Eric Goldberg? You’re surely familiar with his work. There was a charismatic, shapeshifting blue Genie in a movie called Aladdin who Eric animated, the first in a long line of credits under the fairly well-known animation house, Disney. If you had a TV set in 1970s England, […]

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In September 2022, you may have seen the news of Hadis Najafi, who died after being struck by gunfire during the Iranian protests. The death of the 22-year old Azerbaijani Turk woman was widely reported around the world, and following her death she has been “turned into a symbol and rallying point for the protests after her death”, and is seen as a symbol of Azerbaijani resistance and ethnic struggle.

This event in turn, led to the fledgling Azerbaijani animation studio, ANIMAFILM Studio, producing and dedicating their short film Hadis to the memory of Hadis Najafi, and all those fighting against gender, ethnic and cultural discrimination in Iran.

Hadis © ANIMAFILM Studio

The short film has already garnered early festival success, having been selected for competition at this year’s Annecy animation festival, which is not only an honour for the studio, but is seen as an important achievement for the Azerbaijani film industry as a whole.

At the helm of the film (and also of ANIMAFILM Studio) are Nazrin Aghamaliyeva (Director) and Rashid Aghamaliyev (Producer), who we spoke to about the film’s production and the landscape of Azerbaijani animation.

Rashid Agamaliyev, Producer (left) and Nazrin Agamaliyeva, Director (right). © ANIMAFILM Studio

Before we discuss the film, could you both tell us a little about how you met and came to work together, and what led you to set up your own studio?

Nazrin: We first met in Baku at the ANIMAFILM International Animation Festival. Over time, we became close friends and eventually got married. From the beginning, we shared a passion for filmmaking. However, working together as a filmmaker couple is both amazing and challenging at the same time.

Rashid: We started making animation organically when we needed animated trailers for our ANIMAFILM festival. Making the trailers was so satisfying that we decided to start an animation studio. Hadis is our debut animated film. However, even before that, I had extensive experience in the film industry. For example, I worked as a production assistant on a feature stop-motion animated film called Even Mice Belong in Heaven (2021) and as an assistant director for a feature documentary titled Saz: The Key of Trust (2018). In 2019, I directed my own short documentary, Dialogues with Zuleyha (2019). All this experience gave me enough confidence to launch our own studio.

The film describes itself as a dedication ‘to the memory of 22-year-old Azerbaijani Turk Hadis Najafi,’ but aside from Hadis’ heritage, what compelled you to tell this story, and who did the initial idea for this film come from?

Nazrin: The idea to make a film about Hadis Najafi belongs to the Azerbaijan Cultural Society of Northern California, the organization that funded the film and also offered me a scholarship to study animation in FAMU (Czech Republic). We were deeply moved by the story of Hadis Najafi and agreed to make this film. For research, I conducted interviews with Azerbaijani Turks who lived under the dictatorial regime in Iran. Their personal stories were invaluable in shaping our narrative.

Rashid: Nazrin co-wrote the screenplay with talented dramaturg Ismail Iman, who contributed great ideas to the story, such as Hadis’s brooch being stolen by a crow. Masud Panachi, a consultant for the film, who himself was born in Iran and has made more than 60 animated films in Azerbaijan and Germany, offered valuable advice on storyboarding and directing.

Hadis © ANIMAFILM Studio

Judging by the timeline of events, from Hadis’ death in September 2022 to your submission of the film to Annecy in February 2023, it is remarkable that you have assembled a team, gained support, and produced the film in a little over 4 months. Could you give us a breakdown of how you achieved this and any problems you encountered?

Nazrin: I still find it unbelievable that we were able to make this film in such a short timeframe. We were fortunate to have the financial support of ASCN, but also our team, who were passionate about the film’s theme and produced amazing results. However, we did encounter difficulties in finding voice actors. I wanted to find an Azerbaijani voice actress from Iran because I needed a specific accent. It was a miracle when we found Zohre, who had just arrived in Prague from Iran one month ago, where she had participated in the protests herself. She also had a powerful story of her own. Initially, I thought of keeping her name secret for her safety, as she could be arrested in Iran for participating in our film. But she wanted to be credited in the project. I am happy that we found her, as she represented Hadis’ soul perfectly. She is one of the strongest and most amazing Azerbaijani women I have ever met.

Rashid: We started in November 2022 and exported the DCP in April 2023. The trick is that, according to Annecy’s regulations, the festival can consider a work-in-progress version. So, we took advantage of this. But honestly, it was super hard to deliver a WIP version in time and make sure that it was advanced enough to be judged. I would love to give credit to our lead animator, Andrea Szelesová, and editor, Jorge Sánchez Calderón. I don’t think we could have made it in time without their hard work and dedication.

What are your hopes for the film, and what would you ultimately like the film to achieve?

Nazrin: In the film, the main character not only represents Hadis Najafi’s bravery but also symbolizes the struggles of Azerbaijani Turks in Iran. We want the whole world to know that the Azerbaijani minority in Iran faces systematic discrimination.

Rashid: I absolutely agree with Nazrin. While Iran is infamous for its authoritarian regime, death penalties, religious extremism, and unjust treatment of women, it is often overlooked that minorities in Iran also face discrimination. There are around 30 million Azerbaijani Turks living in Iran. Like many other minorities in Iran, such as Baluchis, Kurds, and Turkmen, Azerbaijani Turks face severe racism. Our film is an attempt to spread awareness about the unjust treatment that face Azerbaijani Turks in Iran. Participating in the Annecy festival is already a big step towards spreading our message. The next goal is to offer our film to the international audience through festivals, television, and VOD platforms.

Hadis © ANIMAFILM Studio

Our readers at Skwigly may not have a deep knowledge of the Azerbaijan animation landscape, so could you give us your thoughts on its current shape and where it is heading? Also, could you tell us how the industry helped you access funding or support partners to complete Hadis?

Rashid: After the rich Soviet Azerbaijan period, the animation industry struggled with a lack of funding and talent. The presidential decree establishing ARKA (the Cinema Agency of the Republic of Azerbaijan) on April 20, 2022, truly marks the beginning of a new era not only for Azerbaijani animation but also for Azerbaijani cinema in general. In 2022, we also established the NGO Azerbaijan Animation Association with the goal of contributing to the industry. We believe that very soon the world will hear more about Azerbaijan!

I should also mention that Hadis is a co-production of Azerbaijan, the USA, and the Czech Republic. I produced this film through a company in the Czech Republic. It makes me proud because this country has given me so much in terms of my personal and professional development.

Rashid, aside from producing this film and heading up ANIMAFILM Studio, you are a key figure within the Azerbaijan animation industry, and founder of ANIMAFILM animation festival. Can you tell our readers a little about the festival, and how you find the time for everything!

Rashid: We established the ANIMAFILM festival in 2018, and this year we will celebrate its 6th edition. We are a small festival with big ambitions to become an important player in the Caucasus region and Eastern Europe, but we do accept films from all around the world! This year’s theme will be dedicated to women’s rights, and we will organize a pitching competition for local animation artists. I guess the secret to our productivity is that we do all these projects together with Nazrin.

Hadis © ANIMAFILM Studio

Can you tell me what’s next for both of you and ANIMAFILM Studio? What projects do you currently have in development?

Nazrin: As a filmmaker, I am passionate about addressing topics that are relevant to women. We are currently working on a short animated documentary (anidoc) that explores women’s health issues called vaginismus.

Rashid: Together with Masud Panahi, we are also developing a short film for children called Nargis. After the recent Karabakh war, Azerbaijan’s territories are highly contaminated with landmines. We aim to address this issue in a creative manner and create a film that will be relevant not only for Azerbaijani children but also for all children affected by war.

Hadis will be screening as part of the Short Films in Competition – Perspectives 1 at Annecy on 13th, 14th, 15th and 16th June 2023. For more information about that film, visit: animafilm.studio/hadis

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Boat People, a new animated documentary from the National Film Board of Canada, is set to begin its festival run this month. Recounting the story of writer/director Thao Lam’s own family, the film explores resonant and universal themes of loss, emotional fortitude and karma.

As a little girl in Vietnam, Thao’s mother would rescue ants from bowls of sugar water. The tiny creatures would later return the favour, leading her desperate family through darkness—and pointing the way to safety.

Adapted from illustrator and author Thao Lam’s book The Paper Boat, the film draws upon her own family’s dramatic and turbulent journey as refugees fleeing the aftermath of the Vietnam War. Boat People harnesses the talents of animator Kjell Boersma in retaining the hand-crafted look of the original illustrations in service to a compelling narrative that both parallels and contrasts human survival with the instinctual behaviour of ants. Narrated by Thao herself, the short features music by respectfulchild and is produced by Justine Pimlott and Jelena Popović of the NFB.

In anticipation of Boat People‘s world premiere this week at ITFS Stuttgart, Skwigly spoke with directors Thao Lam and Kjell Boersma to learn more about the film’s journey.

To start with, it would be great to hear about the source material and how the original book The Paper Boat came about – what were the circumstances/influences that brought the project to life?

Thao: I never envisioned this story as a picture book. To me the migration of people and ants was always told through movement. The act of fleeing is a movement. The journey across the South China Sea, the motions of the waves as it rages during a storm, the bodies of people moving about in a refugee camp like scurrying ants—all forms of movement. When I first began to think of the story, I actually pictured it as a film. While we were developing the idea, my publisher became interested in doing it as a picture book, and the book moved a lot faster than the film.

What drew you to ants and ant behaviour as a throughline for the story?

Thao: Ants have always been part of the story my mother tells. She saved the ants—and they saved her in return. I’ve always liked that idea of karma. We did a tonne of research, on both the Vietnam War and ant behaviour, and we began seeing all kinds of connections, how ants have an instinct not simply to survive but also to protect each other. The script went through many stages, but I think we’ve found a nice balance between the two stories.

Can you tell us a bit about your respective backgrounds in the arts and what ultimately led you to animation?

Thao: I graduated from Sheridan College [in Ontario, Canada] with an Illustration diploma and I am now an author and illustrator of children’s books. Though I don’t have any experience or training in animation, I do have an understanding and passion for storytelling. This process has taught me that filmmaking is just a different medium of storytelling.

Kjell: From an early age I have been obsessed with animation. My uncle would tape episodes of the program Long Ago and Far Away on PBS and mail them to me, and I would watch the animated shorts over and over again. While attending film school, I just became increasingly drawn to animation and taught myself the techniques I needed to animate my thesis project. After that, I worked as a compositor in stop-motion for television, and then moved to New Mexico for several years, where I directed my film Monster Slayer, which was a combination of live action and Ray Harryhausen-style creatures. After returning to Toronto, I was commissioned by the Toronto Symphony Orchestra to create a kids’ film that would be performed live with the orchestra. That production filled in a lot of the missing pieces for me, and I built off those techniques when developing the animation process for Boat People.

How did the two of you come to be paired together for this project? Had you worked together before?

Kjell: Thao and I had worked together once before on an animated trailer for her first book, Skunk on a String. I was drawn to the graphic quality and textures of her work, and that project really made me wish we could do something that was imagined as animation from the start. A year or so later, I had just released my film DAM!, and Thao approached me with the idea that eventually became Boat People. I was hooked right away by the story of the ants in the grass, and it is exactly the sort of complex subject that first drew me to animation.

The overall look of the film carries across the cutout style of the picture book very effectively; it would be great to have a breakdown of the animation process. Did you use digital and analogue processes – or a combination of both – to achieve this look?

Kjell: For me it was very important that Thao’s style come through in the animation, but once we started testing different approaches, it turned out to be quite a complicated thing to do. We started with a physical process that tried to replicate how Thao creates each panel of her books. This led us to individually laser-cutting each layer of each frame from different papers, assembling them by hand, and then animating them in stop-motion. While it achieved the look we wanted, it was a very cumbersome and rigid process. We decided to develop a digital workflow using those laser-cut tests as a blueprint, while still using Thao’s ink-on-paper textures. The end result is a combination of traditional hand-drawn animation in TV Paint, digital cutout in Harmony, 3D rendering in C4D, and compositing in After Effects.

When dealing with the heavy themes of this type of story, what are the primary advantages of animation (and, at its core, illustration/design) in a film such as this?

Thao: As a children’s book author and illustrator, I have always found that picture books often act as portals into issues kids have a hard time expressing, because I can package heavy themes in a style relatable and accessible to kids. I feel like animation is similar but has fewer restraints, because it can reach a wider audience and age range and therefore we can tackle more complicated themes like family dynamics, resilience and sacrifice. This lack of restriction also allows for more creative freedom when I am making a film compared to when I am creating a children’s book, like the subtle changes in facial expressions as characters interact with each other.

Thao’s family and other refugees crossing the precarious waters of South China Sea by boat (Image from Film, Courtesy of the National Film Board of Canada, 2023)

From a storytelling perspective, what advantages – or challenges – does animation have when it comes to this type of adaptation?

Kjell: The big advantage with animation is that the only limitation is your imagination. This can also be a challenge in that, sometimes, limits can be helpful. Thao and I imagined many different versions of this story; I lost count of how many versions our animatic went through. Like Thao said, animation can also be a way to deal with dark material in an accessible way—I thought a lot about films like Grave of the Fireflies and Watership Down while working on Boat People. In a more basic sense, animation allows us into points of view that would otherwise be impossible.

How did working with the NFB benefit the production of Boat People? Had you hoped to bring them on board from the outset?

Kjell: The simplest answer is that the film wouldn’t exist without the NFB. Thao and I had tried for about a year to find funding for the film (unsuccessfully) before our executive producer, Anita Lee, saw something in our project. I can’t think of many other places that would have had the resources and the patience to go on this journey with us. The film required a lot of research and development to achieve the style we wanted, and that’s something the NFB has a unique commitment to supporting. We were also lucky to get to work with very talented and supportive producers. Justine Pimlott, from the NFB’s Toronto studio, brought a wealth of experience from the documentary world that was instrumental in helping us find the story and craft the narrative, and Jelena Popović, from the Montreal studio, has a real passion for animation as a medium and pushed us to be more ambitious in our imaginations.

Noting that you (Thao) provided the narration from the film, were there aspects of the story that drew from your own lived experience, or is it more of an observational piece?

Thao: Most families have stories that are told and retold. For the longest time, all I knew about the war and our escape was a story told by my mother, a lesson in kindness and karma. Long before the war, when the only invasions were of ants looking for food, her mother would set out bowls of sugar water to rid the house of pests. As a child, my mother would spend carefree afternoons fishing ants out of these bowls. On the night of our escape we got turned around in the tall grass. By the light of the moon, my mother spotted a trail of ants; lost and desperate, she decided to follow them, which led us to the riverbank where our escape boat waited. The ants she rescued as a little girl saved her in return that night. This story with the ants and the sugar water became the cornerstone for the film, making it an animated documentary.

Congratulations on your upcoming world premiere at ITFS Stuttgart. What are your feelings about being involved in such a highly regarded event, and do you feel that in-person festivals are an important part of a film (and filmmaker’s) journey?

Kjell: We are, of course, very excited to have our premiere at ITFS. It’s an incredibly valuable experience as an individual, as well as for the film and the filmmaking community. It’s wonderful to see your film with an audience, to meet people from all over the world and see projects that would have never crossed your path. Visiting Germany has also been a real treat; it’s no wonder so many artists end up here (including two of our animation team).

Do you have any plans to work together again in future?

Thao: This is my first time as a film director and working in animation. There is still so much for me to learn about this different medium of storytelling, but the possibilities are endless and I am excited to see where this will lead. I would love another opportunity to work with Kjell and the NFB. Halfway through the making of Boat People, I did pitch another project to Kjell, so we are in the very early stages of that film, and I am currently working on a script of another idea I have.

Boat People will premiere at ITFS Stuttgart April 27th at 9pm in International Competition 3. The screening is repeated at 11:30am on April 28th.

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2023 marks the third year of our series of interviews for Autism Awareness Month, where we speak with those who have made stories and characters in animation that have reflected the experiences of autistic people as well as those on the spectrum themselves who have gone on to create some truly unique pieces of work that many have fell in love with on a global scale.

While many would have undoubtedly heard of Pablo, the preschool animated series about an autistic child and his imaginary friends, some may not be aware that it also features writers and voice artists on the spectrum themselves. Sumita Majumdar is one of those people, having written many episodes and even provided the voice of Wren. She joins us to celebrate this extraordinary month as she discusses her involvement in the series and her studies and career since joining this celebrated production.

Sumita Majumdar

Could you share with us your autistic journey before you worked as a writer in animation?

I approached a school, for advice on finding something creative to do for work, and ended up doing some after-school assistant stuff there. After that, I did supply teaching, leading music art and drama sessions at various schools. Creativity really helped me at that time – art, music writing and performance. I wanted to find a way to help others use creativity in the way it had helped me. I tried to train as an art therapist at one point which didn’t work out – but I did a lot of volunteering with art and drama groups, making soundtracks for Partners Theatre Company and Reach Inclusive Arts… I assisted in a few stop-motion workshops with disabled young people and an art project with young people who were being supported for mental unwellness.

