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Animated
Insights for Non Artists:
Comic-Con: Making the Most of a Convention
by
Shannon Muir
My original
goal for this column had been to take readers behind the scenes
while preparing and being on a convention panel, which I'd done
for Comic-Con International: San Diego events in 2000 and 2001.
However, due to a lack of openings that fit my expertise on the
Con-organized panels, I was not asked to speak or moderate in
2002. So I decided to tackle Comic-Con through the eyes of a writer
or production person (or someone aspiring to similar fields) who
attend, and how conventions can be used to advantage for finding
out what's going on, as well as furthering one's own education.
I attended
all four days (Thursday, Friday, Saturday, and Sunday) of the
convention, which meant I'd have maximum networking opportunities
to find employment. Given that outside of my writing, I didn't
have a full-time gig and hadn't since INVADER ZIM ended six months
earlier, that was important to me.
Thursday's
check-in went rather seamlessly, I anticipated chaos due to the
new restrictions requiring all badges to be picked up at the convention
for security reasons. It turned out that check-in went very easily,
probably because it was only Thursday. Saturday is the peak day
for attendees. I made it in ample time for the first panel, devoted
to the ROBOTECH franchise and production company Harmony Gold's
current plans for it. What I expected was a panel solely to hype
the forthcoming ROBOTECH:BATTELCRY game release, and that definitely
got coverage, along with information on the trading cards that
I also knew about. I did not expect announcements of additional
product, including a new comic line from DC/Wildstorm in December
2002, and more importantly, that serious strides are being made
for a new ROBOTECH animated series for 2004. They made it clear
it would not be the completion of the ROBOTECH SENTINELS storyline
that was scrapped, nor would it be the now-abandoned ROBOTECH
3000 as Harmony Gold's decided to stick with the 2D feel as that
seems to be what fans want. Rather, it would closely follow the
end of the original series and they summed it up as a "Generation
3.5," and confirmed it would feature new villains. Though
I initially intended to attend this panel solely as a ROBOTECH
fan, I wound up learning about employment possibilities that might
present themselves down the line. It also gave me the opportunity
to visually identify some of the players behind the scenes at
an animation production company for later networking.
A brief hop
downstairs to the exhibit hall for lunch, and I hoped to get in
on the first of a series of panels on the history of animation
that would run over all four days. Unfortunately, the sessions
ended up in one of the Convention Center's smallest room -- probably
under the impression there'd be low interest -- but by the time
I got there the room was full and I was turned away, as were at
least a dozen other people who showed up after me while I decided
what to do. Frankly, I was pleased the turnout far exceeded the
Con's expectations, but the downside meant that I could not take
advantage of the rest of the series!
Instead, I
roamed the exhibit floor for a bit before going to check in at
my hotel. The first booth I saw strongly illustrated how the Comic-Con
in San Diego has evolved over the years. Screenplay Systems, makers
of the Movie Magic Screenwriter 2000 screenplay formatting software,
along with story development aids Dramatica Pro and StoryView,
set up a booth at the Con; I'm presuming they hoped to sell to
the live-action SF/fantasy and animation scriptwriters. Many of
the major comics companies (who have animated tie-in properties)
and producers/distributors in the anime arena also attended, so
there was much to see -- and potentially buy -- at discounted
rates where the company sold directly instead of through a retailer.
After a walk
over to the hotel, I found that they did not have my room ready.
Granted, I'd come an hour before official check-in, but this had
not posed a problem in the past. Apparently the prior convention
was slow at checkout. So I took a break to catch my breath and
went back to roam the exhibit floor for another two hours before
going back and finally getting the hotel room, networking with
new people and catching up with old friends along the way. Bear
in mind that the exhibit floor grows larger every year, and now
that the San Diego Convention Center doubled its capacity, there's
even more room for it to expand! It really did take all four days
to make sure I'd seen everything.
