The cofounder of Pixar Animation Studios recalls how after the success of Toy Story, he felt a lack of purpose until discovering an organizational rift between Pixar's creative and production departments. He realized production managers felt disrespected and like second-class citizens after working on Toy Story. This discovery gave him a new sense of mission to foster an open and sustainable creative culture at Pixar where all employees felt respected and could communicate freely.
Victor Vasarely, who was born in Hungary in 1908 and died in Paris in 1997, developed a style of abstract art called Op Art in the 1960s that used repeated geometric forms and colors to create optical illusions and the appearance of movement or depth. Through his pioneering work in Optical Art, which often featured black and white shapes that played tricks on the eye, Vasarely established a new form of abstract modern art that became popular in the 1960s and earned him over 150 solo exhibitions in his lifetime.
Buku pedoman pendidikan_budaya_dan_karakter_bangsaLPMP GORONTALO
Bab pertama dokumen ini membahas latar belakang pentingnya pendidikan budaya dan karakter bangsa di Indonesia saat ini. Isu-isu sosial seperti korupsi dan kekerasan telah menjadi perhatian masyarakat. Pendidikan dianggap sebagai solusi untuk membangun generasi muda yang lebih baik. Bab ini juga menjelaskan pengertian budaya, karakter bangsa, dan pendidikan budaya serta karakter bangsa.
Laporan Interpretasi Hasil Ujian Negara SMP oleh Firna Sari_10-12-2009LPMP GORONTALO
Tulisan ini membahas dua bagian pokok, yakni Interpretasi Hasil dan interpretasi daya serap Ujian nasional. Diharapkan pemanfaatannya adalah dapat memudahkan bagi pihak-pihak terkait yang memiliki kepentingan perbaikan proses pembelajaran dan peningkatan mutu pendidikan di daerah dan sekolah.
Interpretasi hasil dan daya serap ini disusun berdasarkan panduan kebijakan untuk perbaikan mutu pendidikan melalui gali informasi data yang termuat dalam CD yang merupakan analisis yang dibuat dan disusun secara kritis Oleh Badan Standar Nasional Pendidikan, Badan Penelitian dan Pengembangan Pusat Penilaian Pendidikan, dan Pusat kurikulum Departemen Pendidikan Nasional.
Victor Vasarely, who was born in Hungary in 1908 and died in Paris in 1997, developed a style of abstract art called Op Art in the 1960s that used repeated geometric forms and colors to create optical illusions and the appearance of movement or depth. Through his pioneering work in Optical Art, which often featured black and white shapes that played tricks on the eye, Vasarely established a new form of abstract modern art that became popular in the 1960s and earned him over 150 solo exhibitions in his lifetime.
Buku pedoman pendidikan_budaya_dan_karakter_bangsaLPMP GORONTALO
Bab pertama dokumen ini membahas latar belakang pentingnya pendidikan budaya dan karakter bangsa di Indonesia saat ini. Isu-isu sosial seperti korupsi dan kekerasan telah menjadi perhatian masyarakat. Pendidikan dianggap sebagai solusi untuk membangun generasi muda yang lebih baik. Bab ini juga menjelaskan pengertian budaya, karakter bangsa, dan pendidikan budaya serta karakter bangsa.
Laporan Interpretasi Hasil Ujian Negara SMP oleh Firna Sari_10-12-2009LPMP GORONTALO
Tulisan ini membahas dua bagian pokok, yakni Interpretasi Hasil dan interpretasi daya serap Ujian nasional. Diharapkan pemanfaatannya adalah dapat memudahkan bagi pihak-pihak terkait yang memiliki kepentingan perbaikan proses pembelajaran dan peningkatan mutu pendidikan di daerah dan sekolah.
Interpretasi hasil dan daya serap ini disusun berdasarkan panduan kebijakan untuk perbaikan mutu pendidikan melalui gali informasi data yang termuat dalam CD yang merupakan analisis yang dibuat dan disusun secara kritis Oleh Badan Standar Nasional Pendidikan, Badan Penelitian dan Pengembangan Pusat Penilaian Pendidikan, dan Pusat kurikulum Departemen Pendidikan Nasional.
