
Wee! The first official post of 2010!
(Finally.)
And what better way to kick it off than the second part of my interview with Paul Briggs? You can find the first part of my interview with the ‘The Princess and The Frog’ story artist, here.
What’s a ‘typical day’ for you as (current) Head of Story when you’re in production?
A typical day as a Head of Story is managing a team of Story Artists to help the Director get their vision up on screen.
That doesn’t mean I completely buy into it. In fact, I feel the biggest part of my job is always being honest and open in questioning and confirming what the Director wants. Together as the story team, we work really hard in supporting or challenging the idea that is being presented on the screen.
There’s also the scheduling side of it all, but that’s no fun!
Is there a process for assigning certain story artists a particular sequence to work on? Do you go with their strengths or is it the ‘luck of the draw’ for them?
We have some pretty incredible board artists at the studio that can do a wide range of scenes but most tend to gravitate to sequences that appeal to them more. So you want to assign sequences that people will have the most fun boarding.
You know you’re going to get incredible work from them but I always like to try and push people out of their comfort zone for a sequence or two. It really challenges them and forces them to keep their skills sharp and grow as a story artist.
The best artists are the ones that you can hand any sequence to and know you’re going to get something special back.
Click on image to enlarge.
Are feature boards still done with paper and pencil and set up in a story room? Or have things gone completely digital? What are your typical working tools?
You know it all depends on the artist. Some guys here still work on paper but a lot of us work digital now. Whatever makes you comfortable but also allows you the freedom to quickly sketch your ideas down and not become precious with them.
I normally work in Photoshop on a Cintiq and use another program to pitch in. When I’m boarding I actually limit myself to 2 custom brushes, 3 to 4 levels and only 4 different gray values (no color unless absolutely necessary to make a story point.) This limited palette forces me not to get caught up in all the bells and whistles.
I concentrate more on the just getting the idea down rather than a pretty drawing. We pitch all digital on screens that our boards are projected onto.

Well, well, well. Look at me.
I’m writing a post! No lazy-ass video this time! Because I have one awesome interview for you!
I bring you Paul Briggs, Story Artist on Walt Disney’s ‘The Princess and The Frog’.
(UPDATE & CLARIFICATION: Oops, my bad! Paul was not, in fact, the Head of Story on ‘The Princess and The Frog’. He was a Story Artist. But he *is* Head of Story on a current, untitled project at Disney at this time. Sorry everybody! I’ve made corrections to this post since publishing it.)
I feel all special and stuff.
And there are original thumbnail and storyboard drawings from him! Feel free to drool on your screen.
But before we get to it, I want to wish all of you a very HAPPY HOLIDAY SEASON! Whatever that holiday may be for you.
If it’s nothing…well have a great weekend or something.
This interview is a juicy one, so I’ll be splitting it up into two parts. You get this one now to read at your leisure till 2009 is over. Then you’ll get the rest sometime in January 2010. (2010? My word, where does the time go?)
And the way I’ve been posting in my ‘Kid vs Kat’ haze, this could be the last thing your hear from me till June or something.
I kid, I kid! (Maybe.)
So without further ado, I bring you Paul Briggs, current Head of Story at Disney and proud new Daddy. 
What is your background, education and how did you get started in the animation business?
In 1984 I was 10 years old and I was in a mall at a Walden’s Bookstore and came across ‘The Illusion of Life’ by Frank and Ollie. Even though there was no way we could afford it, my Mom bought it for me and I spent the rest of the day slamming into people, benches and planters because I couldn’t take my face out of that massive book.
That was the day I fell in love with wanting to do animation.
I went to college at the Kansas City Art Institute in Kansas City, Missouri but I wasn’t focused on animation at the time (even though I found out later that Walt himself as well as the great Marc Davis both went to KCAI!) I was focused on doing sculpture, ceramics, painting, and really solid drawing.
I was busy experimenting, having fun, and making a million mistakes and learning from them. A lot of my classmates were talented draftsmen so I was constantly focused on learning and trying to better myself as an artist. We had some amazing drawing classes –including one where we went to a medical university and drew from cadavers for a week!
One of my instructors pressured me to submit a portfolio to the Disney Internship but I wasn’t really sure what I wanted to do. He pestered me enough that at the last minute I threw a drawing portfolio together in a week and mailed it off. To my surprise and disbelief they called me a couple of weeks later to tell me I was accepted! I was 20 and packed everything in my Jeep and moved to Orlando to work at the Florida Animation Studio.
I trained under Pres Romanillos (supervising animator Shan Yu for Mulan) and David Tidgwell (Head of Effects.) At the end of the program they were hiring in special effects to work on Mulan and I was brought on as an inbetweener!

How did you end up as a story artist? Was that your original plan?
It was great being in special effects animation but I always wanted to do story. I always loved the development of characters and journeys to another world. In effects I saw how a sequence traveled from beginning to end through the animation pipeline and I was constantly examining why those sequences were in the film.
There were some sequences that I was really frustrated with and thought – “This isn’t working at all! I could do better than this .” So I decided “that’s it, either get into story or shut up!” So I really started to focus my learning. I started analyzing film, reading books, and showing my story tests to people I respected and admired.
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As a child, I was not a ‘Barbie girl’.
Clothes and high heels? Eeesh.
And baby dolls?
Ack. Gag. What the hell was I supposed to do with one of those? Blech.
Interestingly enough, I currently don’t own a dress and don’t have kids. Hmmm.
I mainly played with stuffed animals, plastic creatures (I loved rubber snakes and dinosaurs) and male action figures (anyone remember ‘Big Jim’ and ‘Big Josh’?).
Now, any self-respecting animation artist knows that if you don’t have some kind of toy collection, you are not that serious about animation.
It’s some kind of unwritten law or something.
So I thought it might be fun to share a few of mine. Some are actually from my childhood. But a lot of my collection accumulated while in animation school and beyond. Most of which you can see above.
Let’s take a look shall we? (My apologies for the crappy photos.)
This one is from my childhood. I loved Happy Days and had a crush on Henry Winkler. I had the Fonzie Happy Days album for goodness sakes (and really wish I still did).

