There's no way for me to anticipate what people will like or not like.
— Pete Docter
I always feel like if you have a smaller crew, you can not only get to know the individual strengths of people more specifically, but then, you also give them a longer runway to be able to apply the knowledge that they have learned to subsequent work.
At Pixar, of course, we have all these people, and they're just used to our process now where it's a discussion; it's a discovery. It's not individual artists going and fussing off by themselves in isolation and then handing their work in.
With sadness specifically, in America you read about people medicating to avoid sadness. They don't want to experience sadness, and yet it's such a vital part of being human.
There was a guy that I got to know pretty well - Joe Grant. He was one of the creators of Dumbo and worked side-by-side with Disney. Being a total Disney nerd, I was obsessed with asking him questions. He was 92 when I got to know him.
When I was in fifth grade - so, about 11 - my folks moved us to Denmark. And so not only did I have all new friends and all new surroundings, I didn't even understand what they were talking about, which was very difficult and kind of started me, I think, on my path to animation.
I guess different brains work in different ways.
I think, in Japan, animation isn't relegated to being a genre unto itself. It's just a medium by which you can tell any number of stories, be it horror or action or adventure or drama or whatever, and we're trying to do that as well. Every film that you go see from Pixar, we're hoping is a little bit of a surprise.
'In-between' is sort of - an animator does the key poses. He'll do extremes, you know, like a character reaching out for a glass of water and then another one of him drinking. And the in-betweener has to do all the drawings that goes between those two. You know it could be 12, 23 whatever in-betweens.
I remember as a kid having a balloon and accidentally letting the string go and watching it just float off and into the sky until it disappeared. And there's something about that, even, that feels very much like what life is, you know, that it's fleeting, and it's temporal.
'Monsters,' everybody has the thought of monsters in your closet as a kid, and more importantly, the idea of becoming a parent. We're always kind of looking for those emotional nuggets. They're always at the heart of the story.
I like doing everything. That's why I came to Pixar, as opposed to Disney or any other studio - it's small. At the time I started, I was, like, the 10th person in the animation group, and we all had to do everything. That's the way I like it, keeping it fresh.
It's weird - on almost every film I've worked on, the first sequence we storyboard ends up being the first sequence that goes into animation, and ends up being almost shot-for-shot the same.
When I was in middle school, I liked to make cartoons.
I don't think of 'Monsters, Inc.' as existing in the same space as Carl Frederickson from 'Up,' or whatever, you know? They seem like completely different universes to me.
'Toy Story' really felt like just a bunch of guys working in their garage for fun. When it came out and people liked it, it was mind-blowing.
It's really, always, the story and the characters that come first, and the other things are kind of dealt with in time or, in fact, driven by the story.
We all want happiness in our life. I mean, there are so many books on, like, how to be happy and what you need for happiness, and you want that for your kid, too; you want your kid to be happy.
Little kids definitely have desires and jealousy. There are some emotions that don't show up at birth, but by three or four, they are all there.
Every time you recall a memory, you're basically making another copy of it and, at that same point, it is susceptible to new changes and adaptations.
There's that bubble of childhood that makes you innocently do anything. Then, when you get older, that pops, and you're aware of limitations and judgment and social pressures and things like that.
I wanted to make sure that 'Up' wasn't a 3D movie about a man who sails his house to South America. It's a movie about an old man who sails his house to South America that also happens to be in 3D. So the first thing is always the story.
The way we work at Pixar is we write the script, but then we quickly move on into story reel, which is basically like a comic-book version of the film. And then we do our own dialogue and music and sound effects, all in an effort to be able to basically sit in the theater and watch the movie before we shoot it, essentially.
Walt Disney wasn't making films for kids. Neither were the Muppets. A lot of the great, really cool films, they weren't making them for kids.
'Toy Story' we found, sorta by accident, because we didn't know what we were doing, the idea of being replaced by somebody. Everybody has that fear, or encounters this jealousy at some point.
When people go to the theater, they don't want to think 'I know exactly what I'm gonna get,' and then they get it and then they walk out. I think you want to walk in going 'I don't really know what this is about,' and have the fun of discovering it.
Work hard! In the end, passion and hard work beats out natural talent.
I don't think it's physically possible for little kids to know what abstract thought is.
Back in the days before the Internet, there was no place to put a short film, so Mike Gribble and Spike Decker had this festival of animation. My student films got selected.
I love IMAX.
I kind of feel like... I have a slower instinct than most live-action directors, but I have more patience.
When we did 'Toy Story,' that was an all-hands-on-deck situation that really was time-intensive.
I'm not actually sure if guilt is an emotion.
As a director, nobody told me I'd be talking to people all day. I'm naturally reclusive - I feel myself peek out at a certain point and go, 'All the extrovert in me is done! I'm on reserve!'
I loved 'Dumbo.' I watched Bugs Bunny time and again. The Muppets were big, too. All of those, they have this real, not darkness but poignancy, that's what makes it stick with you.
I love to go to the airports and just put on, like, dark glasses, so nobody can tell I'm staring at them, and just draw people.
Each one of the films get built up and strengthened and reinforced, and we're not afraid to rip stuff out and redo it until we feel it's worthy of the 'Pixar' name.
In a regular theatre, you'd be kind of moving your eye from one character 5 feet over to the right on the cut. In IMAX, suddenly that's like 20 feet. So I would love to do something. I think I would really want to take the massive screen into consideration so that it would be done properly.
In some ways, I feel like the strength of animation is in its simplicity and caricature, and in reduction. It's like an Al Hirschfeld caricature, where he'll use, like, three lines, and he'll capture the likeness of someone so strongly that it looks more like them than a photograph. I think animation has that same power of reduction.
I made tons of films. I did animation for my friends' films. I animated scenes just for the fun of it. Most of my stuff was bad, but I had fun, and I tried everything I knew to get better.