This was a research project that our Business Strategy class completed in 2007. This is an evaluation of Southwest Airlines and its position in the market. We evaluated growth and future prospects with a heavily consolidating industry.
OpenSPARC Community - OSUM Leader Boot CampPetra Barus
Dokumen tersebut merangkum rencana pembentukan komunitas Indonesia OpenSPARC untuk membangun industri mikroelektronika di Indonesia. Komunitas ini akan merekrut anggota, melakukan pelatihan, meluncurkan kampanye dan acara, serta melakukan kompetisi internal untuk menstimulasi inovasi. Tujuan akhirnya adalah memproduksi PC berbiaya rendah pada tahun 2015.
This is our presentation to the board of the Lewis Street Playhouse. It was given in late April of 2008. We were evaluating the external marketing tactics to the college audience. We deemed that the current method was too cluttered and the information was not being received as well as it could. So we presented a streamlined layout and proposed some different areas to increase the playhouse\'s presence on the campus of the college.
Victor Vasarely, who was born in Hungary in 1908 and died in Paris in 1997, developed a style of abstract art called Op Art in the 1960s that used repeated geometric forms and colors to create optical illusions and the appearance of movement or warping. Through his pioneering work in Optical Art, Vasarely created paintings that fooled the mind and gave two-dimensional works a three-dimensional look through techniques like repetition of shapes and colors that could create unusual visual effects.
Salinan Sambutan Mendiknas pada Upacara Peringatan Hari Kemerdekaan RI ke-66 ...LPMP GORONTALO
Dokumen ini berisi sambutan Menteri Pendidikan Nasional pada upacara peringatan HUT ke-66 Republik Indonesia. Sambutan ini menekankan pentingnya mempersiapkan generasi muda Indonesia untuk menyambut 100 tahun kemerdekaan pada 2045, dengan meningkatkan akses, kualitas, dan jaminan pendidikan bagi seluruh warga negara. Menteri juga mengingatkan peran Kementerian Pendidikan Nasional dalam pengembangan pendidikan karakter bangsa
Once Upon A Time At The Office: 10 Storytelling Tips To Help You Be More Pers...Steve Sorensen
Once upon a time, in a faraway kingdom, there was a salesman who traveled the countryside, peddling his wares. Everyone loved his product except the evil king, who wanted to do away with it. One day the king said, “This product is ruining my kingdom and I want to destroy it.
Charlotte Collins evaluated the effectiveness of her media project in reaching its target audience of ages 15 and over. She showed the film to 30 people total, and found that 18 people (60%) liked it, 5 people (17%) did not like it, and 7 people (23%) had mixed opinions. The people who liked it responded positively to the mise-en-scene elements like nun outfits and filming in a church. Collins also reviewed other films in the same genre to learn constructive criticism and how to better develop elements to leave a memorable impression. She followed up with the 12 people who disliked or were unsure about the film to identify areas for improvement, such as reworking the narrative to be more understandable from the
Priyanka Chawla evaluated her group's psychological thriller media product titled "Chance." She found that it closely followed the codes and conventions of the genre but challenged some, like not using a black and white filter. Through research, Priyanka became familiar with audience expectations. She represented typical stereotypes like dominant male characters and analyzed how editing, sound, mise-en-scene, and more enhanced this. Priyanka believed Warner Bros. would be a good distributor due to similar thrillers they have released. Through surveys, she found the target audience was males 15 and over. Priyanka attracted the audience through an unusual female protagonist, the title, and familiar conventions. She learned filming, editing, and
The document discusses how the media product represents the intended target audience of 17-year-olds. Research showed the majority of the audience were African British and Caucasian females between 17-years old. As a result, the main characters were developed as an African British female and a Caucasian male to appeal to this target demographic. The product also aimed to attract its teenage audience through relatable clothing styles and a soundtrack incorporating tension-building music.