Before being diagnosed, I think I had sort of tried to push myself through what I thought the system of life was, and I didn’t know how everyone else was doing it without getting ill – or how people even knew what to do! It was difficult to manage without support, but also I was very resistant to social labels of any kind, so it was difficult to be able to be in the mind frame of accepting support if I couldn’t allow myself to identify in those ways. when I did eventually seek a diagnosis, I did it without telling anyone – I told myself it was for the documentation, to use for accessing support, rather than something I wanted to adapt my identity around – but the process I went through during that time allowed me to think more about society-frameworks, to learn more about autistic experiencing, and to understand myself alongside other autistic people whose brains and bodies did similar things to mine. Becoming involved with Pablo magically happened not too long after that, which not only further helped me to accept and embrace being autistic, but also to communicate to others about being autistic (definitely not in the way I expected to do so!)

Pablo and Friends

What was your favourite episode to write and/or provide the voice of Wren?

I am terrible at choosing favourites – so I don’t know… when I was recording the voice parts, we all recorded them individually in the voice booth – it wasn’t like we were all together in a group – so I would be going through a list of Wren’s lines, rather than hearing all of the other lines in between – and it was often several scripts at once, so I think I processed it as one merged experience… it was a lot of fun, though…, particularly where I just had to laugh for a few minutes! In the first batch of episodes, we hadn’t met the other voice actors or writers yet – so it was really exciting to look through other people’s scripts and to relate my own experiences to things that they had written, and then for us to meet each other and find out about our similarities and differences.

Writing the episodes was fun – I co-wrote the scripts I wrote with Andrew Brenner mostly over video calls. I liked writing ‘The Super Place,’ which was one of the first ones… and ‘Everything Pineapple’ (at the time of writing, everything DID taste like pineapple – the ghost memory of drinking too much fruit juice…) The writing process of all of the stories I wrote with Andrew is memorable as the stories often related to things that were happening at the time. For example, I liked writing ‘Magic Postbox’ as I was working nightshifts sorting letters and parcels, which I loved doing, so it reminds me of that – but these immediate experiences were also combined with talking about how this links with memories and experiences of being a young child – what I remembered about that, how that related to what other autistic people’s experiences were, and what Pablo’s perspective of that could be. We would have a lot of conversations about autisticness, humanness, and sensing… – and characters would emerge (like ‘The Aroma’, or the Shouty Walls in the ‘Swimming Pool’ episode) – sometimes the characters would just say things that would make us laugh, so we’d put them in the scripts.

Since working on the show you have appeared as a speaker at the Children’s Media Conference and PARC Critical Autism Studies Conference. What was the message you hoped to achieve when you addressed these crowds?

Since working on the show, I’ve spoken at various events, and each event I did had different purposes, with different types of people at them: some spaces were audiences of people who work in Children’s TV, and other spaces were academics, researchers, mental health professionals, and creative practitioners. It’s important to remember that people often don’t fit into just one category of people – I don’t – which is why ‘interdisciplinary’ spaces are important to me: being able to combine the arts with research and allowing myself to appear in whatever form is most comfortable for the moment. I have shared about ‘Pablo’ in most of my presentations for various purposes: to share more about the show, to share about Paper Owl Films’ process of creating the show, and to express autistic imagination and inner-world processing. I did a study on the creative process of Pablo as a psychoeducational tool, as part of the course I did (MSc Creative Arts & Mental Health), which is what I was presenting about at the PARC conference, whereas the Children’s Media Conference thing was more about my personal experience…

I hope that by speaking at these things and turning up as myself, I might encourage others to explore their communication styles to express themselves through writing, arts-making, speaking, or however, they want. There are lots of ways to do a presentation, and they can be a great way of sharing something you’re interested in.

And it’s great to be able to share about Pablo with different types of people – it’s a preschool show, so not everyone would have watched it – and even the people who have watched it might not be aware of the process behind the show, or the ways it might be particularly useful to explain certain things – perhaps in an accessible way, due to being a pre-school animation. I also hope that by sharing about Pablo, more people might think about inner-mind multiplicity (having different parts of you trying to figure things out – like Pablo and his Book Animal friends) – to help people realise, or remember, that is a part of processing – and how that relates to the performance of our selves (how we express, as our outer-body – which can be different depending on the scenario or who we are with)… it is okay to have conflicting parts of us, it’s about how we co-exist with them (and each other).

For your dissertation towards the MSc, you explored psycho-education and what you learned when working on Pablo. What was the biggest takeaway from this research that you hope to continue working on, whether towards another show or another new project?

My dissertation was about the creative process behind Pablo being a psychoeducational tool, for self-awareness, social understanding and mental wellness. It also unjumbled some things about autistic imagination, and how there are misperceptions about this (e.g. reading a bus timetable can be a social, creative activity – it’s not necessarily less imaginative than reading fiction). It also recognised thinking through inner-worlds / inner-mind characters not just being ‘dissociation’, but also being ‘association’, which I think is important in de-pathologising some imaginative processing styles (such as Pablo’s!) There was so much I wanted to write about that wouldn’t fit in the word count, so I’d love to continue the research – alongside making practical, useable, accessible imagination tools for mental wellness, and to continue creating spaces that offer Permission to Be.

One significant result of the study was how the show helped autistic people to better understand other autistic people, as well as themselves. Before it was made, Pablo was initially intended to help people who aren’t autistic to better understand and empathise with autistic people, to hopefully lead to autistic people having a better experience in the world; but the study highlighted the show’s potential to help autistic people better understand and empathise with other autistic people, similar and different to themselves. It’s a reminder of people’s contradicting and conflicting access needs, differing autistic presentation styles – and the diversity of people’s processing styles in general, whether autistic or not. I’m excited to continue observing the Pablo process as it unfolds – but I’m also excited about immersing myself into other inner-world story-play animation spaces, and to keep observing things through different lenses.

Pablo Series Three

How do you feel the current slate of animation productions has represented these neurodivergent and mental health conditions and what more do you think could be done?

I really like going to things like the London International Animation Festival – I like watching things which feels like people taking stuff out of their brains and putting them onto a screen, and get that “my brain does that, too!” feeling. I’m interested in more work that combines research and personal experiences, from multi-angles – things that offer some sort of reframing, and questioning such as the work Alex Widdowson has been doing with his films Drawing on Autism and Divergent Minds, for example. Animation has a certain kind of flavour of communication in comparison with other films, which can be a step towards possible solutions in the shared outer world.

Maybe I don’t watch enough to know about ‘the current slate,’ but I do really value animation as a way of expressing, explaining, and learning about your inner-mind. I think this makes animation a great tool from all sides of the screen (making it, watching it, sharing it), and I think more people could be encouraged to try it out – even if it’s not for TV. I think there could be more pathways for neurodivergent people, including people with ‘mental health conditions’, to enter and explore animation, as it’s a great communication tool, and I think a lot of people would appreciate its immersion. Paper Owl Films launched the Pablo Academy, which aimed to recruit neurodivergent people for a placement, and I became a supporting Neurodivergent Mentor as a part of that – I think more things like that would be great… but I’m also interested in providing more opportunities, such as workshops, or creative toolkits, for people who haven’t been exposed to animation or who might not have given themselves a go. I’ve assisted on a few animation workshops with disabled young people, and I’ve got some coming up with Can’t Sit Still Theatre’s ‘Being Me’ project (aimed at autistic young girls and non-binary people.) But how do people find a way of continuing that after one-off projects like it – and how they get into doing that for work, if they want to? Perhaps studios could team up with these sorts of projects to help to bridge that.

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Skwigly are excited to present a chat between site contributor Mel Cionco and the creative duo Tracy Butler and Fable Siegel, directors of the smash-hit indie animated short film Lackadaisy.

Missouri-based Tracy Butler studied Biology in college before embracing her true path in the visual arts, and went on to work for a small game development studio as an illustrator and concept artist, her roles eventually spanning 3D character artist, animation and art directing. It was her comic Lackadaisy, inspired by the history surrounding the century-old home she’d recently moved into, as well as her appreciation for cats, that garnered her international attention in the mid-to-late naughties. A story of bootlegging jazz cats that would ultimately get itself an Eisner award in 2011, its most recent iteration is a phenomenally successful animated adaptation. Bringing on board Fable Siegel, an incredible artist whose body of work includes animation for Titmouse, Starburns, Hazbin Hotel, Game Grumps as well as storyboarding for shows including F is For Family, Ben 10, Adam Ruins Everything: Reanimated History and Wacky Races, the highly anticipated, 27-minute film was released at the end of March to much excitement, following a hugely successful Kickstarter campaign in 2020.

Joining forces with Spike Trotman of Iron Circus Comics, the team massively exceeded their initial crowdfunding goal of $85,000 grand, eventually raising over $330,000, ultimately allowing them to realise the dream of many an indie artist and filmmaker and create a 27 minute film on their own terms and true to their vision.

Upon its release, Lackadaisy became an online phenomenon, with over 3.5 million views in its first week. Boasting an enormous roster of fantastic artistic talent, a solid cast and engaging music by Sepiatonic, the film has also caught the attention of prominent figures such as indie legend Ralph Bakshi, illustrator Tyson Hesse and director Lilly Wachowski.

Stream the podcast below or direct download here.

For more on the project visit the official Lackadaisy site.

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2023 marks the third year of our series of interviews for Autism Awareness Month, where we speak with those who have made stories and characters in animation that have reflected the experiences of autistic people as well as those on the spectrum themselves who have gone on to create some truly unique pieces of work that many have fell in love with on a global scale.

The creators behind PBS Kids’ Hero Elementary, Carol-Lynn Parente and Christine Ferraro, join us to discuss their careers in Sesame Street and how they created an animated series featuring young superheroes in training. But throughout their work in children’s television, they have also made a couple of celebrated autistic characters that have connected with young audiences.

Carol-Lynn Parente and Christine Ferraro

I was really impressed that you both started your careers on one of the biggest children’s television shows of all time, Sesame Street. How did you both land your first jobs on a property filled with iconic characters and what was it like to progress through your careers there?

CLP: I started at what was then called, Children’s Television Workshop in 1988, in the Talent Payment department. It was a finance job and only my 2nd job out of school. I graduated with a double major in Economics/Marketing, but I did an internship at NBC in Manhattan in my senior year and was hooked on wanting to work in television after that. I applied for every open job on the production staff of Sesame Street, and one year after joining the company, there was an opening as the assistant to the Post Production Supervisor. I steadily rose through the ranks over my 30-year career, going from Production Assistant to Associate Producer, to Producer and finally, Executive Producer and SVP of Creative before leaving in 2016 to pursue other interests. We were very lucky to begin our careers on such a special show that continues to be the gold standard in children’s content. The show was already in season 18 when I joined, and well established. The hardest part about the job over the years was working to evolve the iconic show, to keep it relevant and fresh for the current pre-schoolers, without disappointing the large adult fan base that had a real affectionate relationship with the show and characters they grew up with.

CF: I started working on the show as an administrative assistant, right out of college. I was lucky enough to have a teacher at my school who needed an assistant, and the timing was right. I grew familiar with the show and the scripts, and when they were auditioning new writers, I decided to give it a try. I’ve been writing for the show for 30 years now, and still going!

You were both also part of the team who helped to create Julia, the first autistic character on Sesame Street. How and why was she made for the show?

CF: Sesame Workshop had a nationwide initiative, See Amazing in All Children, aimed at communities with children ages 2 to 5. Julia was a character created to be on the autism spectrum, to help introduce the topic to young children and their families. The focus of the initiative was to reduce stigmas around autism and build understanding and acceptance. Julia was created for a digital storybook. But the response was so favourable to Julia that we decided she should be part of the Sesame Street show for all audiences.

Julia from Sesame Street

How did you both come up with the idea of Hero Elementary and for those who may not have seen it, could you explain it in your own words?

CLP/CF: Hero Elementary is about a school for budding superheroes, where the students are learning how to master their powers, like teleportation or flying, while also discovering the most critical problem-solving abilities, the Superpowers of Science. The series aims to give children 4-7 the tools to solve problems by thinking and acting like scientists to save the day.

The show was funded by the U.S. Department of Education’s Ready To Learn grant, awarded to Twin Cities Public Television. The proposal sought to use a book, Superhero School, to inspire the STEM-focused initiative. We were brought on to develop the TV show as part of the project. The book had a math focus, so we really had to start from scratch to build a show idea around a STEM curriculum. But coming from Sesame Street, we were so excited about the hook of superheroes to engage kids. We spent our careers learning how to embed all kinds of the curriculum into content using the tools of lovable characters and humour, as how superheroes should make our jobs easy, right?

Well, it was a blessing and a curse. The minute kids in our formative testing groups found out the show was about superheroes, they went off on wild tangents imagining all sorts of superhero powers that weren’t even in our stories. It became clear that if we had any hopes of teaching the science practices, we needed to embed them more into the lore of our superhero world. That’s when the “Superpowers of Science” were born as the foundation of the science curriculum for the show.

Out of your diverse cast of protagonists is AJ, an autistic character with a love for gadgets and who can project his thoughts. How did you both come up with the character and why did you write him specifically as an autistic person?

CLP/CF: Interestingly, AJ wasn’t initially written as a character with autism. We knew we wanted a show led by a team of kids working together. And when you are creating a show you want to create a cast of characters whose personalities work well for stories. These kids had to be friends, but also have different personalities that might clash or cause tension to make the stories interesting and authentic.

We had just come off of creating a character for Sesame Street with autism, so we were well-informed on the subject. AJ was a character that had a deep passion for all things superhero and as we described him to others, it occurred to us that we had created a character that could have autism. We were thrilled when everyone on the project supported our thinking.

The cast of Hero Elementary

What type of research did you do to make AJ and how did this mould him from concept to the final product?

CLP/CF: We were well-versed on the subject of autism, but once we confirmed AJ was a character with autism we did a lot of new research and hired expert advisors to guide us. Having created a female character for Sesame Street, with the intention of breaking the male stereotype around autism, we were happy to have a male character on the spectrum in AJ, to differentiate the characters.

In addition to expert advisors, we also had a young man with autism as an advisor. Dennis Taylor was someone that Christine knew was a young, black man with autism who helped inform who AJ became. We had further support from our expert advisors on AJ as a black character because of the statistics around the delayed diagnosis of autism in the black community.

When developing these young superheroes and their specific powers, what made you both give AJ his certain superpowers?

CLP/CF: When deciding what powers each character had, we wanted them to have powers the audience would think were cool, but also powers that fit their personalities.

Sara Snap is impulsive, so teleportation fits her personality well. She is also tiny but tough and resilient, so she has the power of super strength. With AJ, we wanted to give him powers that tied to his interests. Having a deep passion for all things superheroes, AJ has the power to build superhero gadgets as his favourite superheroes have. AJ also has the power of thought projection. This enabled us to give the audience some insight into how AJ might think a little differently about things because of his autism. And it was also super helpful in stories when you want a little flashback to what just happened.

PBS Kids have included a few key characters on the spectrum, including Julia from Sesame Street, Temple Grandin and Ben in Xavier Riddle and the Secret Museum, and Max from Daniel Tiger’s Neighbourhood. What is it about the channel that makes it stand out when representing neurodiversity and what was it like to have worked on shows that were part of that?

CLP/CF: This is the second character on the spectrum we have created for PBS, having shared that we created Julia as well. The wonderful thing about working on shows for PBS is that they care about representation across their audience and all of their content has positive messages of hope and kindness at their core. Having a character on the spectrum is not only to represent other kids or people on the spectrum, but also to break down any fear or stigma about autism to promote understanding and acceptance when you encounter someone that might think or behave differently than you do.

AJ Gadgets from Hero Elementary

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2023 marks the third year of our series of interviews for Autism Awareness Month, where we speak with those who have made stories and characters in animation that have reflected the experiences of autistic people as well as those on the spectrum themselves who have gone on to create some truly unique pieces of work that many have fell in love with on a global scale.

One of the people who have joined us for this year’s celebration is Charles Johnston, an Emmy award-winning writer in children’s television whose credits include Paw Patrol, Odd Squad, Detentionaire, and Oddballs. But he was also part of the writing team behind Xavier Riddle and the Secret Museum, where he wrote a special episode on a particularly important figure.

Charles Johnston

Before becoming an Emmy award-winning writer, how did you start your career in children’s television?

My very first writing job was at the Canadian Broadcasting Corporation (CBC) writing for two hosts (and a couple of sock puppets) who introduced television programs aimed at preschool kids in the morning. After that, there was just so much work in children’s TV animation where I lived in Toronto (they made Paw Patrol here!) that over the years it turned into a speciality.

While US readers may be familiar with Xavier Riddle and the Secret Museum on PBS Kids, could you explain in your own words what the show is about for those who may not have seen it?

Xavier Riddle and the Secret Museum is about three kids – Xavier, Yadina, and Brad – who have access to a time machine. They use it to visit the past in every episode and have playdates with historical figures back when they were kids. On every outing, they learn a lesson from who they meet. They take that lesson back to the present to solve a problem one is facing, like learning how to stand up for others or get better at playing an instrument. This way, in each episode, a world-changing individual is introduced to a new generation. And if they could grow up to change the world, anyone can, because these renowned heroes were once kids, too.

Xavier Riddle and the Secret Museum

And how did you get involved as one of the writers on the show?

I knew a producer named Tanya Green who helped develop the show and she suggested I’d be a good fit. And Meghan Read, the amazing head writer, agreed to hire me. We’d worked together previously on a show called Dot. We creatively clicked and enjoyed working together.

