Mark Walsh talks about directing Pixar’s Toy Story Toons “Partysaurus Rex”

Mark Walsh has been animating with Pixar going back to “A Bug’s Life”. He took on the role of Directing Animator for Dorey on “Finding Nemo”. Most recently he has gone behind the camera and directed the newest Toy Story Toons called “Partysaurus Rex”. Personally, I think it is brilliant and my personal favorite of any Pixar short. Media Mikes had a chance to really dive in about the short with Mark and find out some really cool facts about the film.

Mike Gencarelli: You’ve been with Pixar almost since the beginning, how was it stepping away from the animating desk and behind the camera directing the Toy Story Toons short “Partysaurus Rex”?
Mark Walsh: I love it. I have been reading articles about different actors who are turning directors. Largely what an animator is an actor. So to move to directing has been a similar experience. I think it is really fun and I enjoy the collaboration of it, even more than animating. I think animating is trying to create an emotion or feeling and directing is the same thing but on a larger scale. Yes, there are many more things to worry about. Yes, the buck stop with you…but the feeling of creation and collaboration, especially when something works is unparallel. I love it.

MG: Where you nervous at playing with the “Toy Story” brand?
MW: Not really. I am familiar with the characters. I worked with them before on the TV commercials for “Toy Story 3”. Working with the creator of the series, John Lasseter, there isn’t anything that he would let through that isn’t right. John will really be interested in how each director is going to push things. I think that is why “Toy Story 3” feels like a “Toy Story” film but also feels like a Lee Unkrich film. That is because John invites the input of the new director and he still makes sure it stays within the world. So with that support on hand, I felt invigorated to try new things. “Partysaurus Rex” is pretty different than the usual. But it I was happy knowing that the guardians of the franchise, here at Pixar, were there to make sure that I didn’t step out of bounds.

MG: I like that Rex gets a chance to shine. He is a funny character!
MW: Isn’t he great!? Rex is just such a sweet character. What I like most about Dorey from “Finding Nemo” is that she is a comedy relief character. But she is rare comedy relief character that gets a spotlight to see what it is like to be the comedy relief character. In her case, it is kind of sad. Rex is similar in a way. He is so nervous and nerdy that he funny. However what is it like to actually be that guy? I had that experience in school when I was a kid. So I just tapped into that for the movie.

MG: How long did this short take to make from idea to completion?
MW: A long time actually. It took about two years from start to finish, which seems long for six and half minutes. But there are two things that were going on. First, we had to wait for “Small Fry” to get finished. They were both produced by our sister studio at Pixar Canada. They are a really small studio, smaller than Pixar was when I came on during “A Bug’s Life”. They have a really great culture there but they can’t handle five or six shorts at the same time. Both Angus MacLane and I started on our shorts at the same time but I had to wait until they finished. Also it took two years since the itself process is just very long and arduous. There isn’t any stage of the production where the questions aren’t asked “Can we make this better?”, “How can we approve this?”, or “Can we add any more entertainment value here?”. That takes time. I was really pleased though because the shorts at Pixar gets treated the same way that the features do.

MG: Tell us about collaborating with BT for the music?
MW: BT is amazing. You listen to electronic dance music and some people think “How hard could it be?”. You have a drum beat and maybe some synthesizers. BT is not one of those people. He is an artist. What I liked about BT’s work is that it has the most emotion to me compared to other artists and DJs. When you are working in film, especially a short like “Partysaurus Rex”, emotion is what you are after. I wanted music that would be like a second character. I am very glad he found the time for us and that we were able to collaborate. The music gets louder, more intense and a bit crazier as the film goes on along with the party. So it kind of represents the party in a way. The music had to start small and get crazy, so the biggest challenge was reining it in. BT was able to do that so well. He just brought idea after idea and that was the best part of working with him.