The document discusses the marketing campaign for the video game Dante's Inferno. It began with staging a protest at E3 to generate buzz, which was very successful. In the second month, the campaign focused on Comic Con, sending people dressed in character to create spinoff content and promote descending into sin. The goal was to continue building demand for the game through unconventional real-world stunts and a slow burn marketing approach that generated intrigue and discussion without explicitly promoting the game itself.
Through questionnaires and social media, the filmmakers contacted their target audience of males and females aged 15-35 to gather feedback and improve their drama production. This market research helped them appeal to more viewers. While editing was tedious with no prior experience, the filmmaker spent many hours on it and the final product showed the effort. Additionally, the well-received marketing posters effectively linked to the film's themes. Focus group feedback on the strongest bathroom scene and areas to improve will help with future projects.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. The student also thinks about how to keep the audience engaged and distribute the project to gain recognition. They analyze their intended teenage audience and how they aimed to attract their interest.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
Keynote Address by Marc Stoiber - Ready! Fire! Aim!Social Media Camp
Ready! Fire! Aim!
No, social is not going to save the world of marketing – no more than online, ambient, guerrilla or content did. Social is just a tactic (albeit a very good one). Unfortunately, marketers have a penchant for new tactics - many have jumped wholeheartedly into social without thinking it through, and many have paid a high price.
What will save marketing is refocusing on why your product deserves to live, and why consumers should care. Call it the brand, call it the essence, call it what you will. It’s the stuff that sets you apart from, and above the competition.
So how do you build an effective brand, and then use social to amplify it properly? That’s what I’m here to discuss.
1. Tom Clifford helps companies tell their stories through short documentary films that focus on personal stories from employees rather than scripted talking points. This creates a sense of authenticity and emotional engagement for viewers.
2. Rather than just producing videos for internal use, Tom encourages companies to share these stories more broadly through social media to facilitate external conversations and strengthen their brands.
3. Communications departments can help identify compelling internal stories and facilitate their capture on video, but typically lack experience producing engaging films. Their role is broader than just crafting messages.
This was a research project that our Business Strategy class completed in 2007. This is an evaluation of Southwest Airlines and its position in the market. We evaluated growth and future prospects with a heavily consolidating industry.
OpenSPARC Community - OSUM Leader Boot CampPetra Barus
Dokumen tersebut merangkum rencana pembentukan komunitas Indonesia OpenSPARC untuk membangun industri mikroelektronika di Indonesia. Komunitas ini akan merekrut anggota, melakukan pelatihan, meluncurkan kampanye dan acara, serta melakukan kompetisi internal untuk menstimulasi inovasi. Tujuan akhirnya adalah memproduksi PC berbiaya rendah pada tahun 2015.
This is our presentation to the board of the Lewis Street Playhouse. It was given in late April of 2008. We were evaluating the external marketing tactics to the college audience. We deemed that the current method was too cluttered and the information was not being received as well as it could. So we presented a streamlined layout and proposed some different areas to increase the playhouse\'s presence on the campus of the college.
Victor Vasarely, who was born in Hungary in 1908 and died in Paris in 1997, developed a style of abstract art called Op Art in the 1960s that used repeated geometric forms and colors to create optical illusions and the appearance of movement or warping. Through his pioneering work in Optical Art, Vasarely created paintings that fooled the mind and gave two-dimensional works a three-dimensional look through techniques like repetition of shapes and colors that could create unusual visual effects.