You’ve written about several key historical figures for Xavier Riddle, including Florence Nightingale, Leonardo da Vinci, and Ella Fitzgerald. How did you become involved with writing the episode on Temple Grandin, an autistic professor and speaker on autism and the behaviour of animals?

The short answer is I lucked out! If I remember correctly, I actually asked the head writer if I could do it. I took part in story summits where we would figure out stories to go along with already approved subjects. Meghan said to let her know if we felt a connection to any particular one. My mom had recently recommended the movie Temple Grandin to me and I honestly thought she’d be proud if I told her I was working on an episode about Grandin.

What were the biggest challenges when writing about Temple Grandin and Ben, the other autistic character featured in the same episode?

I knew I had the sensitivity to approach both characters but what I lacked was knowledge about autism and how to phrase everything appropriately when talking about the subject. I had quite a bit to learn there.

I Am Temple Grandin

How much did you learn about autism during the writing process and what was your biggest takeaway from the experience?

We worked directly with Temple Grandin and also had a consulting firm help us with the subject of autism. It proved not only helpful but enlightening. I remember one time phrasing something in a first draft where I said that “an autistic person may do something that a non-autistic person might find odd” and the consultants advised me to tweak the wording to “an autistic person may do something that a non-autistic person had never thought of before.” I found these kinds of insights profound. Sometimes we get hung up on being tolerant instead of just being appreciative. We should be thankful that everyone thinks and sees the world differently.

Did you know how Temple Grandin herself thought about the episode with both her portrayal and how autism was represented?

I heard she was pleased. She agreed to let us profile her if she could weigh in at every stage of the process. We pitched her a few scenarios, but she insisted she just wanted to teach kids how to make and fly a kite. It all fell into place so elegantly. It was like she was ten steps ahead of us in how she saw what the episode could be, which of course is rather apt. Everyone involved with the show loved how the episode turned out. It’s definitely one of my favourites.

Last year, ‘I am Temple Grandin’ was nominated for a WGC (Writers Guild of Canada Screenwriting) Award in the Children’s Category, competing with major titles like The Snoopy Show. What was it like to have your work on this particular episode recognised by the guild?

It was an honour. It was also nominated for a Canadian Screen Award the same year. I was proud of being rewarded for exploring new ground. I was especially delighted that through this kind of recognition, we could reach more people with the episode’s message: that everyone thinks differently. That’s the only way that innovations can happen.

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There is little difference between an earthquake and a divorce. Both sweep away load-bearing pillars of a town or of a mind. Everything you take as a given when you wake up one morning is lying in pieces in front of you by the end of the day, all that’s left for you to do is pick them up and try to figure out a way to keep going.

Blind Willow, Sleeping Woman © Modern Films

Blind Willow, Sleeping Woman is a collision of these two ideas of disaster. Some disasters are communal, perhaps national, much like the earthquake and tsunami which underscores every scene in this film set in 2011 Japan. But disaster can be personal, too. It may not leave an imprint on the earth itself, but for one person it is an apocalyptic event.

Pierre Földes’ adaptation of Haruki Murakami’s short stories follows characters trying to make sense of disaster. Whether they’re an ageing, balding, lonely banker who daydreams about being recruited by an off-puttingly anthropomorphic frog asking him to save Japan, or a middle aged divorcee, living life on auto-pilot, trying to find a cure for his emptiness. Abstract, quiet and reflective, the film is a character study of people looking for meaning.

In this sense, the film is a departure from the source material. Murakami’s stories are segregated, often being pulled from different books to forge the narrative Földes looked to tell. The director himself has had a rather scenic career. Having grown up wanting to be a painter, Földes shifted into music composition before finding his way to making films. Blind Willow, Sleeping Woman marks his feature directorial debut.

Wanting to innovate from the start, Földes implemented an experimental cousin of rotoscoping for this film. The entire film was shot in live action, but instead of being traced into animation, the footage was used as a reference for animators to study the subtleties of human facial expressions and mannerisms.

Földes talked to Skwigly about the look of the film, finding his way to animation and the mechanics of adapting Murakami’s work. Here is that conversation, lightly edited for clarity.

Blind Willow, Sleeping Woman © Modern Films

How have you gauged the reaction to the film?

The reception has been really fantastic. One thing that makes me very happy is that the reception from the younger generation, late teenagers until about 28, they seem to really get the film and embrace it and understand it in the way it’s supposed to be understood. That means they just take it all in, and it inspires them in some way. They’re not too analytical, trying to make sense of everything. The film actually does make sense, it’s just not that easy to understand. But they accept it like that, maybe, because they’re used to seeing all kinds of confusing images, and they just take it all in.

Your journey is quite interesting, from being a visual artist, to a composer, to now a director. Was this the plan?

It was planned, but sort of a delayed plan. My father was an artist, painter, and animator. And so for me, it was obvious that I wanted to be an artist. I was always drawing and then something weird happened. I just switched and went into music for some odd reason, and I was quite good at it. And so, I just went into classical training for composition and orchestration and I sort of let go of the visual arts, but never completely. I started working as a composer, I was moving between New York and Paris, then I moved again and I went to Hungary where I went back into painting, suddenly. That was fantastic because, at that point, I thought, “Wow, this is unquestionably what I should have done all my life.” So I had some kind of regret, I must say. I just love it. I love oil painting, I love the smell of it. I love the brushes, I am really passionate about it. It’s amazing.

I also started making films and when I was very young, I acted in theatre and did some stage direction. I’m a little all over the place. The odd thing is that I started making short films really late [in life]. I just found myself suddenly going back into drawing and really finding interest in pencil drawing. Then little by little I got into animation, but developed my own technique. I had no training in animation which was really wonderful. It made me much more eager to create stuff, to create a style, and to always look for something new.

Do you think having not a firm basis in animation helped you innovate on the animation style we see in Blind Willow, Sleeping Woman?

Completely. I get lots of questions from students and young animators and artists [about animation] but it’s not like I have massive experience. But I would be almost tempted to say the only thing that’s interesting is finding your way. This depends on, are you trying to be an animator working for this or that studio? Or are you trying to be a musician working here and there? Or is your aim to be an artist? I mean an artist, somebody who is doing something absolutely unique, that nobody [can do] by recreating something. I’m only interested in that, but I totally understand that many people can be interested in being the best Disney Style animator or great jazz pianist. It’s fine, it’s just not my thing.

I found it really interesting that some characters and some objects were drawn with white outlines instead of black outlines, as would be traditional. What was the thinking behind that?

So, there’s many ways to answer. The first one would be to say that it’s just my stylistic approach, my style that I’ve developed for this film. To go a little bit more in detail, I could say that it’s an interpretation of my perception of things. So as opposed to, let’s say, photography, live action, where you take a camera, and you print what the lens is seeing. You’re getting a 2D image that’s more or less realistic. When I think of the way I see things, my brain is working all the time which is affecting the way I perceive things. My aim, when I’m making a film, is trying to reproduce my vision. So the way this works is, I have a character who’s focusing on this other character, but then there’s something in the background which is not very important, and so it’s [shown to be] blurry. Or maybe I’m not paying attention to that person, but I still know that it’s this shape, and this far away. It’s a sort of enhanced reality, but totally subjective.

Reality is a really important aspect of the film because there’s so much shifting between dreams and reality. What were the challenges of depicting those transitions?

Blind Willow, Sleeping Woman © Modern Films

I remember really paying attention to that even when I was beginning to write the script. I’m writing the script, and then I’m doing the storyboards and I’m thinking, “How am I going to be able to shift here and there?” I wanted to avoid these moments where [the audience] thinks, “This is real and now I’m in a dream.” In order to do that, my approach was to always keep reality a little bit off, and always keep the “dreams”, somewhat connected with reality. That way, it makes it smoother, and you’re not going from one to another, it’s always there.

What were the most difficult visuals to pull off in the film?

If something is difficult, I don’t see it as difficult. I see it as something I don’t know how I’m going to do, and this is exactly what I’m interested in. I’m only interested in diving into a world that I’m attracted to, without being able to define it. If I can define things beforehand, then it’s just a job and I know how to do it. Everybody can do it. What’s interesting is if you feel that there’s something attractive here, some emotion or some relationship, you dive in and you think, “How am I going to find my way out? How am I going to transcribe this?”

Did you have the idea to tie Murakami’s short stories into one large narrative from the start?

No, to be honest, it wasn’t from the start. In the beginning, it was going to be segmented, there was going to be four or five stories. Then little by little, I started thinking that this character could actually exist in this other story. And when you start mixing them up, things get tangled and you have to find solutions. This was my solution and it made sense. In the end, it made a sort of full circle, because when I put everything together, I needed to separate it again, that’s why I created chapters. It was nice for me to give a little separation, a little breathing room in between, like you’d normally put a book down at the end of a chapter.

How much of yourself did you want to put into the film versus respecting the source?

I don’t know. I mean, I had no plan, it just happened. Let’s say you’re an actor, you’re playing a written part, but at the same time, you’re the one who’s doing it, you are the one incarnating that character. So you read these lines by Murakami, of course, it’s his words, but at the same time, the way these words impact you, that’s you, that’s yours, it’s not Murakami anymore. If these words touch you, they touch you because of what you are, because of your life, because of your knowledge, your experience, who you are. So then, if you decide to use this to express something the way you feel it, it’s yours. It’s completely inspired by you.

Blind Willow, Sleeping Woman © Modern Films

The stories you pull from are set in such a specific time in Japanese history. Did you have any apprehension about tackling this real life event?

I just love those stories and I thought there was some humour in it also. I was never trying to be faithful to anything, I didn’t try to recreate a real Tokyo or real Japan, it was my vision of it. I’m always pointing out the fact that I’m just an artist, I’m not trying to be authentic, it’s fiction.

What was the biggest lesson you learned from making this film?

Don’t do animation. Forget it, it hurts. You have to be truly of masochistic nature to go into making a feature animation.

Are you a masochist?

I guess so! But I’m cured. Not anymore. I mean, it’s wonderful, it was just a bit too long… well, much too long. I thought it would take me two years from beginning to end, but it took so much longer. It’s completely crazy to make a film at all is nuts. Now I have many more projects. One is live action with a little animation, then I have another one that’s full animation. But I’ll cross my fingers, I hope I’m going to manage to pull it off a bit faster.

Do you think he could have pulled this film off in live action?

Yeah, I think so. I have no idea how I could have done it, but it’s possible. The Frog would have been an issue, but not really, he might have not not been a frog, it could have been just a weird character.

Have you made your dream film, composition or work of art?

I am only interested in making stuff, so there’s no such thing. I mean, I’m super happy to be making films, [this] was just far too long. In the world of the film industry, the problem is it’s an industry. Finding funding for a film and then releasing it, there’s all that work around it. I’m only interested in breaking stuff! If somebody wants to hire me tomorrow to direct actors, I’m there. I’m interested in the creative path. That’s it. And if I could go from one creative activity to another one, I’d be happy.

Blind Willow, Sleeping Woman will be opening in cinemas in the UK on 17 February, released by Modern Films.

The post Pierre Földes on ‘Blind Willow, Sleeping Woman’, an Animated Adaptation of Haruki Murakami’s Short Stories appeared first on Skwigly Animation Magazine.

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Disney and Pixar are known for picking up Best Animated Feature Oscars like how pollen sticks to bees. In any given year, Disney releases usually swarm the nominations, with one of them usually coming out the other side bathed in the golden glow of the award. 2023’s ceremony promises something different, with the lone Disney competitor being Domee Shi’s Turning Red.

2022 saw critics and audiences underwhelmed by theatrical Disney projects such as Lightyear and Strange World, but it was their straight-to-streaming release that captured the hearts of the public. Domee Shi’s semi-autobiographical tale of Mei Lee, a 13 year old Chinese-Canadian girl who turns into a giant red panda when emotionally overwhelmed, finds universal relatability in the specificity of its protagonist.

Turning Red is as exaggerated, cartoonish and hilarious as Pixar has ever been all while breaking ground in mainstream animation. This is the first time that a Pixar film has been spearheaded by an almost entirely female team and also showcases the studio’s first Asian protagonist. By tackling subjects like periods and puberty, Turning Red has become a landmark of progression from the most celebrated studio in Oscars history.

On the day of the nomination announcement, Domee took some time to talk to Skwigly about the importance of Turning Red and how it has been embraced by the animation community since its release. Here is that conversation, lightly edited for clarity.

What was your reaction to the nomination?

Well, I didn’t want to wake up early to watch it live because I was too nervous. So I slept through the nominations and then I woke up to a bunch of texts congratulating me and people on the crew and I was like, ‘Oh, good. We got it.’ That’s my way of being able to handle it. I can’t handle watching it live, the anticipation and anxiety as they read off the names.

I don’t blame you. Even watching it myself, I was waiting for Turning Red to pop up, and it was the last one they said in the category.

I didn’t know it was the last one, that’s crazy. I’m glad I didn’t watch it, I would have freaked out.

Does this feel different from campaigning in 2019 with Bao?

I mean, it’s the same but it’s different. With Turning Red, it’s a feature film and it’s just so much bigger, and the audience is bigger, and I feel like there’s more eyeballs on and more pressure on the film to be nominated, to be recognised. The studio and the crew put so much work behind it. Whereas for Bao it was a short film, so in some way the pressure was a little bit less. And, that was before COVID. And everything just feels so different now.

Do you feel that some of that pressure comes from the fact that Turning Red is an extremely personal story?

Sort of. It’s a personal story, but also it’s a film that has so many firsts. So that’s why it has a lot of pressure on it. It’s the first [Pixar] film to be helmed by a majority female leadership. It’s the first film from Pixar with an Asian, female lead. I think it’s the first animated feature film to really deal with puberty and all of the ugliness and clinginess and awkwardness that comes with it. And, but then it’s just a relief to just see a film that is so bold, and so different embraced by audiences all over the world and now by members of The Academy and people within the film community. It really shows that if you take chances on these specific films that celebrate different kinds of stories that are universal, you know? That a universal story can look like this and deal with subject matter like this.

What’s something that audiences have taken from the movie that you didn’t expect?

So many things. What I love most is lurking on Twitter, because I don’t account, but looking at all the memes that are created from the movie, and how people resonate and connect with the film in different ways. There was this one meme that was created where it’s that scene where Mei is under her bed, and she’s sketching in her sketchbook and they turn it into a three panel comic where the first panel is her laughing goofily, and then she draws something, and you reveal what she’s drawing and people have added their own embarrassing drawings from middle school, they add something really specific to their fandom, or to what they are embarrassed to it like. We’ve all been underneath our beds, sketching things in our sketchbooks. So that’s one of my favourite things to come out of the movie.

Fan art is so core to your journey as an artist and is baked into Mei’s character too. Has there been a favourite piece of fan art that you’ve come across?

Ah, gosh, there’s so many. There’s really creative ones out there. Like, I saw fan art comics of Mei’s mother and her dad, when they were young and how they met. It’s super specific. I’ve seen interesting, creative fan art where people create their own Panda-sonas like their own version of what their magical red panda would look like. And it’d be a different colour and a different design. And then, of course, all of the super amazing 4Town fan art. Seeing people attach themselves to this fictional boy band and get as into them as Mei and her friends are in the movie is just amazing. It’s just so cool to see how this movie has really touched everyone’s 13 year old nerdy selves in a really fun way.

Was it a big challenge for you to make sure that each character’s panda was distinct?

Yeah, we worked closely with Rona Liu, our production designer, and the art team in making sure that there were characteristics that we carried through from each of the human designs and put them into the panda designs. We still wanted the pandas to be like pandas. But for Ming’s character, for example, in act three, when she transforms into a Godzilla red panda that design actually went through a couple of iterations. So, the first design that we approved was a much scarier version of panda Ming.

My initial instinct for shooting that whole sequence at the boyband concert was like, ‘Oh man, we just gotta make this feel as scary as possible. Mei is terrified her mom’s gonna wreck everything and kill her favourite boyband.’ And it seemed funnier in my head but then when we watched it, with that really scary panda Ming design, it didn’t read like it. It read way too scary. And I was losing the metaphor of ‘This is just an exaggerated mother-teen daughter fight in the living room on a massive scale.’ We went back to the drawing board, we redesigned panda Ming to give her more characteristics of a human being.

We gave her that really funny looking hair swoop, we gave her a mole on her eye and then we also worked with the animators on her behaviour. In the first pass, she had more of this animalistic bear kind of animation and she didn’t really feel like a human in there at all. She felt like she was crazy and out of control. But then, in the second pass, the animators took a lot of Ming’s mannerisms. Hands on her hips, a finger wagging, just her overall sassiness, they carried that through. That really helped her read. She’s a giant, angry mom, not a giant, angry monster.

I’ve never visited Toronto, but this film made me nostalgic for a place I’ve never been. Could you talk about developing that nostalgic feel?

So I grew up in Toronto, in the 2000s and I thought it’d be a really cool opportunity to set this movie during that time. Toronto is always in movies, but it’s always disguised as New York or Chicago or another American city. It’s never really celebrated or seen as Toronto. I just really wanted to take this opportunity to celebrate just the diversity and the unique architecture and that small town in a big city kind of feeling that Toronto has that I remember growing up.

And I really just wanted to celebrate the people that I grew up with. I wanted to highlight the Chinatown that me and my parents would shop at every weekend when we first immigrated to Toronto. Even though my parents and I are not Cantonese, that was the closest thing we had to home in the West. And I wanted to celebrate all the diverse classmates that I had growing up. I was lucky that I lived in Toronto where I never felt like an other for being Chinese. I felt othered in that I was a total anime nerd and I was vice president of the anime club, that’s how I was othered. I wasn’t othered for who I was, which was nice.