Toward the
end of the day, I went to a couple more panels. The first one
covered the comic book incarnations of the Justice League of America
and their counterpart, the Justice Society of America. While this
panel had no direct relevance to the Warner Bros. Animation TV
series JUSTICE LEAGUE, it is the property on which the show is
based and I was curious where they were taking the comic books.
Sometimes major changes in the underlying property can affect
an animated series, so it never hurts to check on the underlying
property even though more often than not, the end results are
worlds apart.
The other
panel billed itself as being devoted to 25 years of anime and
manga fandom. However, given the background of many on the panel,
it quickly turned to a heavy emphasis on the evolution of the
business of anime over the past quarter-century. Speakers included:
Jerry Chu, Marketing Director at Bandai Entertainment; Carl Macek,
noted for his molding of three animated series into the ROBOTECH
saga and currently working on the LADY DEATH animated movie for
ADV Films; Fred Ladd, whose past credits include work on ASTROBOY
and time spent doing original animation at Filmation; James Lang,
currently involved with BATTLE OF THE PLANETS projects; Fred Patten,
who founded the CFO -- the first fan club dedicated to anime and
manga fandom -- in Los Angeles 25 years ago; and Don Yee, current
President of the CFO. They noted that anime and manga fandom can
definitely be noted for its fans long-standing devotion versus
just being a passing trend. It was suggested that some westerners
may find Japanese culture exotic and therefore a big reason they
are attracted to anime and manga; Carl Macek expressed the opinion
that its early hold came from the fact anime and manga filled
a "space opera" niche that American animation was not
pursuing at that time. Also noted was that most anime does not
talk down to younger viewers, with some of the newer properties
such as POKEMON, DIGIMON, and YU-GI-OH! as exceptions.
Carl Macek
offered an interesting piece of trivia regarding his adaptation
of ROBOTECH, saying he knew the NBC affiliate in New York would
air the syndicated show and therefore got his hands on their Standards
and Practices Guidelines. He used them as his bluprint for shaping
ROBOTECH so he could be sure it would be appropriate for that
major market. He feels that "anyone could make a show like
ROBOTECH," despite such S&P guidelines, but that people
"just didn't want to." Carl also defended his work on
ROBOTECH, insisting "no matter what I did to ROBOTECH, no
matter what it is, I did not deface the core--the soul."
It was noted
that trying to get anime to the mass market relies on walking
a touchy line between preserving the world as presented and the
world as its perceived by those on Wall Street. Carl told a story
about trying to sell NEON GENESIS EVANGELION as a series to television
stations that who bought it until they saw the actual show and
were distracted by some imagery. Fred echoed that, "if it
[the material] is sensitive, broadcasters want nothing to do with
it." The difficulties in marketing strategies for PRINCESS
MONONOKE and VAMPIRE HUNTER D: BLOOD also came up in discussion.
Most promotion for anime films still seems to be done by anime
clubs and quiet grassroots campaigns. Overall, this session proved
to be valuable insight into the business of anime than a celebration
of its fandom, which I found very valuable given the boom of anime
dubbing and subtitling going on in the business right now. So
I ended up getting more out of that panel than I expected.
Friday morning
began rather slowly, visiting many booths and checking out upcoming
products and projects. One of the items I discovered was the premiere
issue of a competing magazine devoted to writing for comics, animation,
and science fiction. I might never have heard about it if not
for the booth at Comic-Con, or heard about it too late without
being able to find out who else is trying to get information out
there to readers like you. If I was working on a series, I could
just as easily find out about upcoming competing series or projects
that could be optioned to become competing series. Checking out
the exhibit hall floor is invaluable.