Salinan Sambutan Mendiknas pada Upacara Peringatan Hari Kemerdekaan RI ke-66 ...LPMP GORONTALO
Dokumen ini berisi sambutan Menteri Pendidikan Nasional pada upacara peringatan HUT ke-66 Republik Indonesia. Sambutan ini menekankan pentingnya mempersiapkan generasi muda Indonesia untuk menyambut 100 tahun kemerdekaan pada 2045, dengan meningkatkan akses, kualitas, dan jaminan pendidikan bagi seluruh warga negara. Menteri juga mengingatkan peran Kementerian Pendidikan Nasional dalam pengembangan pendidikan karakter bangsa
Once Upon A Time At The Office: 10 Storytelling Tips To Help You Be More Pers...Steve Sorensen
Once upon a time, in a faraway kingdom, there was a salesman who traveled the countryside, peddling his wares. Everyone loved his product except the evil king, who wanted to do away with it. One day the king said, “This product is ruining my kingdom and I want to destroy it.
Charlotte Collins evaluated the effectiveness of her media project in reaching its target audience of ages 15 and over. She showed the film to 30 people total, and found that 18 people (60%) liked it, 5 people (17%) did not like it, and 7 people (23%) had mixed opinions. The people who liked it responded positively to the mise-en-scene elements like nun outfits and filming in a church. Collins also reviewed other films in the same genre to learn constructive criticism and how to better develop elements to leave a memorable impression. She followed up with the 12 people who disliked or were unsure about the film to identify areas for improvement, such as reworking the narrative to be more understandable from the
Priyanka Chawla evaluated her group's psychological thriller media product titled "Chance." She found that it closely followed the codes and conventions of the genre but challenged some, like not using a black and white filter. Through research, Priyanka became familiar with audience expectations. She represented typical stereotypes like dominant male characters and analyzed how editing, sound, mise-en-scene, and more enhanced this. Priyanka believed Warner Bros. would be a good distributor due to similar thrillers they have released. Through surveys, she found the target audience was males 15 and over. Priyanka attracted the audience through an unusual female protagonist, the title, and familiar conventions. She learned filming, editing, and
The document discusses how the media product represents the intended target audience of 17-year-olds. Research showed the majority of the audience were African British and Caucasian females between 17-years old. As a result, the main characters were developed as an African British female and a Caucasian male to appeal to this target demographic. The product also aimed to attract its teenage audience through relatable clothing styles and a soundtrack incorporating tension-building music.
The document discusses the marketing campaign for the video game Dante's Inferno. It began with staging a protest at E3 to generate buzz, which was very successful. In the second month, the campaign focused on Comic Con, sending people dressed in character to create spinoff content and promote descending into sin. The goal was to continue building demand for the game through unconventional real-world stunts and a slow burn marketing approach that generated intrigue and discussion without explicitly promoting the game itself.
Through questionnaires and social media, the filmmakers contacted their target audience of males and females aged 15-35 to gather feedback and improve their drama production. This market research helped them appeal to more viewers. While editing was tedious with no prior experience, the filmmaker spent many hours on it and the final product showed the effort. Additionally, the well-received marketing posters effectively linked to the film's themes. Focus group feedback on the strongest bathroom scene and areas to improve will help with future projects.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. The student also thinks about how to keep the audience engaged and distribute the project to gain recognition. They analyze their intended teenage audience and how they aimed to attract their interest.
The student reflects on what they have learned from their preliminary media project and how they have improved their full project. They discuss planning better, considering the mise-en-scene, and executing shots accurately. They also think about how to keep the audience engaged and entertained.
Keynote Address by Marc Stoiber - Ready! Fire! Aim!Social Media Camp
Ready! Fire! Aim!
No, social is not going to save the world of marketing – no more than online, ambient, guerrilla or content did. Social is just a tactic (albeit a very good one). Unfortunately, marketers have a penchant for new tactics - many have jumped wholeheartedly into social without thinking it through, and many have paid a high price.
What will save marketing is refocusing on why your product deserves to live, and why consumers should care. Call it the brand, call it the essence, call it what you will. It’s the stuff that sets you apart from, and above the competition.
So how do you build an effective brand, and then use social to amplify it properly? That’s what I’m here to discuss.
1. Tom Clifford helps companies tell their stories through short documentary films that focus on personal stories from employees rather than scripted talking points. This creates a sense of authenticity and emotional engagement for viewers.