Mei’s friends are definitely a representation of the types of kids that I hung out with that I befriended. There’s a large Asian population in Toronto, South Asian population, as well. It’s funny because we will always get comments saying ‘wow, you made your movie so diverse. How did you do that? Why did you do that?’ And I’d be like, well, that’s just reality. Right? Like, that’s just what Toronto is. And a lot of people don’t realise that because when they think of Canada, they think of snow, French Canadian lumberjacks and stuff, but the Canada that I know is really multicultural. It’s really cool that this movie is redefining what it means to be Canadian.

WE’VE GOT YOUR (FLUFFY) BACK – In Disney and Pixar’s all-new original feature film “Turning Red,” everything is going great for 13-year-old Mei—until she begins to “poof” into a giant panda when she gets too excited. Fortunately, her tightknit group of friends have her fantastically fluffy red panda back. Featuring the voices of Rosalie Chiang, Ava Morse, Maitreyi Ramakrishnan and Hyein Park as Mei, Miriam, Priya and Abby, “Turning Red” will debut exclusively on Disney+ (where Disney+ is available) on March 11, 2022. © 2022 Disney/Pixar. All Rights Reserved.

I appreciated seeing some South Asian people in the movie, shout out to Priya. For my final question I have to ask about boba tea. Your go-to order is a Fresh Taro Milk Tea, can you help me understand the appeal of Fresh Taro as a topping?

It’s so great because it’s like a dessert, it’s a solid and a liquid at the same time and it feels like you’re drinking and eating a beverage. Some people don’t like that mealy texture of Fresh Taro in their drink, but I love it. I love the ability to do multiple things when you’re drinking. It feels like a good deal. It’s like a two on one thing. You get a drink and you get a little snack.

THE 95TH ACADEMY AWARDS will take place at the Dolby Theatre at Ovation Hollywood Sunday, March 12, 2023. Hear more from Domee Shi in episode 12 of our podcast series Animation One-To-Ones:

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Puss In Boots: The Last Wish feels like mainstream animation finding its voice again. Having now seemingly retreated from the purgatorial chase for photorealism, the leading minds in the industry have begun experimenting on the nuclear fusion between 2D and CG styles. These animation techniques seemed to be oil and water before projects like Paperman and Spider-man: Into the Spider-verse broke the barriers between them and, just like nuclear fusion, created a blast of light, creating a beacon of hope for those tired of the same four studios releasing the same styles of films.

To boil The Last Wish down to a film taking the “Spider-verse art style” would be reductive. Of course, it blends 2D and 3D styles and varies the frame rates of characters (referred to as ‘stepped’ animation), but this is done in service of the painterly, fairytale feel the movie aims for. Despite the undeniable inspiration from Spider-verse, The Last Wish feels like its own beast and acts as a statement from DreamWorks about where they see animation going. These films do not have to look the same anymore.

At the centre of this innovation is director Joel Crawford and producer Mark Swift. Both have been at DreamWorks since the 2000s, Crawford as a story artist on movies such as Bee Movie, Rise of the Guardians and the Kung Fu Panda franchise before being given the chance to direct 2020’s The Croods: A New Age. Swift has produced 10 previous projects with DreamWorks, starting with 2004’s Shark Tale all the way up to Crawford’s The Croods sequel.

Joel and Mark spoke to Skwigly about the success of the film, the challenges with establishing its style and tone as well as the state of the animation industry as a whole. Below is that conversation, lightly edited for clarity.

Ryan: You guys look very excited for two people have been doing a continuous press tour for the last six months or so.

Mark Swift: The movie is so joyful, honestly, seeing its reaction and how people around the world have really embraced this film. You work on these movies for years and finally your baby goes out and we’re so happy and joyful to see how people have been receiving it.

Joel Crawford: That’s exactly what I was feeling too where it’s like, we are now feeding off the enthusiasm of the critics, of audiences and it’s so fun. It’s very rewarding to get this embrace from the world.

Oscar nomination morning must have been a fun morning as well, I imagine. What were your reactions when you got that news?

MS: I was a little groggy because it was very early in the morning and we were hopeful of an Oscar nomination. So I slept on and off, checking my phone. Eventually, I started seeing the texts come through and I was like, “yeah!” I quickly woke up at that stage.

JC: It was big news, but then it was so immediate where I gotta get my three kids ready for school. They don’t care that dad got nominated, so back to real life. No, it’s been so exciting.

One of the reasons the film has been embraced is because of the animation style. Did the existence of movies like The Bad Guys and Spider-verse act as guidelines for you?

JC: Yes and no. It’s wonderful what’s happened to the animation industry post-Spider-verse, where animated movies don’t have to be full CG, especially for the Western audience. Then with The Bad Guys innovating their own style was helpful as we’re developing the right look for Puss In Boots, being a fairytale painting. There’s still a lot of finding its unique look, but it definitely helps to have partners within the studio, who have been developing software and things to push the 2D Look.

Joel has mentioned in other interviews that, for a lot of the animators, this was their first time working on stepped animation. Mark, as the producer, how do you manage the time it takes for so many people to learn something new while making deadlines?

MS: The thing with artists and animators is that they’re excited to try something new. So there was an immediate embrace at the studio. Most of the animators that come from animation school, they’ve done lots of different styles over the years and to get the chance to actually work on some of that on a film, I think they were so enthusiastic. But it didn’t become an issue. The animators were so with us on every step of the way that it never felt like it was a huge challenge. There were challenges but we kind of got through them all in all, on time on budget, moving forward.

What were those challenges that are unique to this film?

MS: When we were trying to find our look, we had to find the right balance of CGI and 2D. Because we’re a sequel, we’re not brand new, people have an expectation of the Shrek and the Puss In Boots world. They know what Puss In Boots looks like, they want to pick him up and put him in their lap. And so, when you put a completely CG character in a completely 2D world, where do you switch on and switch off? He’s on a desk that’s 2D and he’s looking completely CG, it starts to look weird. A lot of our experimentations were like, “what’s the foreground look? What’s the background look? We get more painterly as you go off into the background. So, that was a little bit of a challenge finding the right balance in terms of the look.

Can you see this becoming the dominant animation style, the way that Pixar and DreamWorks established that CG realistic style in the 2000s?

JC: I would hope that it doesn’t, that it’s one of many styles. I think what’s so exciting is that DreamWorks has given this premise of, “the filmmaker should find the style and the tools to tell their story specifically.” You look at The Bad Guys and it’s innovative, it’s pushed this 2D, anime feel. And then [The Last Wish] being a fairy tale painting. I think it’s exciting to go, “can we keep, you know, finding new inspirations that are specific to the filmmakers?” But it is really great that we’re not chasing photorealism, or the CG look anymore. Some movies fully deserved to be that, but it’s nice when we can have so many animated movies in a year, and they can all feel different. That’d be wonderful.

MS: I think one of the big advantages of us, and Spider-verse, and The Bad Guys is that all these movies did well. And so from a studio perspective, it gives you, gives our studio, our executives, our team at Universal, a little bit more ability to go “Yeah, try something. Let’s give it a go.” I mean, we’ve constantly seen the short films and more independently minded animated movies taking risks and I think what we’re seeing is bigger movies now embracing that, and Joel says, being able to use whatever style suits the story best, rather than saying, “Oh, it has to look like CG, because that’s what makes them money. And if you do something differently, you know, you’re running a financial risk.” I think that’s loosening for sure, and in the next three, four years, I think we’re going to be really pleasantly surprised by how the animation industry is moving.

Could you talk about the rhythm that the action in this film possesses?

JC: I think first of all, with the style that we’re pushing, on one hand, there’s CG, traditional style, which is 24 frames a second and each image is held for one frame. It’s nice and smooth and grounded. And then in the action scenes, we lean more toward what might be considered an anime style, which is a traditional hand drawn animation, which we call ‘stepped,’ where you have certain images that are held, not for one frame, but maybe 2, 3, 4. What the effect is, you’re getting to see poses that are extreme, that catch your eye longer, and it feels hyper fantastical, it doesn’t feel like reality, it feels pushed, and superhero like.

We really wanted to make sure we weren’t just doing it because it was cool, that we had a concept behind it. It all boiled down to the story being about a superhero, Puss In Boots, who is this larger than life icon who doesn’t realise he’s mortal. We were able to use action scenes that feel so fun and turned up in the stepped animation, and then contrast it with moments where Puss is feeling anxiety, and feeling connections, and this grounded kind of reality. Using CG in a way that the audience, whether they know the technique or not, experiences that ride, because there’s two different styles.

You say you don’t do it just because it’s cool, but it’s really freaking cool.

MS: The ideal is when you have something that works and fits, and then it’s also cool.

Did you have anything where it has that cool factor, but breaks the immersion a little too much?

JC: I think for us we’re telling the story in an authentic way where we’re making sure the story works for the characters. I’ll take the moment where Puss is in the bar, and he gets cut. You could say, Is that too shocking? But Puss is this larger than life character who has this big ego. He sings in the opening song that he’s never been touched by a blade. We needed Puss to wake up and feel something he had never felt before, fear, in this case. There’s this shocking red background in that moment, which is very stylized, but I think the audience feels a new tone. They feel fear for the first time, not only in this movie, but also in the previous Puss In Boots movie or the Shrek world. It was important that the audience almost get shocked awake, with Puss In Boots. I think as long as we are sincere to the character in these moments, we weren’t questioning whether it was too far because it just needed to work authentically for the story.

MS: And it needed to be like that because this movie up to that point is a riot. He’s defeating everyone, he has a laugh at the doctor’s office explaining all these previous lives. Everything is fun. But the journey of Puss being down to his last life, we needed a 180 spin, not just for Puss, but as Joel said, for the audience. That’s really when our movie starts, this new adventure for purpose. We joke about this [bar scene], it was one of the first sequences we did and we had to show it to our executives. Obviously, we’re making what we think is correct, but we have tiers of approval at the studio. But immediately our execs were on board, they were like, “Yeah, that’s exactly what it needs to be.” It was great that everyone could see it.

JC: I think that they understood the movie as a whole was going to be a joyful, comedic adventure. But without this moment of feeling the actual stakes, without feeling fear and vulnerability, the audience could never come away from this movie feeling joy and appreciation. Because you have to go dark to go to light. What we’re happy about is that the studio and us, we all saw the same movie. What’s really cool is seeing how that experience is resonating with audiences of all ages now.

It is that bar scene that makes you think “Oh, they’re really going for this.” It’s a great feeling to have when you’re sitting in a cinema, it’s such an adrenaline rush.

MS: So many user reviews on Letterboxd or wherever are like, “They didn’t need to go this hard, why did they go this hard?” And that’s awesome. People are picking up on that and are excited by that.

2023 has already been a tough year for animation with studios and streaming services cancelling so many animated projects. What’s your perspective on that?

MS: Look, we’re super lucky. We’re at DreamWorks so we’re a little sheltered from that because we’re very well supported. At Universal particularly, we’re huge believers in the feature animation wing. For me, personally, I think there’s been an explosion in animation over the last five, six years, where so many projects are getting made at all the streaming sites. It was an incredible time, but I think there was a part of us always asking, “Is this gonna last?”

I’ve been in animation now for 30 years and there’s peaks and valleys in animation all the time. There’s moments where it’s like going so well, and then drops down a little bit. We had this when 2D animation started to fade away around the 2000s. So I’ve been around a few of these peaks and valleys and I think the animation industry is in a really healthy position. We may not be making quite as many movies or TV shows we made a year ago, but compared to where I started off, it’s a really healthy industry.

JC: We are in our own little bubble here at DreamWorks because the point of view of Dreamworks and Universal has maintained. We’re making big, sophisticated, nuanced movies for the theatre experience. Obviously, the movies can be viewed in any format possible, but the biggest, grandest animation deserves to be on the big screen. It’s so beautiful. It’s such a wonderful art. Universal have continued to push for the theatrical experience, as opposed to some other studios that have gone straight to streaming. I think when you send something straight to streaming, it’s fine but I’m appreciative that we’re making these movies for an audience experience.

When we’re talking about this movie, not only is it worth seeing on the big screen for the painterly style of it and the animation, but also the range of emotions that a group of people are sitting in the theatre, experiencing laughter and joy together. Maybe there’s some tears. A whole audience, kind of like a migration of birds, feeling these emotions, synchronised, it’s a beautiful thing. That’s something I’m grateful for that we continue to be able to do here at DreamWorks.

PUSS IN BOOTS: THE LAST WISH is out in cinemas now

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When Charlie Mackesy’s internationally bestselling illustrated book ‘The Boy, the Mole, the Fox and the Horse’ was released it soon became an international bestseller, spending 100 weeks on the Sunday Times Bestsellers List.

The book was devised after author & illustrator Mackesy began filling his instagram account with feel good drawings that promoted, peace, empathy and introspection. The world has undergone a fair amount of emotional turbulence in previous years so it is clear to see why a book that promotes hope and compassion would strike a chord with readers worldwide.

The Boy, The Mole, The Fox and the Horse. Image Courtesy of Apple TV+

Among the millions of readers was producer Cara Speller, the Oscar nominated producer behind Pear Cider & Cigarettes. After convincing the author that the book would be in safe hands with the seasoned producer viewers will now get the chance to experience the message of the tome in animated form through the lens of Mackesy, who finds himself in the directors chair for the first time with co-director Peter Baynton. Baynton is no stranger to animating kind characters and turning well loved books into treasured tv adaptations having storyboarded the brilliant Sarah & Duck, supervised story for Paddington 2 and directed animation on Lupus Films’ The Tiger Who Came to Tea.

Starring Tom Hollander, Idris Elba, Gabriel Byrne and newcomer Jude Coward Nicoll, the short has all the right ingredients to joining the pantheon of classic Christmas short films of a timeless quality that can be rewatched by generations. The Boy, The Mole, The Fox and the Horse is available in the UK on Christmas Eve on the BBC and iPlayer and then worldwide from the 25th December on Apple TV+. We caught up with Charlie Mackesy, Peter Baynton and Cara Speller.

Like the book, the film focuses on overt kindness and empathy, it seems important that these messages are heard in the world we live in now in books and on screen.

Charlie Mackesy – I think you’re right. We’ve had we’ve had different forms of hardness, you know, whether it’s pandemic and isolation or whether it’s economic I think everyone’s just feeling exhausted. It seems to me that if we’ve ever needed kindness, we need it now. And I don’t think there’s any human on Earth who couldn’t use a bit more kindness or comfort or hope or a healing. It was lovely to read from people’s messages during the pandemic about the book and I hope that film can do something similar in this time.

Image Courtesy of Apple TV+

Did the themes of the book make it an easy choice for you to jump on board as a producer Cara?

Cara Speller – Yes, absolutely. I was initially drawn in just by the beauty of Charlie’s artwork and wanting to see that moving but then of course, you know the the messages and themes within it have kindness and gentleness and a messages about allowing yourself to be vulnerable and the power of friendship which are all things that we all value and that we all need a bit more of and the chance to to make something like that and put something like that out into the world is is a wonderful thing

Cara Speller

Peter, you’re no stranger to directing stories with compassion and warmth to them, did the story attract you in a similar way.

Peter Baynton – Absolutely. It has heart you know, there’s so much heart in the characters and in the in the story which comes from the drawings in the book. That’s what gets me you know. Yeah, I love making things with heart, I guess. Yeah.

Image Courtesy of Apple TV+

This is your first film as a Director Charlie, were there mindset challenges for you going from the page to the screen? There are moments in the book where the pages themselves play a role, such as The Mole interacting with a tea stain, these things are difficult to recreate on screen I imagine.

CM – It’s a great point. In the early days the tea stain was there and the idea of having a fourth wall was there. We wanted to somehow show the messiness of production. I was quite keen on having the odd blotch and the odd imperfection, but for an animator that’s a hard thing to hear. I think what the film does is it brings in a vulnerability of its own. In my introduction to the book I had to bring in a degree of honesty, and I think that was important for the book but in retrospect it wasn’t important for the film, because the film has its own fragility, its own vulnerability, its own imperfections within itself. This is my first book, I’ve illustrated a lot of books for other people and one of the things that always frustrated me was they never seemed to be quite honest enough, they were never quite messy enough. And I always wanted to make a book that was honest at the outset.

Charlie Mackesy

(In the film), there were so many ideas that we were ruminating over to try to see if we could, bring a bit of our own fragility into it. But then, in essence, that would have been the wrong thing, because it would have detracted from the very characters themselves and we wanted to bring their world in immediately, rather than show ours, so all that vulnerability and connection we wanted to sort of inculcate into the film itself, rather than arrogantly show that we were making it in some way. We wanted them people to enter their existence straightaway without any suggestion that anything existed beyond it. So that was our sort of trajectory, let’s not have anything like tea stains let’s just have their world existing in its own right.

PB – I think there was a point where we were searching for lots of blotches and things that would feel like they spoke to those moments in the book. But we realised there was almost a sort of disingenuous quality to adding stuff that would say, this is a messy process. Whereas you know, so it didn’t feel honest I guess.

