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Writing Animated Features
The first panel I visited at the
conference was meant for writers who wanted to enter into the animation
industry. It featured a very impressive lineup of accomplished writers,
including Terry Rossio, who co-wrote Shrek as well as Chris
Sanders, writer of Lilo & Stitch and Mulan. My
preconceived notion was that the discussion would include pointers on
writing a decent script and overcoming pitfalls related to plot and
dialogue, and that's the main reason I attended. Unfortunately, however,
these were topics that were not even discussed, as I realized that the
event was more of an insider-exclusive panel, in which it was assumed that
the members of the audience were all excellent writers and just needed a
way to get a foot in the door. Despite the fact that the panel contained
a lot of information that only insiders would know (like what the heck a
"spec script" is), it nonetheless contained information that was
interesting and perhaps even helpful for any creative endeavor that I
might have wanted to initiate. Therefore, I now present to you what I
learned in that panel.
The general message that was conveyed was that four elements are necessary
to become a successful writer for animation: luck, timing, contacts, and
talent. The first three, of course, are the ones that the panel members
assumed with which the audience needed the most help. They offered several
recommendations to overcome the obstacles: write a live-action script, as
opposed to an animated script, as it is almost impossible that an animated
script will gain any consideration. The other suggestion was that they put
together their own animated feature themselves with the help of a small
film company: with proper equipment, it would require a relatively small
budget to successfully complete a 3-D animation project. Even to create a
release straight to video would be worthwhile. While most animated
features that make it to films earn a 3:1 income to cost ratio, that ratio
jumps to an amazing 5:1 ratio when it comes to most direct-to-video
releases, making it a possible way to both earn money and a reputation.
Then the discussion turned to the process of how a film goes from the
process of an idea to a completed film. This, in my opinion, was the most
interesting portion of the discussion. The company most talked about was
Disney: at first
Disney had a "gong show," a meeting whereby company executives would
gather in a room and each writer had exactly ninety seconds to pitch an
idea. Now, however, it is much more easy-going, and animators can meet
with one executive and talk over ideas for a much longer period of time. I
got the impression that in other animation houses, there was generally a
more easy-going attitude as well. Once the pitched concept is approved, a
constant interaction between the writing department, which is a little
more technical, and the story department, which is more conceptual.
Finally, the "nuts and bolts" were discussed – basically whether it was
worth it to become a writer from a financial point of view. This also
contained information that I found rather interesting, if random and
useless. Apparently most writers for animated series are not covered by
the Writers' Guild and are generally offered very little union protection.
While writers of live-action films are usually paid a small amount for
"recurring characters" that they created, writers are offered no such
bonuses. However, it seems as if writers are gaining ground slowly but
surely: there are currently discussions to get writers box-office bonuses:
the more money a film grosses, the more money the writers receive.
Overall, while it was not what I expected it to be, it still was a pretty
informative session. No techniques of writing were discussed, but this
session did offer me a little bit of insight into the world of animation,
and I think that was almost as good. - Adam |