MG: How does it feel to be the first Pixar short to not only have a MP3 single but also get a level in video game “Tap Tap Revenge”?
MW: I love it. Usually shorts don’t get this short of reaction. Especially a franchise related short. I was just trying to create this story with fun music that matched it. I wasn’t even sure if people would like it, but the response has just been amazing. It has been positive for all ages, especially young people. There is so much music that BT made, but the film just wasn’t long enough. We kept getting request after request for music from the film. On the single, BT had used “Partysaurus” as the inspiration even including dialogue and created this track, which plays so well on the dance floor. I listen to it every day and I feel that it even works better than the version in the film.

MG: How many hidden Pixar nods are there in this short, like the Sulley toilet cover?
MW: [laughs] Yeah, there is a lot in there actually. There is quite a few “Finding Nemo” references, since I worked on “Nemo” as the directing animator for Dorey. When we cut to the underwater guys and the “What Up Fishes” scene, Mr. Ray from “Finding Nemo is down there as well as one of the dolphins from that film. There is T-Bone from “Small Fry”, who floats by. There are a lot of “Toy Story 3” characters. But I am not going to tell you all of them; I want people to find them out for themselves.

MG: You also voice the new character Drips the Whale, tell us about that?
MW: When you are trying to get the story worked out, you are looking for something that is funny and gets it done. I liked the idea of a faucet cover, so kids won’t hit there heads, and I’ve seen them for sale. I thought it would be funny to have it coming out of his mouth, so he was permanently talking like this [mumbling in Drips’ voice]. We always record our voices as temporary voices when we are developing the story. It helps us find out if the movie is working before you bring in Tom Hanks or Tim Allen, which is great. Drips and also Puffy, aka “What Up Fishes” are my voices. Due to time, the fact that it was already funny and we didn’t have a name star attached to play them, John said “Why not!”. So I felt very lucky it is rare that a temporary voice gets to stay in the film.

MG: Do you have plans to take sight on features next to direct?
MW: I hope so. In Hollywood, everyone always says “I am doing this now, but what I really want to do is direct”. Everyone thinks that it is better, but it is really hard work. This was actually the hardest job that I have ever had but it is also the most gratifying. I am happy to just keep, as they say “doing the reps”, lifting weights to get my skills up. What has always been important to me at Pixar is that my craft is good. So I hope that I still have opportunities moving forward to keep improving on that craft. Until then, I am just building up my biceps [laughs].

Pixar’s Tia Kratter talks about working on “Brave”

Tia Kratter joined Pixar Animation Studios in April 1993 as a digital painter during production of the studio’s first feature film, “Toy Story.” She has subsequently held the shading art director role on “A Bug’s Life,” “Monsters, Inc.” and “Cars,” where she was responsible for specifying the color and texture of every object modeled for a film. Kratter most recently completed work as the shading art director for Disney•Pixar’s feature film “Brave,” which opened in theaters in summer of 2012 and is set to release in North America on Blu-ray™ and DVD on November 13, 2012. Prior to Pixar, Kratter was a background painter at Disney Feature Animation from 1980 to 1985, where she worked on a variety of acclaimed animated films including “The Little Mermaid,” “Aladdin,” and “Beauty and the Beast.” Media Mikes had a chance to ask Tia a few questions about working with Pixar and on the film “Brave”.

Q: You’ve been at Pixar since the first Toy Story, working in the art department. How has your work evolved over the past few years?
A: You’ve done your homework! Back in 1993, when I began to work on “Toy Story,” the internet as we now know it didn’t exist. So all of our reference on that film was personally-found. In other words, when we had to figure out Sid’s hair, I went directly to my oldest son’s flattop haircut and used that as reference. Nowadays we back up real reference with information we find online. It helps streamline things. Still, and you’ll hear this a lot this morning, there’s nothing like touching and seeing the real thing. Also, on “Toy Story,” we really didn’t know what the heck we were doing. Now we’ve got all sorts of hoops to jump through. Making a computer animated film is not a quick process, and just because we’re using a computer it doesn’t really go any faster than classic hand-drawn animation.