Image Courtesy of Apple TV+

Being a producer is not just looking at spreadsheets, it’s making sure that directors are happy, and that everyone’s able to tell the story that they want to tell. How did you facilitate these conversations and ensure that the story fed through properly?

CS – It was a very creatively collaborative process, I’m delighted to say. We had a small team of incredibly involved people in various departments and we would have at meetings. We would start the day with our daily reviews every morning, with everyone on Zoom and we would we, as a team thrash out these creative issues when they arose. And that’s why I think that everything, when you watch it, feels like those things have been creatively resolved.

I put that down to, to just how collaborative that process was, because everything was debated and there was no tiny detail that wasn’t actively discussed and argued one way or another until we found a resolution that felt true to the group. It was a really beautiful way of working actually.

There are moments in the book which cannot be translated into animation. A moment in this film is when the boy falls off the horse, and there’s an obvious effort to create that with step by step illustrated motion. Was there thinking here to stay loyal to the book?

PB – From the very start project we’re trying to honour not just the feel of the book and the spirit of the book, but also specific moments through storyboarding. We’re trying to match the way Charlie draws, the way he composes the characters in relation to each other and so all of that stuff that goes into the storyboarding. It is informed by a desire to do an adaptation of the book that feels true to its spirits and also its look. There are emblematic images from the book, like when you see the boy and the mole sitting on the branch from behind, where we just knew we needed to have that moment in it.

Peter Baynton

I think it’s a pastel or a charcoal moment in the book where the horse comes down into the water, and it’s a backlit image and the horse says, “you fell, but I got you.” So then moments where visually we wanted to hit, I hit them. And I think that moment when they jumped over the ditch was one of them. There’s just a series of very powerful images that Charlie drew in the book that we wanted to hit. It came about actually, through Daniel, our editor just cut the storyboard drawings that way and created this moment of heightened drama and it lived on like that all the way through the project. And then at some point Cara I think had this wonderful idea that Charlie could actually ink the drawings for that moment.

Image Courtesy of Apple TV+

The film is released at Christmas but has no ‘jingle bells’ or Santa Claus in it. How do you ensure that a film is for everyone, for the ages and timeless? What are the magical ingredients?

CS – I think having Charlie Mackesy involved is probably the first magic ingredient that you need!

CM – It’s not how it looks. It’s what the messages are. And I think the messages are about being human. And I think that there are issues that we’ve struggled with for thousands of years that we’re the same, the human condition is the same and I think always will be. It’s dealing with whatever we have, like fear or disconnection, or, or hope or a sense of isolation or being lost, or all the things I think all of us go through – the things it tries to connect with and raise it within the conversation. And I suppose in that respect, it’s timeless, because you know, they were talking about this and Roman times, and they’ll be talking about this until, you know, something terrible happens to the planet. But yeah, so that’s my answer. Even if it looks like it was made a long time ago, I think the issues discussed will always be the same, don’t you?

PB – I think for me, there’s a gentleness and warmth, watching it, and that I think makes it. I mean, I know now watched it hundreds of times, and I have to admit I do enjoy it. Normally I don’t enjoy my work for a long time, but you know, I think there’s a way it deals with drama I feel very proud, like proud of and sort of, you know, I think is particular to it that, you know, there were there were moments when we were when the script is being written and we were developing the storyboard where there were bigger, dramatic options and avenues to explore and I think there’s something about just holding back on that slightly and just keeping some of this quiet. It’s quite a warm journey, I don’t know if that gives a timeless quality of what but I for me it’s something that’s gives it its character that makes me want to watch it on repeat rather than see it once, feel something and not bother again.

The Boy, The Mole, The Fox and the Horse is available in the UK on Christmas Eve on the BBC and iPlayer and then worldwide from the 25th December on Apple TV+.

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In a year populated with exciting, vibrant new stop-motion projects, many of which having found a home on Netflix, 2022 may have very well saved the best for last. This would be no mean feat, especially in contemplation of such captivating endeavours as January’s The House and the eagerly anticipated return of Henry Selick this past Autumn with Wendell & Wild. In spite of this, Guillermo del Toro’s Pinocchio remains an astonishing year-end capper and well worth the hype that has surrounded its turbulent development. While Carlo Collodi’s classic tale may have been at the receiving end of more than one ignominious adaptation in recent months, Guillermo (along with co-director Mark Gustafson and co-screenwriter Patrick McHale)’s take is their antithesis; a strong, emotionally intelligent and visually devourable success that perfectly captures the sometimes incommunicable magic that animation, specifically stop-motion, can hold over us.

Guillermo del Toro on set (Image via Netflix)

This vision of Pinocchio very nearly went unrealised altogether, however. Beginning its life rooted in illustrator Gris Grimly’s striking reimagining of the character for a 2002 edition of Collodi’s original book (for which the Jim Henson Company had obtained the rights), in the decades that followed the project endured several dormant phases and an inscrutable lack of interest throughout the industry in spite of a filmmaker as celebrated as Guillermo del Toro’s attachment to it. During this lengthy period of stutter-starts and extensive story development Mark Gustafson, a noteworthy name in the stop-motion arena, came on board.

“I came in around 2010-2011, pretty early on,” recalls Mark, “It was just a phone call from Guillermo, he said ‘Mark, I’m doing this project-’ and I said ‘I’m in!’ before he’d told me what it was.”

As the final film clearly demonstrates, the coming together of Guillermo and Mark as joint directors would prove an ideal pairing, Guillermo having long admired Mark’s body of work that included a long stretch with Will Vinton Studios on such joyously nightmarish projects as The Adventures of Mark Twain and Return to Oz alongside its lighter fare that included The California Raisins and The PJs.

“Animation has always been something I not only study and collect but try to practice,” Guillermo enthuses, “Particularly in the last fifteen years or so. I started to come back to it through DreamWorks.

“As Mark says, clay or stop-motion is the one form of animation that you can do basically alone in your room. For some reason stop-motion attracts all those weirdos more than other forms of animation, don’t you think?”

“Absolutely.” Agrees Mark, “I remember probably my first experience with it wasn’t really stop-motion, but we would strap M-80s to the neighbour’s Barbie dolls and blow them up to see if we could get a picture at the moment that they were exploding.”

With this healthy bond established, the team would continue to develop the concept and, in turn, continue to be told ‘no’ in pitch meeting after pitch meeting. At the precipice of considering international financing, Guillermo would turn to a newer relationship he had established along the way in a final push to get their vision for Pinocchio off the ground.

“I, quite pointedly, said ‘Let’s try with Netflix’, because I had a great experience with them on Tales of Arcadia, and all the Troll Hunters, 3Below, Wizards – we did over eighty episodes, and it was really, creatively, very free.” With an ally in Netflix co-CEO Ted Sarandos, the team finally achieved the seemingly unachievable and got the film the green light that had eluded it for so long. “We pitched it to Ted and he said ‘yes’ in the room! It was very, very easy, because he knew from the designs and the pitch that this was going to be something special. It was a fantastic experience as expected and, creatively, we had complete autonomy.”

Guillermo del Toro’s Pinocchio – (L-R) Gepetto (voiced by David Bradley) and Pinocchio (voiced by Gregory Mann). Cr: Netflix © 2022

Of the many reasons this iteration stands apart (out of three film adaptations of what is ostensibly the same story this year alone), the one that shouts at the audience the loudest is its unflinching exploration of the subject of death, a theme that children’s films and literature has increasingly shied away from in more recent decades. This may ring familiar with those who have followed Guillermo’s prior forays into animation and the body count they have racked up.

“When I was at DreamWorks, Jeffrey Katzenberg called me the harbinger of death, because the mortality rate on the characters tripled since I joined! We had Puss in Boots, the first one, in which we essentially kill Humpty Dumpty. The second Puss in Boots, which I started developing with the team, deals precisely with mortality, it was Puss losing all his lives and making do with one – basically the philosophy I believe in. And, of course, the killing of the father in How to Train Your Dragon.” This impulse to confront such heavier themes rather than evade them or replace them with arbitrarily happy endings speaks to Guillermo’s respect for his audience and the full knowledge that children will likely be among them.

“When we were pitching the movie or presenting the movie, I would always get asked ‘Is it for kids?’ And I’d say ‘It’s not made just for kids, but kids can watch it.’ The world is very complex right now. Kids don’t want simple answers to a complex world, they want complex answers to understand a complex world. The other day in San Francisco, Quentin Tarantino said on stage that the most violent, scary movie he’d ever seen was Bambi. And he’s not wrong. Even Disney’s earlier Pinocchio, the reason I was attracted to it is because it was one film in my childhood that showed me somebody who understood how scary and fraught with danger childhood felt. It’s only in the later decades that animation became pasteurised and homogenised into something that doesn’t even have the elements of danger that fairytales traditionally have.”

Guillermo del Toro’s Pinocchio – (L-R) Count Volpe (voiced by Christoph Waltz) and Pinocchio (voiced by Gregory Mann). Cr: Netflix © 2022

In some respects the film plays a little lighter than its source material, or at least it seems to; while Collodi’s Talking Cricket is smashed to death by a mallet early on in the novel, subsequently appearing as a ghost, del Toro and scriptwriting partner Patrick McHale (of Over the Garden Wall fame)’s Sebastian J. Cricket survives, only to endure a ceaseless, grimly comedic parade of pain and suffering in his efforts to steer Pinocchio right. Other deviations of note reframe the tale as a brutal and razor-sharp satire on fascism, relocating the time period to roughly a century later to take place during the rise of Mussolini, as well as thoughtful ruminations on fraught relationships between fathers and their sons and a fundamental eschewing of the notion that Pinocchio’s main driving force should be to become a ‘real’ boy. Instead he is imbued with an immortality that sees him dipping in and out of a beautifully-realised death realm occupied by bored, lagomorphic bureaucrats and the regal spectre of Death itself. The unique charm of this world’s Pinocchio himself is in his unfiltered nature that simultaneously exudes a happy-go-lucky passion for a world so new to him alongside a penchant for creating chaos and panic wherever he goes and a contrarian impulse he cannot curb in spite of his developing knowledge of right and wrong..

“The theme of disobedience being a virtue, which is counter to all the Pinocchios I knew as a kid, was there from the start.” Recalls Guillermo, “Then when I saw the Gris Grimly drawings, a whole world came with it – everything precipitated, setting it in fascist Italy…very quickly, it sort of just poured out, you know? I think the design unlocked all of that. I’d say, without Gris Grimly and his design, there would not be this movie.”

Guillermo del Toro’s Pinocchio – (L-R) Pinocchio (voiced by Gregory Mann) and Gepetto (voiced by David Bradley). Cr: Netflix © 2022

Although the original film concept based on Gris’s take on Pinocchio would ultimately go unmade, the artist remained a crucial presence in the subsequent pitches and overall development of the film. “Gris and I have a very good relationship; those who know Gris know he’s a really reasonable, noble guy. We had a very harmonious relationship when I was producing, and he, very harmoniously, understood that it was not going to happen with the version that existed then. For example, the political themes were not that present, the grief was not present, the loss, the realm of death, the idea that whatever happens, happens – and then we’re gone; none of that was there. From the moment I took the reins, I wanted it to be a piece with Devil’s Backbone and Pan’s Labyrinth. It started to be shaped by that, by the fact that it now belonged to a different universe, and it sort of follows that precept.”

Crucial to adapting Gris’s initial designs to a real-life, 3D space was production designer Guy Davis (The Shape of Water, Nightmare Alley), with UK studio Mackinnon and Saunders stepping up and creating the puppets with the incomparable quality previously established in their work on such films as The Corpse Bride, Fantastic Mr. Fox and Mars Attacks! on top of a plethora of celebrated series and commercials. While not responsible for fabricating the entire cast of characters, the Manchester-based team cemented the film’s style with the key players including Pinocchio, Geppetto and Sebastian J. Cricket, as well as the villainous Volpe, his beaten-down monkey Spazzatura and the brutal Podestà intent on harnessing Pinocchio’s immortality for military purposes. Combining several established approaches to stop-motion puppet fabrication with Guillermo’s own specifications for how the characters should be animated, the team developed an intricate system of gears and paddles that allowed animators control over facial animation that reduced the reliance on rapid prototyping – save for Pinocchio himself, for whom the process of 3D printed replacement animation best suited his wooden aesthetic. Crucial to striking the right note when it came to the look and performance abilities of the puppets, as well as their overall development, was Director of Character Fabrication Georgina Hayns, a veteran not just of Mackinnon & Saunders but Laika Studios, whose dedication to stop-motion film production has been significant in keeping interest in the medium alive.

Guillermo del Toro pictured with Pinocchio (Cr. mandraketheblack.de/NETFLIX ©2020)

“MacKinnon and Saunders are the best puppet makers in the world,” enthuses Mark, “and Georgina worked with them, trained with them, so that was a really natural relationship. We handled about half the puppets in Portland at ShadowMachine and Mackinnon and Saunders did the bulk of the rest of them, and then some of the puppets were done in Guadalajara, the team down there who did the black rabbit sequence, which was really pretty cool.”

The combination of studios and teams make for a curiously diverse yet consistent overall aesthetic, one that builds on Gris’s original vision rather than outright replacing it. This seamless bringing together of design sensibilities that might perceivably be at odds with one another in a way that comes across as satisfying to the viewer is something stop-motion is uniquely tailored to.

“Talking the other day with Henry Selick, we were agreeing on the fact that nothing expresses the weird, the odd and ‘slanted’ like stop-motion.” Says Guillermo, “It really has that quality to bring things that are off-kilter to life.”

“Yeah, there’s a kind of ‘broken’ quality to it that I think attracts broken people – not to get too dramatic!” Adds Mark, “But you know, we’ve all got a little of that in us.”

To the palpable appreciation of the animation community at large, Guillermo himself has been a vocal advocate of animation and stop-motion being invaluable in filmmaking whilst not being dismissed or mislabeled as a ‘genre’. While the world at large seems to continue to grapple with that notion, the director is optimistic for how audiences and the wider industry will engage with animation as time goes on.

“It doesn’t matter if it happens this year, or in ten years, but it will happen.” Guillermo insists, “This is a battle that has been waged for a long, long time. The fact is, in the animation medium stop-motion most closely resembles live-action in terms of complexity, shooting with real sets, real actors, real props, real cinematography, there’s a lot of analogue things – but they’re even more complex because you do it frame-by-frame and in miniature.”

“I still think that what’s important is less the technique and more that real storytellers are getting ahold of this technique and starting to use it.” Mark adds, “I think that’s how it becomes legitimate and how people start recognising it as just another form of filmmaking and not some sort of oddity.

“As Guillermo likes to say, stop-motion is pronounced ‘dead’ every five years or so, people go ‘Well, that’s not coming back’ – and then somebody does something new or interesting with it. I mean, this year, we had (Henry Selick’s) Wendell & Wild, which is great, and (Phil Tippett’s) Mad God, and our film. I think it’s a vibrant forum right now and it has a bright future. The technology just enables us to hone it a little bit more, it makes it easier to actually do than it used to be, more people have access to that technology now, which is great.”

Pinocchio is out now on Netflix. Hear more from Guillermo del Toro and Mark Gustafson in the next episode of the Skwigly Animation Podcast and to learn more about the film’s puppet fabrication read our interview with Puppet Supervisor Georgina Hayns and Production Designer Guy Davis.

The post Guillermo del Toro & Mark Gustafson on bringing ‘Pinocchio’ to life | Interview + Review appeared first on Skwigly Animation Magazine.

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This year marks a special occasion for Magic Light Pictures as Christmas will see the release of their tenth adaptation of Julia Donaldson and Axel Sheffler’s books. And the short feature will be The Smeds and The Smoos, based on the best-selling 2019 picture book by the acclaimed author and artist. The story focuses on two […]

The post The Smeds and The Smoos – Producers Barney Goodland & Michael Rose Talk Latest Magic Light Pictures Christmas Special appeared first on Skwigly Animation Magazine.

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In the latest episode of the Skwigly Animation Podcast we’re enormously delighted to welcome director Henry Selick, the visionary behind such stop-motion feature film classics as The Nightmare Before Christmas, James and the Giant Peach and Coraline. His latest film Wendell & Wild, released this month as part of the platform’s Netflix and Chills slate (alongside other animated projects […]

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In anticipation of Guillermo del Toro‘s exciting new take on Pinocchio, set to hit select theatres next month and Netflix in December, Skwigly were privileged to speak with the film’s Puppet Supervisor Georgina Hayns and Production Designer Guy Davis. Boasting the masterful puppetmaking of Mackinnon and Saunders (Corpse Bride), the film is directed by del […]

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Back in April, I had the opportunity to interview Dani Bowman, an autistic woman who has been teaching young people on the same spectrum for years how to become animators through her company, DaniMation Entertainment. And after two years, she finally returned to the University of Plymouth in the summer, as well as expanding to […]

The post DaniMation Returns for Animation Camp for Autistic Students to UK: Interview with Dani Bowman, Joe Westlake, Sandy Vielma appeared first on Skwigly Animation Magazine.

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Bristol studio Aardman Animations have released a new full trailer for their series Lloyd of the Flies which begins on CITV today. Made with support from the BFI Young Audiences Content Fund, the project comprises of 52 x 11’ episodes and marks the continued expansion of Aardman’s project roster as its first “in-house” CG production […]

The post Aardman’s ‘Lloyd of the Flies’ – new trailer + podcast interview! appeared first on Skwigly Animation Magazine.