2. Rather than just producing videos for internal use, Tom encourages companies to share these stories more broadly through social media to facilitate external conversations and strengthen their brands.
3. Communications departments can help identify compelling internal stories and facilitate their capture on video, but typically lack experience producing engaging films. Their role is broader than just crafting messages.
The document summarizes the history and culture of Pixar Animation Studios. It details how Pixar was founded in the 1970s as a small, tight-knit group that fostered an unconventional and laid-back work culture. It grew successful with films like Toy Story and Monsters Inc. Pixar emphasized its people-centered business model, hiring talented people and focusing on quality. The culture also included an open communication structure, a "no hero" approach where all received credit, and Pixar University which provided creative training to employees. While critically successful, some argued Pixar's insular culture could lead to stagnation without new influences, but overall Pixar exemplified a collaborative environment that
Lord David Puttman Wavelength Leadership Masterclass Speech 2012Wavelength
Lord Puttnam gave a speech on creative leadership and strategic leadership. He discussed 7 laws of creative leadership based on his experience in advertising and film. The first law is that in creative enterprises you cannot simply measure yourself against traditional accountability concepts as everything moves too quickly. The second law is the importance of networking with peers for building trust and learning. The third law is to not micro-manage creative environments as power needs to be devolved.
The document discusses the evaluation of media products created by Jake Hashdi for an assignment. Hashdi intended to create high quality products that appealed to his target audience of 15-35 year olds, with a focus on 18-29 year old males. For his TV segment, he sought to create believable characters and reflect real-life issues within a science fiction drama genre. Based on audience feedback, Hashdi felt he successfully achieved his goals and appealed to his target demographic. The characters and production quality were praised, though some felt the science fiction element was not fully communicated. For his accompanying website, Hashdi again aimed to create a high quality, easy to use product that reflected the TV segment's themes. Audience feedback indicated the
Creating psychological safety in the workplace a. edmondsonDidoy Fullon
Amy Edmondson identified the concept of psychological safety in work teams in 1999. She has observed that companies with trusting workplaces where employees can give candid feedback and admit mistakes perform better. Edmondson argues this kind of culture is important for learning, innovation and growth in the modern economy. Her new book, The Fearless Organization, discusses how to create psychological safety in workplaces. She provides examples of how a lack of psychological safety led to failures at Wells Fargo, while Pixar's success is attributed to its culture of psychological safety cultivated by Ed Catmull.
Similar to Building a sense of purpose at pixar (20)
Meta Revolutionizes Product Promotion with Automated Video Catalog Ads.pptxprovidenceadworks416
As a digital marketer, I am thrilled to see Meta revolutionizing product promotion with its new automated video catalog ads. This innovative feature allows anyone to seamlessly integrate dynamic video content into my catalog product ads, enhancing the visual appeal and engagement of campaigns. By leveraging Meta's advanced AI and machine learning capabilities, one can automatically deliver tailored video ads to the most interested users, boosting traffic and conversions. This new approach not only simplifies the ad creation process but also significantly improves performance and ROI.
Advertising and Promotion of whisper by Sakthi Sundarsakthisundar2001
This presentation is an invaluable resource for marketing professionals, students, and anyone interested in understanding the dynamics of effective advertising and promotion in the feminine hygiene sector. Explore how Whisper maintains its brand leadership and continues to innovate in a competitive market.
Compitive analysis on Noise pvt Ltd.pptxSauravDey45
ChatGPT
Competitive Analysis: Noise Smartwatch
Overview
Noise is an Indian electronics brand that primarily manufactures smartwatches, wireless earphones, and other electronic accessories. Noise smartwatches have gained significant popularity due to their affordable pricing, feature-rich offerings, and stylish designs. The competitive landscape for Noise smartwatches includes both local and international brands that cater to various market segments. This analysis will focus on key competitors, market positioning, product features, pricing strategies, and consumer preferences.
