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| Andrew
Stanton & Lee Unkrich - Directing Nemo - |
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It must be nice promoting a film when you already know it's the most successful animated film of all time? AS: We're not as nervous, yeah! When did you realise that the numbers were so huge? AS: Well,
first off we had a big opening weekend - a big opening weekend made you
go 'Okay...' How long was it in the pipeline before it got made - did you have to wait for the technology to be ready? AS: Well,
yes and no. It really wasn't the technology that made me wait, it was
the story, and also just being very busy on the other films. Up until
recently we've been small enough that we've all worked on the other films
in some capactity, and so you're always juggling more than one film at
a time. I wanted to do something under water with computer graphics -
I got the setting before I got the story, in 1992 while we were still
developing Toy Story. I just knew there would be something very fascinating
about that setting in CG - that you'd be able to truly capture the feel
of being under water. But, you know, we were busy with all these other
movies for the next five years, so it gave us a lot of time to not only
think about something but learn how to write movies - I learned on Toy
Story, and learned how to improve upon that for all the other pictures.
So it really wasn't until we were finishing A Bugs Life and beginning
Toy Story 2 that I felt that we had enough ingredients so I could go 'Okay,
I think I know what this movie will be about' and that was Finding Nemo.
So by the time I commited to doing it, which was probably in late 1999,
I actually had to ask people involved in it technically to just help me
out on it. I couldn't really care less whether or not they could do it
- that's never been how Pixar works. Even when I came along and we worked
on commercials, I was always impressed by how we would take a job on for
a commercial, based on how good we felt the content was, and a lot of
the time I'd be going 'Wow, we've never done this before, and we can't
even generate this...' but they were like 'Hey, we'll figure it out!'.
That's always been the methodology, let the quality of the idea motivate
the technical directions.
AS: It was
more like in the middle of the party to congratulate everyone on how well
it had done, he turned to me and jokingly said 'No pressure or anything...'. How did you know that Under Water was the setting you wanted for this movie? AS: You don't
look for them specifically, it's not a requirement, but when you tap in
to something that you feel is universally desired, you know there is something
there that might produce a large audience. You sit there and you go 'I've
always wondered what it would be like to be under water' - I've always
been afraid of it and excited about it at the same time. You can never
look back, you can never see too far ahead and things start to disappear
straight away. I grew up by the water, and I remember having my little
divers mask, and sitting under there staring into the shallows until I
scared myself and had to stand up. I felt like that attraction and fascination
is still there now, and I'm in my thirties, so it's got to be pretty universal.
It wasn't that hard for me to think that it was a pretty universal compulsion. Is it true that the structure of the story changed quite radically, in as much as initially you didn't show Marlin's loss of his family? AS: Yeah,
in the original script that was doled out in pieces, and aluded to in
the beginning. From a linear stand point it was very interesting, and
very cinematic, and it was a little different, which is probably what
drove it in the first place. But one of the problems I was having for
a while, which became a bigger problem, is that you weren't like the father.
He never really got a good foot hold at the beginning, everybody thought
he was neurotic and over-protective, and nervous - all the things he actually
is in the final movie - people found him very off-putting. So Lee was
the one who actually told me at the time, 'Try putting the whole back
story in - tell it in real time, put it at the start of the movie and
then jump on six years'. And it was amazing, the minute we did that, every
single thing that was in there about the father was empathetical, you
didn't mind it. Some times it was even endearing, as you relate to him
- it was a real lesson... Do you ever go outside Pixar when you're working through the ideas? AS: Yeah,
to shake it up - frankly you'll take ideas wherever they come, however
they'll come.
AS: It started
right back at Toy Story, all the films have that credit. Basically, any
baby that's born from the day that we start the production, by any of
the employees, gets to have their name on it. Talking of which, Pixar gives every impression of being the precosious teenager living in Disney's house - is there any view as to moving out and getting a place of your own? AS: On a creative stand point, and on a day to day stand point, there is nothing to complain about, and there hasn't been for about twelve years. Any rought spots we had were in the beginning when we were learning to work together, but when we finished that production we had got it all figured out. So there are no issues on our end - all the issues about money and ownership are dealt with by bigger guys, and we're kept out of it which we're happy about. Because then we don't have to answer this, because we don't know. I hope that they make it work out, because I think that we do make something better together than we do apart, and everyone's a little nervous about what the unknown would be like. Nobody wants to work in a disfunctional relationship either, so who knows. I'm constantly surprised by the people you get to do voices in the films - is there anyone who you've wanted but haven't been able to get so far? AS: Yes, but I would never tell you who, because then somebody else would use them! Some of the people in Nemo are people who I've wanted to work with since Toy Story, and either I couldn't get them, or more so the latter which was I didn't want to mis-use them - I wanted to wait until the right part came up.
AS: You know,
we were nobodies when we were doing Toy Story, and suddenly we're being
asked who we'd want doing voices for us. You suddenly have all this power,
and we were like 'WOW!'. You start fantasising - first you make a list
of people you've always wanted to meet. But then you get rational, and
you start thinking 'I remember trying to sell John [Lasseter] on this
idea', (the voices of Wallace Shawn and Austin Pemdleton) and saying 'None
of these names you'd probably know, but you would recognise them if you
saw them in one of the movies they've been in', and their voices are outstanding.
And Wallace ended up sticking for him, for Rex [dinosaur in Toy Story],
but Austin ended up staying up their on the shelf. Do you ever get people approaching you to ask if they can be in one of your films? AS: To be honest, when we were smaller I was aware of every time that would happen - someone would walk in to the hallway and go 'OHMIGOSH, so and so just called and they wanted to be in the movie'. There were some actors, that shall remain nameless, that called once and said 'We love Toy Story, the only thing wrong was that I wasn't in it!' but that didn't really go down to well with us. But if we do get them now, I guess we're big enough that I don't get to hear about them. Lee, how hard was it dealing with the cast member called Andrew Stanton?
A fish is not a naturally cuddly creature, was there any point when you were creating the character that you thought 'Maybe we've taken on too much here?' AS: No, cuddly creatures are not a pre-requisite for me. For me it's more about setting the situation, and the characters that will be derived from those, and I thought of the situations and the perils of what a fish might have to go through, just to swim in the ocean, and it was perfectly applicable to dealing with the angst of being an over-protective parent. I work with so many great designers and animators - guys that are so much better at that stuff than I am - I could probably give them the most unappealing subject matter and they could make a character that you'd want to stare at for the whole movie, even if it isn't cuddly. Now that you've cornered this particular market, how do you feel about one day moving out in to conventional film directing?
Spending four years making something that is going to last ninety minutes... how patient are you, in real life? AS: You mean
with other things? Probably not that patient! I think you probably use
up all your patience just on the movie making. I found, building my house
I was very good at. I had the patience of Job when it came to the contractor
telling me it was going to take another year to finish my house, and that
the costs were going to double - I just said 'I totally know this world!'
AS: We did
have fish and chips today! With so much pressure and such a long schedule, if one of your films flopped, would production on all the other movies be affected at all? AS: No, it
wouldn't stop - anything we're still filming would go on. One word answer - Finding Nemo 2? AS: Maybe. So you've not even started it? AS: Boy, that
would be cheeky wouldn't it? All
pictures © 2003 Disney Enterprises, Inc./Pixar Animation Studios |
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