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In the words of Yen Liang Chen, his 4-minute short film AM I ORIGHT was made to ‘indicate the author’s actual experience of getting lost, growing, and transforming in the process of the creation journey’, which made it a perfect addition to the I’m FINE! programme. As a collaboration between Skwigly and Ukraine’s LINOLEUM festival, […]

The post AM I ORIGHT – Yen Liang Chen Interview | I’M FINE! – UK/Ukraine Season appeared first on Skwigly Animation Magazine.

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Gaïa Grandin-Mendzylewski is a director who enjoys making films about social conventions, communication, love and vulnerability. Already in her 2020 film, Internship Report, she was commenting on the fear of not being adequate for work-related things. This element of self-reflection has continued in her latest short, Hi! How are you?, making it a perfect choice […]

The post Hi! How are You? – Gaïa Grandin-Mendzylewski Interview | I’M FINE! – UK/Ukraine Season appeared first on Skwigly Animation Magazine.

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Angel Wu’s short film, Drawn Undrew Draw, is a self-questioning film about creativity through the process of drawing, which attempts to explore the idea that we are creators, rather than random people in the crowd. As a film that explores art as therapy, this made it a great addition to the I’m FINE! programme. As […]

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As filmmakers, many of us have had our fair share of rejections; from festival submissions to unsuccessful pitches. This is exactly the kind of rejection that Anna Samo’s short film Conversations with a Whale deals with, which made it a poignant addition to the I’m FINE! programme. As a collaboration between Skwigly and Ukraine’s LINOLEUM […]

The post Conversations with a Whale – Anna Samo Interview | I’M FINE! – UK/Ukraine Season appeared first on Skwigly Animation Magazine.

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Released today on Netflix, Dead End: Paranormal Park is a ten-part horror comedy series for younger audiences created by animator, writer and comic artist Hamish Steele. Based on his graphic novel series DeadEndia that began in 2018 (which in turn loosely draws on characters and concepts from his 2014 Cartoon Hangover short film Dead End), […]

The post Interview with Hamish Steele (‘Dead End: Paranormal Park’) appeared first on Skwigly Animation Magazine.

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Today on Skwigly we’re excited to present an exclusive chat with acclaimed Canadian filmmakers Amanda Forbis and Wendy Tilby. The filmmaking duo first paired up to create the highly-accoladed 1999 short film When the Day Breaks with the National Film Board of Canada. Picking up major awards at Annecy, Animafest Zagreb and the Hiroshima International […]

The post Annecy 2022: A Conversation with Amanda Forbis & Wendy Tilby (‘The Flying Sailor’) appeared first on Skwigly Animation Magazine.

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Today on Skwigly we meet Terril Calder, whose latest entry in an extensive auteur filmography will screen this week at the Annecy International Animation Film Festival. Meneath: The Hidden Island of Ethics depicts the internal conflict of a Métis child as she reconciles the Seven Deadly Sins of Christianity with the Seven Sacred Teachings embraced […]

The post Annecy 2022: Q&A with Terril Calder (‘Meneath’) appeared first on Skwigly Animation Magazine.

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In our latest episode of the Skwigly Animation Podcast we’re delighted to welcome special guests Angus MacLane and Galyn Susman director and producer respectively of Disney/Pixar’s Lightyear. “The definitive origin story of Buzz Lightyear” stars Chris Evans and sees the beloved Toy Story character imagined in an entirely new light; the living, breathing hero on […]

The post Podcast: “Lightyear” and “The Bob’s Burgers Movie” appeared first on Skwigly Animation Magazine.

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In the latest episode of Intimate Animation, our podcast series exploring animation that deals with adult themes of love, relationships and sexuality, we welcome back Lori Malépart-Traversy, who has followed up her enormously successful Concordia student film Le Clitoris with Magical Caresses (Caresses magiques), a five-film series of animated documentaries that humorously present a range of testimonials and historical facts […]

The post Magical Caresses: Podcast interview with Lori Malépart-Traversy appeared first on Skwigly Animation Magazine.

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Inside No. 9, the multi-BAFTA-winning comedy/horror anthology series, finished its seventh season with Wise Owl, a truly dark tale that pays homage to the infamous, nightmarish 70s public information films created to warn children of various dangers. Co-starring and written by League of Gentlemen alum Reece Shearsmith (A Field in England, Under the Earth) and […]

The post Interview with ‘Inside No. 9’ Animation Director Sam O’Leary appeared first on Skwigly Animation Magazine.

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The Bob’s Burgers Movie sees the loveable but hapless Belcher family in their first theatrical outing, striving to save their titular restaurant from going under yet again when a water main ruptures and creates an enormous sinkhole that threatens to destroy the business. Spun off from creator Loren Bouchard’s long-running (thirteen seasons and counting) Emmy®-winning […]

The post “The Bob’s Burgers Movie” – interview with Loren Bouchard, Nora Smith and Bernard Derriman appeared first on Skwigly Animation Magazine.

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Last year on Skwigly, we were fortunate to have writers, animators, and filmmakers join us to celebrate Autism Awareness Month and talk about their projects and experience associated with both animation and the autism community. One of the people who have joined us for this year’s celebration is Dani Bowman, an autistic animator who founded […]

The post Autism Awareness Month: Interview with Dani Bowman of DaniMation Entertainment appeared first on Skwigly Animation Magazine.

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Last year on Skwigly, we were fortunate to have writers, animators, and filmmakers join us to celebrate Autism Awareness Month and talk about their projects and experience associated with both animation and the autism community. One of the people who have joined us for this year’s celebration is Jorge R. Gutiérrez, who is best known […]

The post Autism Awareness Month: Interview with Jorge R. Gutiérrez appeared first on Skwigly Animation Magazine.

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Last year on Skwigly, we were fortunate to have writers, animators, and filmmakers join us to celebrate Autism Awareness Month and talk about their projects and experience associated with both animation and the autism community. One of the people who have joined us for this year’s celebration is Grainne McGuinness, who is the creator behind […]

The post Autism Awareness Month: Interview with ‘Pablo’ Creator Grainne McGuinness appeared first on Skwigly Animation Magazine.

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In our latest episode of Intimate Animation, our podcast series that explores animation that deals with adult themes of love, relationships and sexuality, we welcome special guest Alberto Mielgo. Hailing from Spain and presently based in Los Angeles, Alberto has carved a name for himself through a series of high profile industry gigs that include […]

The post Podcast interview with Alberto Mielgo (‘The Windshield Wiper’) appeared first on Skwigly Animation Magazine.

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Since it dropped last month on Netflix, Nexus Studios‘ animated anthology feature The House has fast become on of the streaming platform’s most warmly-embraced original animated offerings, with an enormously positive critical response (the film is rated 97% on Rotten Tomatoes at the time of writing) and an enthusiastic fanbase enchanted by the compelling, often-unsettling […]

The post Producing Animation: Charlotte Bavasso appeared first on Skwigly Animation Magazine.

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We last spoke to Britt Raes when her 2016 short film Catherine was making its rounds on the animation festival circuit. All told, the film was selected at over 200 festivals; picking up awards Hiroshima, New York, Tokyo, Anima and more. Over 5 years later, and Britt has just wrapped up production on her second […]

The post Interview: Britt Raes Discusses Charming Second Short Film “Luce and the Rock” appeared first on Skwigly Animation Magazine.

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Last week ended on a particularly high note for animation enthusiasts with the Netflix release of The House, a widely anticipated feature-length endeavour combining the astounding talents of some of the contemporary stop-motion scene’s most exciting voices. Conceived and produced by Nexus Studios, the anthology feature showcases three incredible stories from Emma De Swaef and […]

The post A conversation with the talents behind ‘The House’ appeared first on Skwigly Animation Magazine.

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In our final podcast episode of 2021 Skwigly are delighted to welcome the teams behind some of this holiday season’s most anticipated animation projects. Skwigly’s Martyn Warren speaks with Jared Bush and Charise Castro Smith, the directors of Disney’s Encanto out in cinemas now and coming to Disney+ on December 24th, as well as the […]

The post Podcast: ‘Encanto’, ‘Superworm’ & ‘The Abominable Snow Baby’ appeared first on Skwigly Animation Magazine.

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Eagle Eye Drama will be releasing their next animated short film on Channel 4 on Christmas Day with their adaptation of Terry Pratchet’s children’s book, The Abominable Snow Baby. While wrapping up the end of post-production on the film, I spoke with the director Massimo Fenati and as well as getting an insight into what […]

The post Interview with ‘The Abominable Snow Baby’ Director Massimo Fenati appeared first on Skwigly Animation Magazine.

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For over ten years, Magic Light Pictures have adapted Julia Donaldson’s acclaimed picture books into award winning animated short films with The Gruffalo, Room on the Broom, Zog and The Snail and the Whale just to name a few. Superworm is the next of Donaldson’s books to get the Magic Light treatment, featuring the voices […]

The post Interview with Superworm Producer Barney Goodland appeared first on Skwigly Animation Magazine.

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This year marks the 60th animated film to be released from Disney Animation Studios with Encanto, a musical that celebrates Colombian culture, magic and above all, family. The film is out now at cinemas and will make its way to Disney Plus in time for the Christmas holidays, so that children of all ages and […]

The post Interview with ‘Encanto’ Producer Clark Spencer appeared first on Skwigly Animation Magazine.

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This year marks the 60th animated film to be released from Disney Animation Studios with Encanto, a musical that celebrates Colombian culture, magic and above all, family. The film is out now at cinemas and will make its way to Disney Plus in time for the Christmas holidays, so that children of all ages and […]

The post Interview with ‘Encanto’ Directors Jared Bush & Charise Castro Smith appeared first on Skwigly Animation Magazine.

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The London International Animation Festival (LIAF 2021), will be returning this week for its mammoth 18th edition, promising ten days of “forums, screen talks and 279 of the best recent, historical and retrospective animated shorts and features from around the world”. Taking the form of a hybrid edition, this year’s programme will feature online accessible […]

The post LIAF 2021: Q&A with Nag Vladermersky appeared first on Skwigly Animation Magazine.

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This week sees the release of Netflix and Aardman‘s much-anticipated stop-motion animated musical holiday short Robin Robin. Created and directed by BAFTA® winner Mikey Please and Dan Ojari with a script by Ojari, Please and Sam Morrison, the short recently finished production at Aardman’s award-winning UK studio and features the voice of Bristol-based Bronte Carmichael as the titular Robin alongside Gillian Anderson, Richard […]

The post Making ‘Robin Robin’ with Mikey Please and Dan Ojari appeared first on Skwigly Animation Magazine.

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Presenting episode 103 of the Skwigly Animation Podcast! In this episode we welcome Mikey Please and Dan Ojari to discuss their Aardman/Netflix seasonal short Robin Robin, released November 24th. Written by Ojari, Please and Sam Morrison, the short recently wrapped production at Aardman’s award-winning UK studio and will feature the voice of Bronte Carmichael as […]

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Ahead of COP26 – the U.N. Climate Change Conference taking place next week in Glasgow – a new series has been airing on Sky Kids; one that aims to help children understand climate change. Produced by London based Ritzy Animation, the new 15-episode series Obki follows an alien on a mission to save planet Earth, […]

The post New Sky Series ‘Obki’ Helps Children Understand Climate Change | Interview with Obki Creators appeared first on Skwigly Animation Magazine.

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Avocados, anxiety and the generational divide cumulate in this bold and stylish new short film by Marnik Loysen. In recent years the humble avocado has been weaponised as a symbol of the ‘haves’ and ‘have-nots’, the increasing level of division between the economic elite and ageing millennials. Brunch highlights the pressures of living up to […]

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Joining us for the latest episode of our Skwigly podcast series Intimate Animation is recent Blinkink signee and Harvard University/National Film and Television School graduate Renee Zhan. Hailing from Houston, Texas and presently based in London, Renee’s notable contributions to animation go back to her studies at Harvard under the tutelage of Ruth Lingford where […]

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In our latest episode of Animation One-To-Ones we welcome Quebec-based filmmaker Marie Valade, whose recent film Lolos (Boobs), is presently screening at both the Toronto International Film Festival and Bristol’s Encounters Festival this month, having premiered earlier this year at Annecy.

Both equally poignant and witty, the film sees a young woman drawn in ink who is forced to come to terms with paper breasts that appear on her chest and lead her into increasingly unusual situations. Her new assets see her navigating a mixed-media world of anxieties concerning womanhood, female rivalries, the male gaze as well as motherhood and sickness, rendered through a striking combination of rotoscopy, 2D animation and cutout stop-mo.

Boobs is both a comic and dark journey that explores a woman’s love-hate relationship for her body and her femininity. It highlights the powerful symbolism that breasts evoke for everyone.

Having studied Film Animation at Montreal’s Concordia University, Marie would go on to direct the short film Interoculus as part of the National Film Board of Canada‘s Hothouse apprenticeship program. She has since worked on all manner of animation projects from shorts features, spanning a variety of traditional frame by frame animation techniques including pixilation, stop-motion and 2D animation.

As well as continuing to work in animation Marie is co-director of Festival Stop Motion Montreal, whose 15th edition takes place September 10th-19th 2021. For more information visit stopmotionmontreal.com/

To stay up-to-date with our Animation One-To-Ones series be sure and subscribe to our YouTube Channel as well as the Skwigly Animation Podcasts feed from your preferred podcast provider. Stream this episode below or direct download:

Animation Podcasts | Skwigly · Animation One-To-Ones 10 – Marie Valade (Lolos / Boobs) TIFF festivalgoers can catch Lolos/Boobs in Short Cuts Programme 5 which screens September 14th at 8pm EDT (Canada only) and September 15th at 6pm EDT (worldwide).

Encounters passholders can see the film as part of the festival’s genre programme Late Lounge 2 until the end of the month.

For more information on this year’s Festival Stop Motion Montreal visit stopmotionmontreal.com and to see more of Marie’s work visit cargocollective.com/mariev

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Hailing from Norway and with a background in acting, up-and-coming director Ida Melum cemented an enthusiasm for animation when studying at London’s Middlesex University, during which she further developed her stop-motion skills working on the acclaimed National Film and Television School films Poles Apart (dir. Paloma Baeza and Ser En Low) and Facing It (dir. Sam Gainsborough). After earning her BA, Ida pursued a Master’s degree in Directing Animation at the NFTS where she expanded her stop-mo skillset making the puppet animated Shopped, the pixilation piece COP (Character of Place) and the plasticine cutout/2D/multiplane short Ovary Acting. Her final graduation film Night of the Living Dread *brings Ida’s gift for storytelling, observational comedy and adventurous set pieces together with a full team of talented artists. We follow the nighttime tribulations of Ruby, a young scientist whose attempts at sleep are obfuscated by an ever-relatable onslaught of embarrassing memories. The film, co-written by Hannah Kelso and Laura Tunbridge with production design by Milly White and animation headed up by Rich Farris, effectively combines fabric-textured puppets with 2D facial animation, elaborate transitions, a sophisticated eye for effective cinematography and a keen intuition toward comic timing. Presently screening in two programmes at this month’s Encounters Film Festival, Skwigly were delighted to meet Ida Melum and learn more about the film’s journey.*

Has animation always been an area of interest to you?

I think I stumbled upon it by accident, to be honest. I grew up in Norway and one Christmas my mum bought me this Lego set that came with a web camera. That was my first introduction to stop-motion, when I was eight. Then I always had a big interest in film and acting, primarily, but I kept returning to animation whenever I could. I pursued acting a lot until I turned 19, when I realised it’s quite a harsh career. Then when I was applying for courses my friend came across an animation course at Middlesex University. It just had all the things in one course that I liked doing, which was filmmaking and art and storytelling. So I just applied and was really lucky to get in and kind of rediscovered stop-motion there. I met some really good tutors there – Jonathan Hodgson and Osbert Parker – and we were really encouraged to be not just animators, but also storytellers and directors as well.

I also met Robert Bradbrook at Middlesex, he was our main tutor in second year and I knew that he then worked at the National Film and Television school. So he would also get us Middlesex students to help out on the grad films that were going on, which was also amazing being able to come to the facilities and see how that all worked.

Did that help determine you then going to the NFTS for the MA?

First of all, I was a big fan of the films that came out of the school. A lot of them were just really great stories. They were funny, they were original and I was lucky to have worked on a couple of them as well, like Poles Apart and Facing It. So it was great to see how the films were made.

Image courtesy of Ida Melum

Did you work on those films before or after you had started there?

That was before I went there. So it was just a good opportunity to see how it worked and I really liked it.

Were there any elements of those films’ production that had a particular effect on how you’d then approach your own films?

I think they’re both great examples of films that, if anything, just put more pressure on what I wanted to achieve. One thing I really liked, when I was on Facing It, was that it seemed to me that the director had a really, really good relationship with his editor. I’d never had an editor before, so it was lovely to see that. Everyone was so engaged, it really was like everyone was living and breathing film for two years. I thought that was really inspirational. They both came out so beautifully and brilliantly that it just made me really inspired and want to go there.

So when you were at the NFTS I gather you made a few films there before this latest one. Is that the sort of current standard, to produce three or four films during the MA?