It was also
a time of tough choices. Kurt Busiek (a comic writer I really
like) had his own spotlight panel from noon to one p.m. that interested
me, but the panel for the new HE-MAN show started at one p.m.
and I knew getting in there was a must. So I decided to not go
see Kurt Busiek, so as not risk getting shut out of the HE-MAN
panel, especially after waiting in long lines the previous year
for the SAMURAI JACK/JUSTICE LEAGUE panel and getting shut out
(luckily they had the quick thinking to do a last-minute encore
presentation that Sunday I could attend). As it turned out, people
didn't have trouble getting seats for HE-MAN, though it was fairly
attended, and fortunately Kurt Busiek appeared on the JLA/JSA
panel on Thursday so it's not like I missed him entirely. However,
you never know, and sometimes must make tough priority calls to
keep up with what's going on in the field.
The HE-MAN
panel discussed both the recently debuted toy line and the series
scheduled to debut on Cartoon Network. Speakers included: Geoff
Walker, director for the He-Man brand at Mattel; Bill Schultz,
producer of the HE-MAN show for Mike Young Productions (which
did the pre-production work); Dean Stefan, Story Editor for the
new series; Gary Hartle, director for the HE-MAN show; and San
Register, Senior Vice President of Development for Cartoon Network.
They planned to begin with a movie premiered on August 16, 2002,
and then launch the series in September of 2002. Twenty-six episodes
initially were produced. The big differences for the series redesign
include more of an anime influence and more importantly, a drastic
physical stature difference between Prince Adam and He-Man. Prince
Adam is an average 16-year old boy who through the sword becomes
an empowered man capable of saving his world. The series plans
to delve more into the origins of many of the characters, including
Skeletor, and clearly establish why Adam received the sword from
Castle Grayskull and not his father, King Randor. Story Editor
Dean Stefan promised exploration into characters never before
seen but only previously heard about, and that much of their approach
to story came about by looking at character. He cited an example
where Mec-a-Nek (who can stretch his metal neck, originally just
a toy gimmick) laments that his power sucks, and they explore
him finding his useful place in the world. Man-E-Faces -- a character
with multiple faces -- is another character that went through
a similar exploration process since "no one could figure
out what to do with him," so Dean made it a mission that
they figure out what to do with the character.
Don't think
that means the show will be devoid of action. Many different fighting
styles were studied to give characters their own unique feel in
combat (for example, Teela has an Asian influence, Man-At-Arms
cautiously waits for others to fumble and then takes advantage),
and director Gary Hartle previously has worked on animated series
like JACKIE CHAN ADVENTURES, so he does have experience with this
sort of animated choreography. All this action will be placed
on a backdrop described on the epic scale of STAR WARS.
Many of the
staff on the show and working with the toy line grew up as fans
of the show and want to see things done right. While the show
needs to be able to draw in the 6-11 demographic for merchandising
concerns, everyone agreed that it will -- and should -- draw in
the 12-24 age bracket if not higher (since many older fans watch
the Cartoon Network TOONAMI block that HE-MAN will be a part of).
Sam Register of Cartoon Network did admit they wanted Adam to
be 12 years old, but reached a compromise that he would be portrayed
as 16. Cartoon Network's motivation to carry a new HE-MAN show
came from the large amount of phone and e-mail requests received
to air the original show, and feels the new style show will be
a good fit for the TOONAMI brand. Bill Schultz of Mike Young Productions,
the pre-production house on HE-MAN, said the biggest challenge
was "not to screw it [the show] up," and that they had
to pay attention to what originally made the show successful,
otherwise why bother?
The biggest
lesson that came out of this panel was that while '80s properties
are in vogue (as also evidenced by the ROBOTECH panel, not to
mention all the TRANSFORMERS and GI JOE merchandise on the exhibit
floor), that people behind the properties wanted their heart and
soul in continuing the universe in a quality way versus just rehashing
old things. Something to pay attention to and see if it's a matter
of fans just grasping on to quality properties that just happen
to be from the same era or a passing fad.
