With 15 Academy Awards and an average worldwide
gross of over $600 million per film, Pixar might just be the most successful
creative enterprise ever—and one of the most profitable. Out of the 14 features the firm has produced,
all but one have made the list of top 50 highest grossing animated movies.
Yet in his memoir, Creativity Inc., Pixar founder
Ed Catmull writes that “early on, all of our movies suck.” The trick, he points out, is to go beyond the
initial germ of an idea and undergo the time consuming and laborious work it
takes to get something “from suck to not-suck.”
That takes more than talent, it takes a deeply
collaborative process that has been honed over decades. At the center of that process—and all
creative processes, in fact—is productive feedback. While at most places, feedback is often a
fairly informal, freewheeling exercise, at Pixar, it is a highly disciplined
affair. And that, as it turns out, makes
all the difference.
Every
Idea Starts Out As An Ugly Baby
People tend to think that great works are born out
of sublime inspiration. There may be some truth to that, but it’s only a small
part of the story. Catmull calls Pixar’s initial ideas “ugly babies,” because
they start out, “awkward and unformed, vulnerable and incomplete.” Not everyone can see what those ugly babies
can grow into.
The problem is that there is always a tendency to
compare an early idea to a finished project.
What’s more, we tend to compare them to the best of the genre. It’s much easier to remember a classic scene
from Casablanca than an outtake from Ishtar.
So it’s crucial to see a new idea’s potential, as well as its
shortcomings.
That’s very hard to do. Everybody’s seen runaway hits like Toy Story
and Finding Nemo, yet very few knew them when they were awkward, ugly
babies. That makes it tempting to want
to kill new ideas in the cradle, but it’s important to protect them. Every
great work was an ugly baby at some point.
“Originality is fragile,” Catmull writes. The world is often unkind to new talent, new
creations. The new needs friends.” “Our job is to protect our babies from being
judged too quickly. Our job is to
protect the new.”
Feedback
Requires Candor, Trust And Empathy
While rushing to judgment can stop the creative
process in its tracks, excessive positivity can be just as bad. The only way an ugly baby idea can get better
is through honest feedback. You have to
identify problems before you can solve them and the sooner that happens, the
better. Every creator has to face hard
truths.
However, that requires trust. An idea is never just an idea, but also a
part of the person who puts it forward.
It’s easy for someone to walk in and say, “that doesn’t work,” or “I
don’t like it,” but that produces nothing.
It only stops the creative process in its tracks. Feedback should never
be personal or the expression of a mere opinion.
The best way to help someone else’s work is to
treat it as if it was your own. To
invest yourself as much as if it was your ugly baby, rather than to merely sit
in judgment of it. A creative project can only reach its true potential if
everybody is working toward its success.
Unfortunately, relatively few people are in a
position to do that effectively.
Keeping
The Cooks Out Of The Kitchen
One of the key principles of creativity is that
you want to take ideas from everywhere. Truly original ideas never come from
any one place, but from synthesizing disparate domains and applying them to a
new context. However, while casting a
wide net is great for generating ideas, it’s often fatal for developing them
When Catmull and John Lasseter took over the
Disney’s animation studio, which by that time had fallen far from its former
glory, the first thing they noticed was that its system for providing feedback
was broken. Directors would receive three sets of notes, delivered as a
mandatory checklist of things to be corrected, which often conflicted with each
other.
At Pixar, there is a group called the
“braintrust,” made up of a small group of the company’s top directors and
producers that is charged with giving feedback to films in development. Importantly, everyone on the braintrust is a
filmmaker and is capable of putting themselves in a director's shoes. (Disney Animation now has a similar group is
called the Story Trust)
When I was a publishing CEO, I was often asked to
give my feedback on work in development.
I rarely, if ever, did unless I was deeply involved in the project and
had earned trust. Even then, I took
efforts to base my input on specific experience or expertise and made sure to
be clear that my comments were suggestions, not dictates.
Not
everyone’s opinion counts.
The Purpose Of Feedback Is To Move The Project
Forward
One of the most interesting things that Catmull
had to say was that, although he had met an extraordinary amount of creative
geniuses—and I would assume he included Steve Jobs in that group—he had never
met “a single one who could articulate what it was that they were striving for
when they started.”
Not
a single one.
Often, feedback sessions are seen as a chance for
people to give their input. Nothing
could be further from the truth. The
purpose of creative feedback is to move the project forward. Anything that does not fulfill that
purpose—not matter who it comes from—has no place in a feedback session.
There are, of course, times when a project has to
be killed outright. Not all ugly babies grow up to be beautiful. Sometimes, an idea just doesn’t pan out. Other times, a seemingly promising idea fails
to improve. When that happens, the only option is to pull the plug, but that is
an executive decision to be made outside of the creative process, not within
it.
As long as a project is alive, everyone needs to
be committed to its success. Having an
idea is never as important—nor as hard—as developing it.
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