Yeah, I don’t know how it was before but now we do a couple of workshops in the first year that, funnily enough, are just called Project One, Project Two and Project Three. So by the time you get to your grad film, you should have gone through three-to-four projects, I think, in total. The nice thing about it is that you slowly get introduced to more and more crew, so you work with the sound designer and then you work with a composer and work with an editor. And so you slowly kind of build that up, then you have many workshops with the modelmakers as well. But it’s still a bit of a shock when you suddenly go from a team of three or four to a team of twelve people. It’s definitely a big jump, it’s quite intimidating. I was lucky, I had a really good team.

Image courtesy of Ida Melum

I get the impression the shorter films are good outlets as far as exploring other methods of stop-motion other than armatured puppets – was that your main objective, to try different things?

I think for me, definitely. I’m probably not the biggest on experimenting, I have a tendency to stick with what I know and the only thing I knew was puppets. So the first stop-motion film was nice as I could develop my puppet-making skills. When I came to the NFTS I developed that a lot further but I was still doing traditional armatures and everything. So when the next project came around I tried multiplane for the first time and I absolutely loved it. That was my first time combining 2D and stop-motion and I really liked it, even though it’s quite time consuming. I just felt that the 2D made me a little bit more brave as an animator, it enhanced my animation and I just had more fun with it. So yeah, that was probably one of the best finds for me.

Having cut your teeth on them, would you work in pixilation or multiplane on future projects?

I don’t know if pixilation would be my first choice but I would love to try it again. Multiplane – absolutely, I thought it was really fun. I didn’t even build anything, I was just going to cafes and taking photos of these sets, then I was printing them out and layering them. Seeing that I could put together a film really quickly, with very little means, I would absolutely love to do that again.

Night of the Living Dread poster (Ida Melum/NFTS)

Night of the Living Dread really stood out as being quite distinctly relatable above all else. I’m definitely an occasional sufferer of my brain just keeping me awake, torturing me with shit from years ago. Are you similarly afflicted?

Absolutely! I’m sorry you’re part of the club but I’m glad I’m glad you relate to the film. I wish it wasn’t but I think it’s become even more common to talk about mental health, hasn’t it? I think anxiety is one of those that’s just become really common. And it turns out there’s a lot of us that suffered with it. Now my anxiety isn’t rooted as much in the past as it used to be – now it’s a lot more rooted in the future. Maybe that’s me getting a bit older. When I was in my early twenties I would just think about what I’d said at work or think about that one joke that didn’t land at a party and just get completely stuck in the loop. I could have done really well seeing this film when I was a younger adult.

Did you have a hand in the look of the film itself, or was it given over to people at the school who were more design-oriented?

It was, yes. I can, in simple terms, say “I like these colours and I want that look”; very early on I had a clear idea in my head that I wanted it to be quite snappy and I wanted smear frames, I wanted to push those two together as much as I could. I also wanted a softness and a bit of a human touch to it. So I worked really closely with our production designer Milly White, who also worked really closely with the modelmakers. She really made sure that the puppets and the sets really linked well together, I just really trusted her with it, she’s got great taste. I think I picked out the main colours – I wanted [Ruby] to be a bit orange with blue hair, and Milly did most of most of the rest.

I think the biggest challenges were how the memory sequences were going to look, until one day she just came up with these really graphic, simple designs. They all had such a pop in colour and were really bright and fun, which I really liked. So yeah, she absolutely smashed it. It looks great because of Milly and Angela (Merlo Quartaroli) and Maria (Collado Bonú), the modelmakers.

Image courtesy of Ida Melum

Yeah, it’s a really nice, unique look – yet still kind of feels identifiably ‘NFTS’ in that it that feels like there may have been some internal influence from previous NFTS films. Would you say that was the case?

Absolutely. We did look a lot into felt in the beginning but it turned out that wasn’t quite what we were going for. We looked a lot at Edmond, both in terms of puppets and because we were also trying to achieve some transitions here and there; that was the go-to film for that. We ended up actually getting most puppet inspiration from Listen To Me Sing. We just thought the look of that puppet was fantastic, she wasn’t fuzzy all around but she still had that texturey feel to her.

I think I also get a sense that mixed media approaches are always kind of encouraged a bit, like in this case having the 2D faces over the puppets. Was that something that you came up with or was that kind of suggested along the way?

That was something I discovered on Ovary Acting, it was a technique I really liked but I don’t think it’s encouraged because, sadly, it causes a lot of extra work and extra time and the pipelines can easily get complicated. So the school actually encourages us to keep our pipelines as simple as possible and to try and get as much as we can in-camera, but the students tend to do mixed-media all the time anyway. I love the look of it, but it’s a really labour intensive exercise because you basically are rendering things multiple times. When I see what the smear frames add to the film I love it, but it’s also painful to get to that point.

Image courtesy of Ida Melum

What really sells the comedy of it is the precision timing of the gags. They land at the exact right moment and they punctuate scenes so well, which is a hard thing to nail down. Is that all worked out at the animatic stage, or is there room for experimentation down the line?

It was constant, changing the timing. I had such a good relationship with my editor, Lesley (Posso) – honestly I had a good relationship with everyone on my team – but Lesley, in terms of comedic timing, she was an absolute hero on that, she worked so hard. She also worked really hard with us in terms of the animatic, she put so many hours in and suggestions and tried different things. So she knew the film like the back of her hand by the time I was sending her these shots. She said to me that you should write down what makes you laugh the first time you see it, because in eleven months, it’s not going to be funny anymore. I really wish I had done that earlier on, because I watched all the gags so many times and was questioning myself all the time. Like, is anyone going to laugh? Also your main audience is your fellow classmates and their teams, so when you’re seven months into production they have also seen all the gags, so they’re not gonna laugh; you’re sitting there with a quiet audience watching this so-called comedy. But every time I had a bit of a doubt regarding the gags Lesley would fight for it. And she was absolutely right. And she would make sure that they were perfect and that they sat right. For me it was a balance because the emotional journey was more important to the film than to get an extra gag. And she knew that too, so she was constantly protecting that but also trying to make it as entertaining and funny as we could.

Have you since been able to see it at a public screening with a kind of fresh crop of people?

Yeah, we were so lucky that we actually got to have the graduation ceremony at the BFI South Bank in London. We actually had an event where family and friends could come and watch it. It was so lovely to hear them giggle and laugh at places. It was such a celebration as well because it had been a year and a half with on-and-off lockdowns and finally we could all be together in the cinema in London and watch films. Yeah, so that was amazing.

Image courtesy of Ida Melum

So now you have a few films under your belt, what would you say is your ideal scenario, moving forward, work-wise?

I’m just quite curious. I would love to try a commercial to see how that works. I would love, love, love to do a mini series. Maybe a feature when I feel confident enough for that. But also, at the same time, even though it was really intense, I have a couple of film ideas I would love to crack on and do. So maybe a couple more independent films before moving into something bigger.

Night of the Living Dread is screening throughout this month as part of the 2021 Encounters Film Festival‘s animation programme Human Nature and genre programme Comedy 1. See more of Ida Melum’s work at idamelum.com

The post ‘Night of the Living Dread’ – a conversation with Ida Melum appeared first on Skwigly Animation Magazine.

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Elliot Dear is an innovative and creatively potent director currently represented by BLINKINK. He has carved a name for himself owing largely to his innate ability to combine the digital and analogue realms of animation production into a fresh new direction for his clients. a long-lasting inquisitive mind, that originated in his childhood, has promoted Dear to one of the most exciting and interesting commercial animation directors working in the UK today. From his hugely successful ad for John Lewis at Christmas in 2013 The Bear & The Hare that received millions of views not only on tv but online, to the 2017 BBC Christmas ident The Supporting Act. Both of which combined classic animation process with cutting edge technology and production methods to lend a nostalgic charm to the creatively and commercially sort after annual campaigns.

Along with his blend of new and old technology, the rather unusual claim to Christmassy subject matter made him the ideal fit for the first stop-motion Christmas episode for Netflix’s animated sci-fi anthology series Love Death + Robots, the brainchild of American director Tim Miller. We took this opportunity to talk to Dear, to discuss his humble origins, to work on a range of project scales, his thoughts on bringing different modes of production together and what value this has brought to both him as a director and to the audience at home.

(Image courtesy of BlinkInk)

Could you tell me a little bit about how you started in animation?

I’ve been making films since I was about 12, through making models, painting and being in the family shed using tools. My parents also saved up for a PC when I was 15. It was quite low spec, but it could run Corel Draw and a very early version of flash, which is now essentially animate in the Adobe Suite. I did a lot of stuff in that – bearing in mind there was no YouTube, there were no online tutorials. It was just kind of pressing buttons until it does the thing you want it to do which takes you fifty times as long because you don’t know the shortcut keys. It was just really fun. I actually wanted to go into special effects and animatronics. I wanted to be a model maker, that was my plan, but I couldn’t find a course that would do it. So, I went for illustration, it’s such a good broad base for any visual pursuit, in terms of colour, tone, composition, storytelling and life drawing, not that I was any good at that. In fact, I dismally failed my life drawing module but it’s fine, I always just own up and say I can’t draw people very well.

So, I did illustration but was always drawn to moving images. I ended up teaching myself After Effects. Again, we’re still pre-YouTube tutorials. Which was a very long-winded way of doing things, I didn’t even discover that ease function for a long time. So, I was doing it frame by frame, like you would in stop motion, it was really impractical, but I learned loads. When I left university, I got a job as a junior compositor at Arthur Cox which was great. It was the fastest learning I’ve ever, I learned from some really good senior compositors. University is great as you have luxurious amounts of time but there’s nothing like getting in the studio and working for someone else to teach you really, really quick. I was doing commercial work as an After Effects composer and then by night or over weekends I was directing music videos, but for like a hundred quid, it was essentially an excuse to try out new processes or tools. Any ideas I had, I want to put them into something, it was more about the experience. I started to get my work seen as a director, I was showing people my reels or getting up on the internet. YouTube was a thing by this point, I’m pleased to say and it kind of went from there. I ended up in London, a friend said there was a job going at an ad agency, then someone else saw my reel, then Blink spotted it and eventually signed me as a director where I am today.

I didn’t really know what I wanted to do. I never really thought I’d be an animation director. I was lucky enough to get onto the set of Fantastic Mr Fox when I was 24 as an intern for a few weeks. It was amazing, they were very welcoming, and I got to meet lots of people there. By the end of it, I just wanted to do all of it. I wanted to be in control of all of it. I thought it was fantastic. I still feel very grateful for the experience and all the people that I got to work with. I just wanted to oversee all of it because I’m a bit of a control freak. I like that. I’m an animation director, I can control everything. It’s not even like being a live-action director where there’s the possibility for happy accidents. There’s none of those in animation. It’s all in my control,

That’s great. So, you’ve forged quite a reputation for your use of innovative techniques with different kinds of production and performance to tell, phenomenal stories, but can you tell me what draws you to this mixed media approach to your work? And what do you feel it brings to the audience both emotionally and visually?

It’s an interesting conversation to have. I’ll be wandering around the house asking myself the same question because I also think why? Is it selfish? Is it just because I want to do it? It’s a few things, really, I was looking at some comments on Instagram that somebody left on one of the love death and robots clips and it’s the same question that I get a lot of the time, which is, why bother doing it in stop motion when you can achieve the same quality in CG? Which was one of maybe 500 comments most of which are saying ‘wow! it was stop motion?’. I don’t know what value that has exactly, but it seems to strike a chord with people, it’s tangible. I like objects with stories, that people have had their hands on. I don’t want to say there’s imperfection, because some of the artists that we work with are making their work look perfect, but it’s got a life beyond the screen. There are these artefacts of the film, with imperfection and human error, which is a great thing. I find it easier to connect, I like practical effects, I like knowing that there were people behind the scenes with their hands-on stuff.

Even in the beginning, I would animate on the computer but still make things in the shed. There is of course software for digital painting with digital brushes that look fantastic, and you could say to an oil painter, why would you bother? But they like the feel of the medium, they understand it, how it moves and how it works. I’ve done CG jobs, I’ve done full 2D jobs and I’m always impressed with the artists involved. I’m always fascinated with how it works. But I love being in a studio. My dad’s a carpenter, very wise, he’s just retired. So, I’m used to being in a shed with things being made all the time, I would go to work with him when I was a teenager. It’s an environment I like, I like being on a film set, which is kind of like a building site. Not quite as wild but there are wires, there’s scaffolding, there are people overhead, pulling up, changing things. I really like the energy of that environment. I like working with carpenters, painters, people that work with their hands and watching them make things it’s a real treat for me.

That’s not to say that people that work in CG aren’t – it’s an incredible craft, and it’s the same deal. It’s that level of detail going into it. I like being in that space. I like that being the way I spend my day. And it’s a fascinating place to be and I think that comes through in the work. There’s definitely a place for stop motion. There are definitely projects where it’s not suitable, a lot of the time I get jobs to come in, might be an advert or music video and people say we want to do stop-motion, but I think it should be done on the computer honestly. You don’t need it to be in stop motion. It’s not really an appropriate way of telling this story. I think it’s got to be used for the right reasons. I don’t like the idea of old ways dying out. I think keeping the tradition alive is good – just because there are new ways of doing things, doesn’t mean that you need to shut out the old ones.

Are there any other kind of considerations you have when you’re looking at a potentially new way of working when pitching?

You’ve already identified that I’m not a purist some people believe there shouldn’t be a lot of technologies. I remember when I worked on Fantastic Mr Fox, that was one of the things I found really interesting. An animator called Dan Gill, who actually ended up being one of our lead animators on ‘All through the House’, he’s fantastic. On Fantastic Mr Fox, it was his job to come up with the practical in-camera special effects, such as when the characters were being electrocuted when they go over a fence, these are things you could do in aftereffects or CG really easily. But Wes Anderson wanted solutions that happened in camera. I guess he wanted that kind of 1970s stop motion feel to it. Hence, smoking clouds and explosions made of fluff which looks great, it looks tangible. It looks like stop motion. What’s interesting, is that the reason they were done like that in the first place, would have been because that’s the only way they could do it. If you had given them a computer they probably would have done it that way instead. A lot of people working in practical effects would have loved the option to make something that looked more realistic. So, when people use practical in-camera effects now it’s because they like the aesthetic. It harks back to a time gone by and there’s some romance in that, a sense of nostalgia because it looks charming. It’s lovely, it’s not flashy, it’s quite a humble way to do things. I think that’s the reason for using stop motion a lot of the time.

(Image courtesy of BlinkInk)

I’m not a purist, there are elements of stop-motion that I really appreciate, like the tangibility, the being on set working with animators who work with their hands. I think there’s a lot that comes through in the final footage, that whether you know about filmmaking or animation or not, you appreciate as a viewer, there’s just a quantity to the footage, which is hard to emulate. At the same time, people can and should do whatever they like. But if there’s a bit of fire or mist from breath because it’s cold, I’m more than happy to do that in CG. For example, the monster in ‘All Through the House’ has drool that comes out when he opens his mouth, to that in-camera would have tripled the length of the shoot. The CG team in Norway did an incredible job of making it look real and they put it on twos wherever is necessary. I’m all for that. I think that’s fantastic and enchanting. But at the very base of the footage, it is stop motion. So, it’s still got that heart, stop-motion is the foundation of the footage but then it’s augmented with other things, which makes it more believable, which makes for a better viewing experience. Again, it’s not the best way of doing it, it’s our way of doing it. I think it’s just trying to naturally find that balance. Where do I stop and just make it on the computer? When does the stop motion part become pointless? Where did I start wasting everyone’s time? So, it’s just making sure that I’m, keep asking myself that question.

I think when you’re building a world, it’s about creating those rules and which roles you’re going to apply to different things, is everything going to be stop motion? Or are you going to have elemental things that wouldn’t be tangible and real life, are those going to be digital? it’s all rules and preferences as a Director. It’s your choice to decipher that line.

I think there are absolutely rules to the way that I do things, but they do change. It depends on what it is, for ‘All through the House’ it’s set in a house. We didn’t need any digital set extension; we didn’t need to be doing big digital matt painting for the sky or CG city on the horizon. So, it’s just picking the right tools for the job.

When you are bringing all of these various elements into production, does that affect your control as a director? when you don’t necessarily have that specific skill set, how does that alter your control over the production?

I just make sure that I learn about it as quickly as possible. Again, going back to what I said about learning on the job being the fastest way to possibly learn. I’ll ask a lot of questions, do a lot of research. I would never walk into a CG studio and say I understand all of this. If I don’t understand I will ask and try to have some humility and ask them to explain bits to me or ask how does this work? And more often than not, people are perfectly happy to give me a bit of a brief on what’s going on. But working in commercials jobs can be quite short. Again, like when I was starting out making music videos, I could try out a bit of kit or try a new technique. When we do a commercial, we may go, alright, how about stop motion with CG faces because that will be really good, and work it out on that short job. Then that’s another string to your bow, you get control back when you keep learning. It does mean that you have to work with a team that is willing to bear with you a little bit.

This constant need for re-skilling is a big part of filmmaking especially in animation because there’s just so many possible pipelines and ways to do things?

Absolutely, it’s a tricky one with the CG work, I know if I said, I’m not going to learn anything about CG, just make it work, it would still get done, but probably not as well, because I wouldn’t have the vocabulary to have those discussions and the person doing the CG would have a terrible time. It would be such a chore, to have to work with somebody who didn’t know what they were talking about, I think. You see that loads, people refusing to learn. When people ask for animation in advertising, they’ll say, we want this, but they don’t want to know how animation works and it would really help if you did, because then when they ask questions, they would know the answer is we need more time or, even that it can’t be done. I think it’s important for that reason, you just don’t want people you’re working with to be having a terrible time. So, it’s worth trying to learn as much as possible so that you have that vocabulary.