Key Competitors
Amazfit (Huami):
Strengths: Known for excellent battery life, robust fitness tracking, and premium build quality.
Weaknesses: Slightly higher price points compared to Noise.
Products: Amazfit Bip U, Amazfit GTS series.
Realme:
Strengths: Strong brand presence, integration with Realme smartphones, and aggressive pricing.
Weaknesses: Limited variety in smartwatch models.
Products: Realme Watch, Realme Watch S.
Boat:
Strengths: Competitive pricing, appealing designs, and extensive marketing.
Weaknesses: Relatively new to the smartwatch market, which may affect consumer trust.
Products: Boat Storm, Boat Flash.
Samsung:
Strengths: High brand credibility, advanced features, and premium design.
Weaknesses: Higher price points make it less accessible to budget-conscious consumers.
Products: Galaxy Watch Active 2, Galaxy Watch 3.
Xiaomi:
Strengths: Strong ecosystem integration, affordable pricing, and extensive features.
Weaknesses: Less focus on premium design compared to some competitors.
Products: Mi Band series, Mi Watch.
Market Positioning
Noise positions itself as an affordable yet feature-rich alternative in the smartwatch market. Its target demographic includes budget-conscious consumers and fitness enthusiasts who seek value for money without compromising on essential features like fitness tracking, notifications, and battery life. Noise leverages its strong online presence and partnerships with e-commerce platforms to reach its audience effectively.
Product Features Comparison
Noise Smartwatches:
Key Features: Heart rate monitoring, SpO2 tracking, multiple sports modes, customizable watch faces, notifications, and music control.
Battery Life: Typically lasts 7-10 days on a single charge.
Build Quality: Focus on lightweight and comfortable designs with water-resistant capabilities.
Amazfit Smartwatches:
Key Features: Advanced fitness tracking, GPS, AMOLED displays, and long battery life (up to 20 days).
Battery Life: 10-20 days depending on the model.
Build Quality: Premium materials and durable designs.
Realme Smartwatches:
Key Features: Basic fitness tracking, SpO2 monitoring, and notifications.
Battery Life: Up to 9 days.
Build Quality: Sleek designs but slightly limited in variety.
Boat Smartwatches:
Key Features: Heart rate monitoring, multiple sports modes, and customizable watch faces.
Top Strategies for Building High-Quality Backlinks in 2024 PPT.pdf1Solutions Pvt. Ltd.
As we move into 2024, the methods for building high-quality backlinks continue to evolve, demanding more sophisticated and strategic approaches. This presentation aims to explore the latest trends and proven strategies for acquiring high-quality backlinks that can elevate your SEO efforts.
Visit:- https://www.1solutions.biz/link-building-packages/
Boost your brand with top-notch digital marketing services in New York! Our expert team specializes in SEO, social media marketing, PPC advertising, and email campaigns to drive engagement and increase your online presence. Partner with us to reach your target audience, track performance, and achieve measurable results. Transform your digital strategy and stay ahead in the competitive NYC market. Contact us today!
How to Generate Add to Calendar Link using Cal.etY
Cal.et is a free tool that helps you create “Add to Calendar” links for your events. It supports popular calendar platforms like Google, Apple, Outlook, Yahoo, and Office365. Users can generate short, shareable URLs, customize event details, and even create QR codes for easy access. It’s ideal for embedding event links in emails, websites, and social media, making it easier for participants to save event information directly to their calendars.
THE STORY COMMUNICATION Credential 2024.pptxhuyenngo62
The Story Communication là công ty quảng cáo truyền thông tích hợp (IMC) được xây dựng trên thế mạnh về Digital & Performance.