This toy is friggin’ pristine (except for the dust). It looks like it came right out of the box. I didn’t play with it so much as just admired it. The thumbs are pose-able and there’s a lever in the back to make his hands go up and down.
I challenge you to do this and not say, “Ayyyyyyyyy!”
I love him. And he lives on the top of my toy shelf.
Because he’s cool.
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All images © 2008 Walt Disney Pictures (Well, except Faraday)
Before I begin, is it just me or…?
If you’ve seen ‘Bolt’ and watch ‘Lost’, you might find that uncanny like I do.
Back to analyzing some Bolt sequences. You can find the first Bolt post here.
I’m just going to pick apart one sequence this week.
Like with the first post, I’m sticking to the opening of the movie when it’s really the ‘Bolt’ TV show we’re watching.
Because it’s full of action movie cliches and fun to watch.
Which bring us to:
Or ’stand off’. Or ‘playing chicken’.
Either one, it’s when two parties are at either end of what usually turns out to be an alley.
Because there is no escape from an alley, hence the heightened drama.
The dark, black car pulls into the alley blocking off the only exit Penny and Bolt have. (They are at the other end.)
The camera is low, making the car more menacing.

Cut inside. The creepy bad guy gives our driver-thug his orders. “Just the girl.”

Because creepy bad guys never do their own dirty work. They call ‘Thugs-R-Us’ or something.
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All images © 2008 Walt Disney Pictures
This is not a movie review.
But in case you were wondering: I liked Bolt. No complaints really.
Well, except that I was forced to wear glasses on top of my glasses so I could watch it in craptastic ‘Real 3D’.
The 3D thing was totally useless for this movie. Useless, I say! There was no reason for it but to gauge me an extra $3 for a ticket.
And the fact Disney gave away all the funny hamster bits in the trailers leading up to the movie release. (Yeah, thanks guys.)
But I digress.
I thought it would be a good movie to learn some lessons in action sequences.
Some board artists love ‘em. Some hate ‘em.
In a script they sit as cute little paragraphs. Seemingly harmless.
Then you start to thumbnail them out. And that cute little three-line paragraph suddenly morphs into a beast of pages upon pages of storyboarding hell.
I am not all that fond of them. I’m more of an ‘acting and dialogue’ kind of gal.
But they can be fun sometimes.
The opening sequences of Bolt have some really great ones. Because they are kind of spoofing action movies, there is a lot of cliched fun going on.
So let’s take a look at a few.
I actually really like doing these. They are dynamic, fast and cut to the chase.
And are awesome ‘cheats’ to tell a lot of information without worrying too much about hook-ups.
Penny and Bolt are about to be chased by the bad guys. So Penny needs to get out her super-scooter thing.
How exciting would it be to storyboard this on a wide shot?
Bor-ing.
So with a series of quick little cuts from different angles, we get all the information we need.
Up shot on Penny lifting the scooter into shot.

Zing! The wheel comes to camera.

All images © 1999 Comedy Central Films/Paramount Pictures.
First off, a technical note: If the site is looking a little wonky, clear your cache and reload it. Hopefully that does it. I’ve been making a few tweaks.
Yes. The South Park movie is one of my favorite animated feature films.
Well, first off, it’s funny as all hell. Second, I’ve been a fan of the show since it first came on the air (like I said before…it brings out the 20 year old frat boy in me). And third, it proves the point I made in the Toy Story post.
That point being, the technology doesn’t matter. You can tell a good story with stick men.
Or in this case, with paper cut-out, potty-mouthed little kids.
And yes, I’m fully aware of the irony that it’s not made with paper cut-outs but with a super-powerful computer program called Maya. It’s still meant to look like paper cut-outs, so that’s really the point. It’s still simplistic in style and execution.
And I love it.
My personal opinion is the best seasons of South Park are 4 to 8. The movie came out after Season 3, so I think this is where it really took off. They found their voice. The characters were solid. It was ready to evolve. And it did.
This movie isn’t for everyone. If you already love South Park and haven’t seen it, what are you waiting for? If you only kind of like South Park, watch it to see them at their best. If you hate South Park, you’ll either become a convert or hate it more. >>continue reading>>
All images © 2003 Walt Disney Pictures/Pixar Animation Studios.
If anyone ever questions why I love Pixar’s Finding Nemo so damn much, this is my answer.
The basic story is so simple. And they do so much with it.
When planning their short films, I used to tell students there are two ways to tell a story. You can ‘enjoy the journey’ or you can ‘lead up to a great finale’.
Finding Nemo is a terrific example of enjoying the journey. Do we really think it won’t be a happy ending? Of course not. In a story like this we can pretty much assume everything will turn out just fine.
That’s not the point
It’s what happens along the way that makes it so great.
So if you are planning your own short (or long) story, remember that. If you don’t have a super satisfying ending that will knock the socks off your audience, you can always make the journey one heck of a great ride.
I’m over-simplifying things a bit, but I hope you get what I mean.
Same deal as my other feature favorites. No story summary or anything, I’m just digging in to my favorite bits of Finding Nemo.
It’s gorgeous. Look at the image up top. The whole underwater world is so beautiful and believable. Makes you want to take up scuba diving (if I didn’t have such a nasty fear of suffocation). >>continue reading>>