I always think it comes down to respect really.

Yeah, it absolutely does. Also, the skill in this industry is unbelievably high, you can’t help have respect. But you know, having the title Director, for some people I think it makes them feel like they’re at the top of the pile and whilst there is a lot of responsibility, you have to acknowledge that you can’t do it on your own. I tried for years, that’s what I did all through my 20s, made stuff on my own, and you just need other people if you want stuff to be that much better, that much bigger and have to recognise that. Which keeps you levelheaded and on the same level as the entire team.

For Love, Death and Robots, which was really beautiful. It was the first use of practical puppets in that series. How were you first approach to work on the project? And what was the experience like?

The job came in for blink industries, they had seen the ‘The Supporting Act’ at an expo or showcase in LA and traced it back to us. It was the first project we used CG face tracked on to stop-motion puppets successfully, which at the time I was a bit of Hail Mary, but it worked, which showed us the potential for that technique. So, we pitched on the jobs in the same way we do for commercials. We spoke to Tim Miller and Jennifer Yu Nelson, about the process. Tim runs a CG studio, amongst other things, and fully embraces technology. They are at the top of their game with what that they do. He wanted to make sure that this wasn’t just going to be a novelty film in the anthology, it needed to still be cutting edge and fit in with the rest of the films. He didn’t want in-camera practical effects, he wanted it to feel slick, but for it to still look like a stop motion film. We were quite a good choice because we could get that hybrid look.

We put together a really good pitch document, which I was really pleased with. It was super intense but a really good learning experience. I’ve been making commercials for over 10 years now, so had become accustomed to having a certain level of authority in my work. But suddenly I was bottom of the pile again, I’m working with Tim Miller and Jennifer Yu Nelson, incredibly successful feature directors who I really respected. We did an initial storyboard and added loads of ideas to the script because, in advertising, there’s usually an unspoken invitation to make changes, which is almost always necessary. I chucked things in, took out lines of dialogue, and gave them this animatic. They were alarmed about the quality of the animatic, it was one of the best animatics that I’d had to work from, but these are people that work in Hollywood. They are used to banks of people at desks doing storyboards, on staff in their studio. Whilst our borders work for us for a week then there often gone on to another job. I don’t normally require that, I’ve gotten things done with a lot less, even no storyboards, they understandably wanted changes. We were also not allowed to change the script, Tim spends a long time working on those scripts and the stories are very close to him. It was a very different industry almost a different world. I think half the job was actually showing them that they could trust us. I was learning so much from them because there so experienced and talented.

What was the biggest challenge in the project?

The creature design was one of them. I worked more directly with Jennifer, Tim being as busy as he was, but there was a point where we had a creature design that we’ve been working on for weeks and weeks. It was signed off and sculpt double who had started to build it. Then I got an email saying Tim’s not happy with the monster, he doesn’t feel like it’s frightening enough and doesn’t look enough like a predator. So not only did we have to stop, but also find the money for the re-design, what actually happened was, I ended up doing the creature design. I put a questionnaire together for Tim with things like; do you like the claws on this? Do you like the teeth of this? with loads of reference images and he also sent a lot of great references. Eventually, we got to what he wanted which was loads of fun. I think the biggest challenge was just how big and professional they are in regarding the standards they were looking for – Hollywood quality animation and whilst I’m confident in both my and the people I work with skills, it is still daunting. We also had about half the budget we would normally have for a commercial for the length. We really had to be resourceful, there were points on set where we tried to get two story beats into one shot rather than two, to consolidate shots and lighting setups -that’s how tight it was.

When you work in stop motion, it can take days to set up a shot. When you’ve only hired out the studio for four weeks, there’s no dilly-dallying. These are the things people don’t realize when they watch the film. We had a performer who did all the acting for both the kids so that the animators had references to work from, but when we got on set, we only had like four hours to get the shot, so we would try and get the shot in 75 frames instead of 150 frames. So, I’d be working with the animator shooting stuff on a phone, trying to get that performance down, I’d be running around in the car park or hiding behind the sofa, trying to see if I could get that performance down into a shorter time. Which was possible a lot of the time, it was just tough to shoot it 50 times stick it in the edit, time remap it and go alright, there’s your reference. We were putting out loads of fires on set, not literally, of course, there was a lot of problem-solving but if you didn’t directly ask me, I would have forgotten how tough it was because it was so much fun. And because of what we got out of it. I feel it came out really, really well.

That’s one of the nice things about stop-motion, it really is a medium that calls for great problem-solving and if you have that kind of mind where you really enjoy problem-solving, then stop motion is the medium for you.

It’s quite intoxicating, actually solving those problems. I think being on set having a deadline, having all those great minds together. It’s just really exhilarating. Working with the people that you get to work with and that kind of collaborative problem solving, when you nail it or solve it, and then it gets signed off, you think that was probably better than if it had gone smoothly. Having challenges, just get your brain working if nothing else it’s good exercise, good brain exercise.

How do you feel your film sits within the rest of the series?

I mean, it’s much shorter. Which makes it different. I’m never going to be able to really answer that objectively or watch it objectively, that partly why I like to read comment sections, and partly because it’s nice to see that people are enjoying it, it’s quite entertaining. Most of the comments from people are that the whole series is too short, there are eight episodes. I think people have forgotten that they were being made during the pandemic, there’s so much work involved and you can’t make it in the same room as anyone but you know I think it does sit well with the others in the series-people do assume it is CG. I think as a Christmas film within the anthology, there’s a legacy between stop-motion and Christmas specials. Which we kind of hinted at in the film, which perhaps makes the use of stop motion make more sense. So even if people did find it jarring for that reason, it would be for a good reason. The fact that it got signed off and Tim and Jennifer were really pleased with it tell me that it did the trick.

As you mentioned earlier, the puppet faces are CG composited. What does the use of digitalized mouths on the real puppets offer you as a director?

Nuance, I think anyone who works in stop motion will know that puppets have their limits and I think lots of people embrace that. Depending on the design choices that you make, it doesn’t always matter. Especially if movements are allowed to be bigger, more stylized, and cartoony. Aesthetically, what I like is just shy of realistic. Stop motion puppets that have dots for eyes and mouth shapes that snap into place are obviously going to work perfectly in camera but I’m yet to see a puppet that has a mechanism that can do the things that I wanted them to do. 3D printing is interesting and everyone’s entitled to make things the way they want, like doing it in-camera if they want. To me, it seems like quite a complicated process. You work in CG, you print out a lot of faces, then you put them on the puppets, but then the jobs not finished because then you need to paint out the seams before it ends up back on the computer again. We couldn’t have afforded to do that if we wanted to. Also, there is still an element of stylization in the movement because those face shapes are going to snap a little bit, from one to another, there are going to be texture variations. LAIKA obviously do incredible work with their cleanup, it’s very finely tuned. But what I want is even smaller, really little facial expressions and things because that’s the types of performances that I like and it’s not until you get on the computer and you start moving things around in CG and the difference between the eyelid being moved is a fraction but changes the whole expression.

You can go from uncanny to charming, or the movement of eyebrows can be worried or not, through these tiny, tiny little movements. I would say it’s about control, I love the control. We had good reference footage. I was doing some facial expressions videos for the guys. The animators onset and stop motion animators had what they needed in terms of body language and performance, and they had the footage with expressions to let them know the intention of the shot that they were going to make. Obviously, they didn’t have any control over the face, except the eyes, which they could get a pin in them and move them which helped them with performance.

Was that the same for The Supporting Act film?

No, they were completely locked masks. The faces were blank, and the eyes couldn’t go anywhere. So that one difference with ‘All Through the House’ the animators had, eyeline’s to work with, it just meant that afterwards, I could absolutely fine-tune those facial expressions. It really was fine, I would get shot back from Storyline in Oslo and I would take a screengrab of it run it through Photoshop and use liquify. Then I could move things around – move eyelids up, nudge, just tiny little, minuscule things with the eyes and eyebrows mostly and then they would fix it in CG. Again, people don’t see this part, it really is such a layered process in order to get that believability and not fall into the uncanny. I look at the work of Disney and Pixar and all you’ve got to do is watch the facial animation in their movies, and you think that’s what we need, for that emotional connection. That nuance and detail.

Were you aware of any kind of like feelings in terms of the division of labour between the animators working on set with the real puppets and the animators behind the computer in regard to performance and how that changed their ability to perform?

If there was, they never expressed it. We had the same guys, Stan, and Andy, on the BBC job. They understood how it worked. It does make their job a lot quicker when they don’t have to do the faces. I don’t think they were concerned over any kind of ownership over the performance, they seemed excited to see the CG go into it. It made it a lot quicker, they were able to focus on the body language, there’s still loads of detail and nuance in those performances. So, they had more time to dedicate to that and because we also had specific live-action references too. They had a lot of work to do as they weren’t super-stylized movements that you could perhaps use shortcuts with, with the live-action video references it really needed to be right. I think the CG team in Norway also enjoyed it. I think again, on the one side you don’t have full control over a character. But on the other side, you only have to concentrate on one aspect of the character and maybe that’s nice, I don’t know. But they seem to enjoy themselves. They were very pleased with the results. It made the whole process better for me, it did just mean that I had to keep everything in my head, if I had dropped the ball and the communication wasn’t there the whole thing wouldn’t fit together, between the two processes. It could have gone really wrong, I think.

Love Death + Robots: All Through the House (dir. Elliot Dear, image courtesy of BlinkInk)

You have such a diverse range of talents. You’ve worked with live-action, CG, 2D and Stop-motion, and often combine them all to such a high quality. Is there anything you’re particularly excited about trying out next?

No, not anymore. I think there was a point where I wanted to try out everything. So I’d try it out for a music video or on this commercial. I feel I’ve gotten to the bottom of a lot of the things that I was wondering about, like the CG faces. I imagined there will be other things that come up eventually, but I’m not going to say I’ve done everything in animation now. I’ve just worked on such a variety of things which has allowed me to build my knowledge and skills in various areas. What I’m able to do now is to respond well, to a brief, I won’t say every brief.

Now we use the right tools for the job, it might be to get that stop motion feel, that tangibility, that nostalgia – that you get from a Rankin Bass Christmas special. But we still want the faces to be really detailed so we will combine these things and put them together. I think I’m better at responding to briefs now and able to do the people want, rather than kind of shoehorning in a process because I wanted to try it out. I feel like as I get older and more experienced, there’s less of that. Now it’s more about what do you need? What does this project need? What does this story require? In order for it to be told in the best possible way. So, I think that’s how I work now.

You can find out more about Eliots Dear’s other work on his directorial page at BLINKINK here. Or follow him on Twitter or Instagram. You can also watch the interview as part of our animation one-to-ones here or listen below:

The post Interview with Elliot Dear, director of ‘Love Death + Robots: All Through the House’ appeared first on Skwigly Animation Magazine.

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In the latest episode of our podcast series Animation One-To-Ones we catch up with award-winning London-based animator and director Anna Ginsburg.

Following on from our first conversation with Anna in episode 2 of Intimate Animation to discuss her Random Acts film Private Parts, in this episode we discuss some of the major projects she has worked on with Strange Beast in the five years since, including her viral CNN film What is Beauty? (a visual overview of the ever-changing pressures on women to conform to body shape ideals), her more recent collaboration Typically with Caitlin McCarthy (an animated celebration and destigmatisation of periods for Bloody Good Period and Mother) and her boldly-designed and beautifully animated Breast Cancer Now short film A Love Hate Relationship, playing this week in competition as part of Annecy 2021’s Commissioned Films programme.

Produced by Strange Beast with agency Weber Shandwick, the film conveys the different journeys, and accompanying emotions, women go on with their breasts; from pride and embarrassment as their breasts develop, to their breasts attracting attention from others, to breastfeeding and attending mammogram appointments.

Animation One-to-Ones are available to download and stream via your preferred podcast provider or on our YouTube Channel – like and subscribe for more.

Interview conducted by: Ben Mitchell

Guest: Anna Ginsburg

Presented, edited and produced by: Ben Mitchell

Music and graphics: Ben Mitchell

The post Podcast interview with Anna Ginsburg appeared first on Skwigly Animation Magazine.

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Designer/ Animator Raman Djafari has released a blazingly bold CG music video for the post-punk band, Squid. The stylish video takes the concepts hinted at in the lyrics and pushes it further, adding emotional layers of vibrant colour and clear performance. Pamphlets is a compassionate piece exploring the experience of wanting to hide away to avoid the potential embarrassment and rejection. Raman Djafari explains, “The video for Pamphlets is a meditation on the feeling of being unfit, unlovable, not compatible and the manic anxiety and stress that this results in. I wanted to explore a state of mind that I have found myself in many times.”

The environment of this character’s house is a kind of humid, bathroom-tiled flat with a mattress that has no sheets. Silver, reds and blues are draped around the place. When I first saw this, I thought it might be made using real-life sets or models because the lighting and texturing looks that real. The shapes and textures are so physical and bumpy that I want to touch everything but the way the light bounces off of things, I can imagine the sweaty condensation on my fingers. Our glowing, freaky character paces around nervously tapping their manicured hands, spinning on the spot. They watch the public go about their day from behind a window, waiting to not feel how they feel. Just watching the repetition of these behaviors made me feel the urgency and frustration of being trapped in a place or state of mind. The lyrics, “That’s why I don’t go outside.” are displayed in a character who suffers with the fear of being exposed to the world.

Raman Djafari – “ The fear of being rejected for the ways one is marked as different and perceived as such, manifested in the presence and gaze of others, becomes the way we see ourselves. We internalize the rejection that we are subjected to. As a result, there is the urge to hide away, suppress and judge whatever it is that we have been taught to hate, thus detaching from the self and thereby detaching from others. This is a video that relates to my own experiences as well as that, it is a solidarisation with everyone that has felt this way.”

To varying degrees, I think this feeling will be recognizable to many in our time, especially following the isolation of a pandemic. Raman has created a film with a distinct, surreal and stylish aesthetic, conveying deep feelings whilst keeping it clear and simple. I love the details of the accumulation of apples and arranging them in patterns, the stacked plates and mugs, a sign that you don’t want to even venture out to the kitchen. “It is the fear of going outside and forcibly being confronted with everything that one cannot love about themselves, because they have been taught not to. Rooted in trauma that is as personal as it is always connected to society at large, harmful self-images are incredibly hard to escape.” Raman Djafai

Luckily, we get to witness an ethereal transformation that offers the audience a beam of hope! There’s a great moment of change when the character’s spinning and there are flies flapping everywhere and they lift up their arms in a way that’s celebratory and unashamed. Raman Djafari says,“The second half of the video is about the emergence from that state of mind through the embrace of difference. It is a process that I myself am still very much going through and learning from, so it is also a reminder and an exercise in empowerment. The transformation that happens when we learn to love ourselves is a detachment from the ideals of normativity. Loving the difference, that which is perceived as ugly and rotten, is beautiful. At the same time it is an unlearning of the false truths that have been etched into our minds and hearts. There is an awe inspiring power in this process.” Our blue suited character ascends into the sunset with a swarm of flies as we see up-close and in the flesh, those we saw from behind the window. They’re all gawking in awe at our beautiful pink friend as they finally grow their wings. A triumphant rebirth from alienation to love and self-acceptance.

“…There are so many people that have been subjected to way more horrible pains than I have. All of these people that survive and re-emerge are beautiful wonders that I admire deeply. They all are glowing in front of the sun, undeniably great and transcendent.” Raman Djafari

When I asked Raman what influenced his visual style, he said, “The track has a pressing urgency that guided me throughout the process and the lyrics felt like a call to action. Sung by the fierce voice of Ollie Judge the vocals directly inspired the design of my protagonist. (The moment when Ollie’s voice is spoken through the mouth of the protagonist still feels magical to me.) For the cinematography and set design I have drawn inspiration from Robert Wilson, Leslie Zhang, Alex Prager and Tim Walker’s photographies of Tilda Swinton, which also heavily inspired the character design next to Björk, Freddie Burretti’s ice blue suit as worn by David Bowie as well as Alec Marchant’s photos of JPEGMAFIA, whose work has been essential for me in the process of developing the atmosphere of the video. Most importantly though, this video has been enriched and informed by the artist and writer Alok Vaid-Menon and their amazing writing as well as the work of the countless queer artists and activists that are healing the world through their presence every day.”

As a final question, I asked Raman where he likes to go when he goes outside.

“For me it is less a place to be then it is a way to be outside that I particularly love. It is an attempt to get purposefully lost. I often go outside with that intention, just walking until I don’t know where I am anymore and then continue walking further. Eventually I need to find my way back but that state of being willfully lost is something that I really enjoy.” Raman Djafari

It’s a rare gem, seeing an animated music video with such a powerful atmosphere and surreal style that can also express emotional pain and healing in such a sincere, believable way. A fusion of Hamburg based CG art and British Post-Punk that just works. With an incredible catalogue of influences, masses of technical and creative talent and a willingness to show vulnerability through his work, it’s no wonder Raman Djafari’s music video Pamphlets is so stunning.

The post “The feeling of being unfit, unlovable, not compatible” Pamphlets Music Video Review appeared first on Skwigly Animation Magazine.