#Assemble #Integrity #Transformation #Initiative
AI Best Practices for Marketing HUG June 2024Amanda Farrell
During this presentation, the Nextiny marketing team reviews best practices when adopting generative AI into content creation. Join our HUG community to register for more events https://events.hubspot.com/sarasota/
Boost Your Instagram Views Instantly Proven Free Strategies.InstBlast Marketing
Supercars use advanced materials and tech for top-speed performance. Join Performance Car Exclusive to experience driving excellence.
https://instblast.com/instagram/free-instagram-views
Digital Marketing Company in India - DIGI BrooksDIGI Brooks
This infographic provides guidance on marketing analytics, helping businesses grow using tools like Google Analytics and AI, measuring ROI, and analysing future trends to track business development.
https://digibrooks.com/digital-marketing-services/
2. 2
But while I could feel that euphoria, I was
oddly unable to participate in it.
For 20 years, my life had been defined
by the goal of making the first computer-
graphics movie. Now that this goal
had been reached, I had what I can only
describe as a hollow, lost feeling.
As a manager, I felt a troubling lack of
purpose. Now what? The act of running
a company was more than enough to
keep me busy, but it wasn’t special.
Pixar was now successful, yet there was
something unsatisfying about the
prospect of merely keeping it running.
It took a serious and unexpected problem
to give me a new sense of mission.
For all of my talk about the leaders of
thriving companies who did stupid things
because they’d failed to pay attention,
I discovered that, during the making
of Toy Story, I had completely missed
something that was threatening to
undo us. And I’d missed it even though I
thought I’d been paying attention.
Throughout the making of the movie, I
had seen my job, in large part, as
minding the internal and external dynamics
that could divert us from our goal. I was
determined that Pixar not make the
same mistakes I’d watched other Silicon
Valley companies make. To that end,
I’d made a point of being accessible to
our employees, wandering into people’s
offices to check in and see what was
going on. John Lasseter1 and I had very
conscientiously tried to make sure that
everyone at Pixar had a voice, that every
job and every employee was treated
with respect. I truly believed that self-
assessment and constructive criticism
had to occur at all levels of a company,
and I had tried my best to walk that talk.
Now, though, as we assembled the crew
to work on A Bug’s Life, I discovered
we’d completely missed a serious, ongoing
rift between our creative and pro-
duction departments. In short, production
managers told me that working on
Toy Story had been a nightmare. They
felt disrespected and marginalized—
like second-class citizens. And while they
were gratified by Toy Story’s success,
they were very reluctant to sign on to
work on another film at Pixar.
I was floored. How had we missed this?
The answer, at least in part, was rooted
in the role production managers play
in making our films. Production managers
monitor the overall progress of the
crew; they keep track of the thousands
of shots; they evaluate how resources
are being used; they persuade and cajole
and nudge and say no when necessary.
In other words, they do something
essential for a company whose success
relies on hitting deadlines and staying
on budget: they manage people and safe-
guard the process.
If there was one thing we prided ourselves
on at Pixar, it was making sure that
Pixar’s artists and technical people treated
each other as equals, and I had assumed
that same mutual respect would be
afforded to those who managed the pro-
ductions. I had assumed wrong. Sure
enough, when I checked with the artists
and technical staff, they did believe that
production managers were second class
3. 3
and that they impeded—not facilitated—
good filmmaking by overcontrolling the
process, by micromanaging. Production
managers, the folks I consulted told
me, were just sand in the gears.
My total ignorance of this dynamic caught
me by surprise. My door had always
been open! I’d assumed that would
guarantee me a place in the loop, at least
when it came to major sources of
tension, like this. Not a single production
manager had dropped by to express
frustration or make a suggestion in the
five years we worked on Toy Story.
Why was that? It took some digging to
figure it out.
First, since we didn’t know what we were
doing as we’d geared up to do Toy Story,
we’d brought in experienced production
managers from Los Angeles to help
us get organized. They felt that their jobs
were temporary and thus that their
complaints would not be welcome. In
their world—conventional Hollywood
productions—freelancers came together
to make a film, worked side by side
for several months, and then scattered to
the winds. Complaining tended to cost
you future work opportunities, so they
kept their mouths shut. It was only when
asked to stay on at Pixar that they
voiced their objections.