After the
panel, I made sure to corner Dean Stefan briefly as I have been
trying to meet him for years now. Dean served as the first and
primary Story Editor for EXTREME GHOSTBUSTERS, though others came
on board later. Of all the Story Editors, he was the only one
I'd never been able to meet in five years. Normally I try not
to grab people right after panels, because so many other people
are trying to get their attention, but I didn't know if I'd have
the chance to see Dean again for another five years. If you decide
to go this route to introduce yourself to someone, my suggestion
is lots of patience.
After getting
lunch at Seaport Village, away from the crowded convention center,
I went back to checking the exhibit floor. At one of the booths
I found several cels from JUMANJI -- the first show I ever worked
on -- were being offered at (for cels) reasonable prices. I'd
been under the impression in the past that no cels would never
be made available, so seeing them truly was a surprise. I felt
I couldn't afford one I really wanted as a souvenir of my work,
due to being unemployed, so I went on to the next panel.
The last panel
I attended for Friday covered Writing Science Fiction and Fantasy
in the print media. The only direct animation tie came from married
couple Emma Bull and Will Shetterly appearing on the panel, who
amongst their credits co-wrote an animated motion picture called
VIRTUAL MELTDOWN, and Emma also has shared writing credits on
WAR PLANETS (a.k.a. SHADOW RAIDERS) and POCKET DRAGON ADVENTURES.
The real highlights of the panel though, amongst other SF/fantasy
novelists such as David Gemmell, Kevin J. Anderson, Rebecca Moesta,
and R.A. Salvatore, were Peter David and acclaimed SF author Larry
Niven. Though I recommend also staying in tune with print SF/fantasy
to see where new properties may come from, this panel proved largely
just for fun.
After the
panel, I did go back and acquire the cel after doing some thinking,
soul-seaching, and inquiring. The other two that were there were
not of the same framing quality, and no telling when or if I might
ever get the chance again. Also, as I said, they were inexpensive
as far as cels go. They could go up in value later, no telling.
Better to do it now and if things go so far south I never work
in this industry again -- something I'm bound and determined not
to see happen -- I can remember my times here.
Last for the
day came a dinner meeting. Apparently Comic-Con wasn't the only
major event in town as my guests and I waited for almost an hour
and a half to get in to the Old Spaghetti Factory. 9:30 at night
for starting dinner is about the latest I think I've ever gone
(though I would wind up repeating that Saturday night too). Food
and conversation both worth it, though the tradeoff was very little
sleep before the next -- and even longer -- day began.
Saturday kicked
off with a panel on Writing Feature Animation. With the advent
of so many successful animated films, people believe they can
easily break writing these type of movies, evidenced by the overflow
crowd that attended the panel. However, the reality is that most
animated films get developed in-house and worked on by writers
known to the companies. The panel was designed (in the admission
of moderator, Len Uhley, whose credits include direct to videos
in the LAND BEFORE TIME and AMERICAN TAIL franchises) to both
educate and discourage people about the realities of this aspect
of the animation business.
The guests
were Chris Sanders (LILO & STITCH, co-head of story on MULAN),
Floyd Norman (who has experience with the Disney story department
going back to JUNGLE BOOK, and more recently worked on TOY STORY
2 and MONSTERS INC. at Pixar), and Terry Rossio (co-writer of
ALADDIN, SMALL SOLDIERS, ROAD TO EL DORADO, MASK OF ZORRO and
SHREK). Floyd started out in comics, which led him to film. Chris
made homemade cartoons, then his grandmother talked him into going
to CalArts; his first job after that was three years on staff
at the MUPPET BABIES show, followed by a brief stint at TMS before
getting hired in Disney development where he stayed for 13 years
before LILO & STITCH. Terry's big break came when he and his
partner had a live-action development deal with Disney's Hollywood
Pictures but heard ALADDIN was in need of new writers on the project
and took a gamble writing an animated feature.