Q: What is the coolest thing about working at Pixar?
A: 1. The cereal bar. We get a choice of about 18 different cereals in our brown bag kitchen to choose from every morning. Once a week I go for the Captain Crunch, which my mom never let me eat when I was a kid. 2. The people (actually that should be my number 1). You can’t believe how many thoughtful, kind and creative people work here. I’m in awe of the talent around me every single day. 3. The commitment to making great films. We try hard, really hard, to make our films something that we love. And, by feeling solid about them ourselves, we hope the audience does too.

Q: Which were the most difficult elements to translate to the movie?
A: Initially, Merida’s hair of course was a challenge. But we knew it was going to be from the very beginning. And when we can anticipate our challenges, we tend to do really well. It’s those little surprises that come up along the way that can really throw us for a loop. We had never done a horse, except for Bullseye in “Toy Story 2” and “Toy Story 3.” In “Brave,” we wanted to create a fairly realistic horse, one that didn’t talk or make funny faces. Although Angus was a challenge, he remains one of my favorite characters in the film because he is elegant, strong and visually beautiful.

Q: In Brave the landscapes, Merida’s hair and, in general, the care for details is really impressive. Can you tell us about the process/es required to bring these details to life?
A: Thanks for your nice note! What we discovered in both the landscapes and Merida’s hair was the beauty of chaos. The landscapes were a combination of grasses, mosses, ferns, rocks – different textures across any environment. Similarly, Merida’s hair was lots of different oranges and yellows, and every ringlet had its own personality. A lot of times you think characters and landscapes are quite different, but in this case they took on the same types of challenges. So, in order to make them look believable, we gathered a lot of research for both the hair and the landscapes and took that all the way through the process, even getting some help from the lighting team to bring it all together.

Q: How would you describe the ultimate goal of the shading art director?
A: My ultimate goal is to support the visual inspiration of the director and the production designer. I’m responsible for specifying the colors and textures for things that are modeled in the film. It’s one small part of a greater group of people who come together to make the visuals work as a whole. There’s really no part of the film that I can point to and say, “I did that.” Making a CG animation film is so collaborative, that if you’re looking for individual accolades, this probably isn’t the right medium for it.

Q: Did 3D ever come up as part of the design process?
A: That’s a great question. We never make creative decisions for our films based on the 3D, but we find that it’s another good mechanism for conveying our stories. I loved seeing “Finding Nemo” in 3D. That deep, atmospheric world lent itself so well to another dimension of viewing. As far as the art and design of “Brave,” we never stopped and rejiggered things specifically for 3D. We do our best to make a visually gratifying film for whatever medium it’s shown in.

Q: In special feature “Brave Old World”, we see how you were taking photos of landscapes and how you were drawing details with brush and watercolors. Was it difficult to move all those textures, spongy grass and hardness of the rocks, to the film?
A: From an artistic point of view, it’s not difficult at all. We take our drawings, photographs and real reference from our trip, show them to our technical team and describe how they inspired us. Now, if you ask the same question to our technical team, they would probably have a different answer. It’s one thing to be inspired by something; it’s another to actually bring it to the screen. We worked together, sometimes for months, to get the look and texture of something right. We’ll go back and forth between art and, in my case, shading or texturing, to come up with a solution that’s visually pleasing technically feasible.

Q: How long did it take you and your team to complete the movie?
A: I worked on “Brave” for 6 years, which is a little longer than normal. The typical production time on a Pixar film is 4-6 years, so we were on the longer end for “Brave.”

Q: Do you have any fun stats or numbers concerning the art design and renditions?
A: Here’s a number: A113 is seen in every one of our films. It’s the animation classroom at Cal Arts, one of the schools where quite a few of our artists studied. You can find that over the entry door in the Witches cottage. (but look carefully…it’s not easy to find). Merida has a total of 22 different costumes. Merida has more than 1500 individually sculpted “keyhairs” that once rendered in the computer generate about 111,700 hairs. Yikes!

Q: Are you already working on another project?
A: I’m not. Pixar is really thoughtful about giving us a break after we’ve worked for 6 years on a film. So for the past few months I’ve been working for Pixar University, the internal, educational branch of Pixar. It’s a great chance to recharge before moving on to another film.