Second, despite their frustrations, the
production managers felt that they were
making history and that John was an
inspired leader. Toy Story was a meaning-
ful project to work on. The fact that
the production managers liked so much
of what they were doing allowed them
to put up with the parts of the job they
came to resent. This was a revelation to
me: the good stuff was hiding the bad
stuff. I realized that this was something I
needed to look out for. When downsides
coexist with upsides, as they often do,
people are reluctant to explore what’s
bugging them, for fear of being labeled
complainers. I also realized that this kind
of thing, if left unaddressed, could fester
and destroy Pixar.
For me, this discovery was bracing. Being
on the lookout for problems, I realized,
was not the same as seeing problems.
This would be the idea—the challenge—
around which I would build my new
sense of purpose.
While I felt I now understood why we had
failed to detect this problem, we still
needed to understand what people were
upset about. To that end, I started
sticking my head into people’s offices,
pulling up a chair and asking them for
their view on how Pixar was and wasn’t
working. These conversations were
intentionally open ended. I didn’t ask for
a list of specific complaints. Bit by bit,
conversation by conversation, I came to
understand how we’d arrived in this thicket.
There had been a great deal riding on Toy
Story, of course, and since making a
film is extremely complicated, our
production leaders had felt tremendous
pressure to control the process—not just
the budgets and schedules, but also
the flow of information. If people went
willy-nilly to anybody with their issues,
the production leaders believed, the
whole project could spiral out of control.
So, to keep things on track, it was
made clear to everyone from the get-go:
4. 4
This was a success in itself, but it came
with an added and unexpected benefit:
the act of thinking about the problem
and responding to it was invigorating and
rewarding. We realized that our purpose
was not merely to build a studio that
made hit films but also to foster a creative
culture that would continually ask
questions. Questions like: If we had done
some things right to achieve success,
how could we ensure that we understood
what those things were? Could we
replicate them on our next projects? Was
replication of success even the right
thing to do? How many serious, potentially
disastrous problems were lurking just
out of sight and threatening to undo us?
What, if anything, could we do to bring
them to light? How much of our success
was luck? What would happen to our
egos if we continued to succeed? Would
they grow so large they could hurt us
and, if so, what could we do to address
that overconfidence? What dynamics
would arise now that we were bringing
new people into a successful enterprise
as opposed to a struggling start-up?
What had drawn me to science, all those
years ago, was the search for under-
standing. Human interaction is far more
complex than relativity or string theory,
of course, but that only made it more
interesting and important; it constantly
challenged my presumptions. As we
made more movies, I would learn that
some of my beliefs about why and how
Pixar had been successful were wrong.
But one thing could not have been
more plain: figuring out how to build a
sustainable creative culture—one
that didn’t just pay lip service to the
importance of things like honesty,
if you have something to say, it needs to
be communicated through your direct
manager. If animators wanted to talk to
modelers, for example, they were required
to go through “proper channels.” The
artists and technical people experienced
this “everything goes through me”
mentality as irritating and obstruc-
tionist. I think of it as well-intentioned
micromanaging.
Because making a movie involves
hundreds of people, a chain of command
is essential. But in this case, we had
made the mistake of confusing the com-
munication structure with the organi-
zational structure. Of course an animator
should be able to talk to a modeler
directly, without first talking with her man-
ager. So we gathered the company
together and said that going forward,
anyone should be able to talk to anyone
else, at any level, at any time, without
fear of reprimand. Communication would
no longer have to go through hierarchical
channels. The exchange of information
was key to our business, of course, but I
believed that it could—and frequently
should—happen out of order, without
people getting bent out of shape. People
talking directly to one another and then
letting the manager find out later was
more efficient than trying to make sure
that everything happened in the “right”
order and through the “proper” channels.
Improvement didn’t happen overnight.
But by the time we finished A Bug’s Life,
the production managers were no
longer seen as impediments to creative
progress but as peers—as first-class
citizens. We had become better.