The panel
agreed that, until someone finally is willing to take a risk on
an animated feature spec script, the only value in writing one
is personal practice. Chris felt it might help you get representation,
but I later followed up and asked the panel if anyone saw a use
to get you a job on an already-developed project; both moderator
Len Uhley and Terry Rossio felt that a live-action script would
service you better since some executives still have biases that
animation writing is something less and why hurt your odds?
When asked
to compare the animation script process, the three offered varying
takes. Since Terry came to animation from live-action, he started
out saying the two processes do not compare. In his opinion, while
concepts, story structure and character must be strong, the other
elements need to stay somewhat non-defined, since the process
is somewhat a collaborative effort (creating the look and feel
of characters, backgrounds, etc.) Chris echoed this and underscored
that movies at Disney rarely start from finished scripts; LILO
& STITCH was the first time he tried to work from a finished
script and still made radical revisions. Floyd pointed out that
in Walt Disney's days, the story was in Walt's head and all he'd
provide were generalities for the story crew to second-guess and
shape, later bringing on a dialogue polisher to tighten the banter;
only Walt's feedback let you know when you strayed. Floyd left
Disney for a while and returned to work from script pages, which
he found a drastically different process.
Terry also
emphasized that writer involvement with animated movies stretched
well into the story reel stage (storyboard to a rough dialogue
track), versus turning in a television script that the Story Editor
tweaks. Chris clarified that Disney's "Gong Show" of
old -- where anyone on Disney staff was allowed to pitch to executives
at set times in brief bursts -- has gone the way of a more open
door policy of just phoning executives; Terry expressed caution
with this format because of the potential for a company to claim
ownership of an idea pitched on company time, even if the company
passes on it, therefore not allowing you the ability to pitch
it elsewhere.
Since all
three have worked in collaborative story effort, that angle was
addressed. Chris expressed the greatest fear is the breakdown
of the relationship, but a definite plus is that another perspective
keeps things honest. Terry concurred, adding that if there is
a choice to be made and the writers disagree, then whatever choice
ultimately is agreed on must be justified, because the disagreement
forces analysis of the story situation. Floyd said Walt always
believed in partnership and encouraged his story persons to work
together. He also told the story of how he first met Walt while
waiting to get into a storypersons meeting, when Walt stepped
out of a backlit elevator, casting a huge shadow that made everyone
cower; Floyd went on to describe Walt as "a very sharp, great
old guy."
Money became
an unavoidable topic at one point, described as "the business
that makes art possible." Terry never was asked to join 839
(the Motion Picture Screen Cartoonists Union, which traditionally
has covered writers under "story persons," a title dating
back to when storyboard artists also scripted story flow), and
his representatives had to negotiate a deal for him after the
fact for any compensation; basically the paperwork was finalized
on his ALADDIN monies when he got the videotape in the mail. Later
on, Terry also reminded that with some of the newer films, while
residuals don't exist, box office performance bonuses have been
negotiated into some contracts. Home video sequels and direct-to-video
cost $3-$10 million to make depending on the studio (Disney being
the higher end), generating roughly a 5-to-1 income by the figures
quoted. With great luck, and if you have a niche concept like
a Christian animated video, there may be smaller companies that
can help a writer get an animated spec made, but it's a tough
road.
Looking to
the future, Floyd reminded the audience that the business has
seen tough times and believed it would emerge again with more
studios and the co-existence of 2D and 3D. Chris went so far as
to say he felt 2D still was commercially viable, because of the
big differences between the types and not all stories lend themselves
to 3D; also, he foresees a lot more combination of 2D and 3D techniques.
Terry felt the new Academy Award for Animated Feature Film would
continue to spur creation of animated films of all kinds.
The huge amount
of people made it impossible to grab lunch in the Convention Center
after such an informative panel, so after a walk to the fast food
court in nearby Horton Plaza (a large mall), I returned to catch
Ray Bradbury and Julius Schwartz. Actually, I also sat in on most
of the FUTURAMA panel that preceded it, but the focus of that
presentation was to the longtime fans of the show -- and I just
haven't been able to catch it on Sundays for some time now, so
quite a bit sailed over my head.
