The iBot and the Rust Bucket: An Interview with WALL•E Designer Jay Shuster
Shuster: No. Early on designing the interior we had a couple of gag sessions, dreaming up how these people were living and interacting, but my focus was basically the exterior.
Strike: You left Detroit to get away from designing cars and make it to Pixar, where they tell you "we want you to design a lot of automobiles"!
Shuster: I saw what my dad had to do to move up through the ranks at GM. He started really fresh-faced and optimistic, and he drew and designed -- it was really a great job at that time. But he had to sacrifice that in order to go further in the company -- sacrifice the artistic side of things. He had to stop drawing and start managing.
I saw what that did to him. It's not like I had the same idea that I was going to manage at GM. There's only so much you can do and I felt the market was so saturated with auto designers. It was the whole focus of our school in Detroit, the College for Creative Studies. I just thought, why compete with all these people when I can just design spaceships and actually have a really good time and be one of the few people who's doing it?
Strike: I'd think there'd be some competition there too.
Shuster: There is now, with schools pumping out tons of students with a specific entertainment curriculum, but back in the day, 12 or 13 years ago, it was still building to the kind of fever pitch it's at now. Oh man, I just... heard horror stories of fellow grads getting a job at one of the big companies and spending months on one thing like a door handle or a spoiler. My God, it just sounded horrible -- what an existence.
Strike: Usually, it's piecemeal, you get the dashboard, somebody else gets --
Shuster: Yeah, it's by committee.
Strike: Speaking about Cars -- the movie -- they had you designing to be faithful to the real materials. Were you designing any of the lead cars?
Shuster: Being my first project here, my first character design, I worked closely with Bob Pauley, the production designer on Cars, who's been one of John's favorite artists here since Toy Story. [Sighs.] Just working with Bob and discovering this whole new world, and applying my industrial design side to the Disney/Pixar [aesthetic] was just an amazing experience.
I designed the tertiary characters -- like Ramone [Cheech Marin's character], all the background cars, the race cars you see on the track, and other characters like Bessie the road paver. She was really fun -- she's not really a character, but she is in a way.
Strike: She's not really sentient like the other cars; basically she's just a machine.
Shuster: But John was determined that she actually work -- I spent months and months on her, making sure she laid down an even layer of tar every time.
Strike: That must be weird -- you can't just fake it, you have to actually think about the mechanics inside a machine like that.
Shuster: Exactly.
Strike: Did you have to pick up any computer animation expertise, or did you have CAD/CAM skills you could apply?
Shuster: I came in cold to the computer thing.
Strike: How much did you have to learn?
Shuster: Actually, nothing, I've used Photoshop forever to do little touch-ups here and there, but I'm pretty much a pen-to-paper kind of guy.
Everything, almost 100% on Cars, was pen-to-paper -- all the ideation, sketching, leading up to the final model packet: the instruction booklet on how to build the characters, inspecting all the details. I would hand off this small bible to the person building it, making sure they knew exactly what was going on in the surfacing of the car and whatnot.
Strike: Did you get called in to look over their shoulders at their work stations? Was it strange to see what they were doing once they took over?

























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