Ray Bradbury
and Julius Schwartz were a treat worth waiting for. A wonderful
surprise came for Mr. Bradbury when, after forty years, he finally
got to meet Al Feldstein -- who had unwittingly adapted the SF
legend's stories for EC Comics when the publisher (possibly inadvertently
after reading Bradbury's works while drunk, if I followed the
story correctly) passed the pitches off as his own. When Mr. Bradbury
first found out about his stories appearing in EC, instead of
getting mad he wrote a letter thanking them for such a good adaptation
with a postscript that they forgot to send his adaptation check;
within a week he received payment. The day proved an emotional
moment for both sides as they hugged, and Mr. Feldstein broke
down into tears as he spoke of how honored he was to get to adapt
Ray Bradbury's works. Then, Ray Bradbury and Julius Schwartz carried
the rest of the hour as they shared memories of how they met and
Mr. Bradbury's early publishing days. I am thrilled for the opportunity
to hear legends of the SF world, from which it may be said that
interest in modern SF has spun out from their earlier works.
After them,
in the same room, came a Joss Whedon panel. The creator of BUFFY
THE VAMPIRE SLAYER, ANGEL, and the new "Wild West meets Outer
Space" series FIREFLY for the Fox Network (along with Tim
Minear, who previously worked with Joss on scripts for BUFFY)
was noticeably tired. He apologized for his comic mini-series
FRAY being delayed, and said the plans are for a Fall release.
This panel was another one of those primarily for guilty pleasure,
but as a writer/developer I admire the way Joss works so hard
to tie his universe together, which he described as "fun
and joy," and I like hearing his insights and approach to
the process.
The evening
closed by networking at an animation writers reception I'd been
invited to -- catching up on job leads and hooking up with friends
I don't see often -- followed by a late dinner with my boyfriend
and his family, who come down to San Diego every summer around
Con time. It's nice not to be totally alone.
Sunday proved
to be a relaxing day, and all about friends. One friend's short
pilots and presentation reel for a property he'd previously released
as a comic series (one a color animatic with a high quality soundtrack,
the other done in Flash) were screened as part of the Comic-Con's
Independent Film Festival. I previously didn't know much of the
background on how he'd brought the elements together, or even
on the concept, so I learned a lot from attending the entire session.
After that, I crashed the last thirty minutes or so of the ROUGHNECKS
panel, which highlighted the latest two DVD releases. Some people
who worked on ROUGHNECKS go back to my EXTREME GHOSTBUSTERS days
at Sony, others I know from elsewhere but hadn't seen since the
prior Con. All I could get in was some simple hellos, as they
all had places to be afterwards, but sometimes that's all you
need. A last, quick pass on the exhibit hall floor to see if anything
I was interested in became further discounted (I did) and then
it was all over.
I know that
in the days since I left Comic-Con and started writing this, contacts
haven't had immediate payoff. If anything, opportunities that
waited in the wings before the convention fizzled out. However,
in this industry, you never know what chance meeting may pay off
down the road. You must keep trying and not give up, if you're
serious about this. At the least the convention armed me with
the latest knowledge to help me look for opportunities, and have
fun in the process.
Want to discuss
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Shannon
Muir is known in the animation industry for her work as a production
coordinator for Nickelodeon's Invader Zim. She also served as
a Production Coordinator for Extreme Ghostbusters and a Production
Assistant for Jumanji: The Animated Series. Muir is an accomplished
writer and often participates on panels or as a guest speaker
at conventions like Comic Con International.
Muir moved
to Los Angeles in 1996 from Cheney, WA (population approximately
8,000), knowing she wanted to be part of the animation business.
Since then, she's never strayed far from making that dream reality,
whether it be actively working on a production or writing articles
about the industry.
You can email
Shannon Muir at shanemuir@aol.com.
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