Lean, Mean Fighting Machine: How Brad Bird Made The Iron Giant
I magine: An American animated feature with
no song-and-dance routines. No goofy sidekick characters. No foppish
villains. No fart gags. And no condescending to the audience. This is the kind of film many in the animation industry dreams to
work on, in an atmosphere where the studio allows creativity to flourish,
under the guidance and vision of an experienced, talented director.
No committee approvals. No micro-management. Just teamwork, bringing
to life a compelling, entertaining story. A One Man Army "I'm interested in showing that animated films are films first,
and animation second," Bird says. "We want to have something
for adults, as well as children. Animation is storytelling. Storytelling
can be anything. Hopefully, The Iron Giant is a step in that
direction. "I just pitched them the idea of, 'What if a gun had a soul?'
They saw the dramatic possibilities in that idea. I pitched them the
story line, the way I saw it, and they went for it." Bird notes The Iron Giant differs in many ways from contemporary
animated features. "It's wide screen rather than being 1:8:5.
It's a story that not very many people know and certainly this is
a very different version from the book [The Iron Man, by British author
Ted Hughes], even if you have read it. It takes place during this
century, in the not-too-distant past, using the Cold War as a backdrop. "It's also like the old Walt Disney films, in that they had
moments of quiet and moments that were very character-based. Slower-paced
moments as well as faster-paced moments. "Something that bothers me about film in general these days
-- and this goes for animation as well -- is this notion that something
has to be in your face every second. There has to be activity or sound
effects or cuts or music blaring. It's almost as if the audience has
the remote and they're going to change channels. It's an attitude
of panic, for short attention spans, rather than assuming the audience
doesn't have a short attention span and can get engaged in the story,
and get involved in the quieter pleasures of character and milking
the moment." Bird also points out, "We don't have the obnoxious celebrity
sidekick, the goofy sidekick. We don't have five tunes. And we don't
have a foppish villain." Bird admits that the executives at Warner Bros. had concerns that
the film had few characters to exploit as merchandise. "I know
that they were concerned about that, and they did make suggestions
that I add more characters and pets and sidekicks to make it more
merchandisable in their eyes. I just said the story wasn't about that.
If they were interested in telling the story, they should let it be
what it wants to be." Bird credits the studio for seeing things his way, naming Lorenzo
di Bonaventura, Courtney Vallenti, and earlier in the production,
Billy Gerber (who has since moved on to another position at the studio).
"If you gave Lorenzo and Courtney a good argument, they'd listen
to it." A Quest For Something Better "In some ways, there was a stigma," Bird says, "and
in some ways it gave us an opportunity. They were trying to do a very
big thing to set up an animation company from scratch. They and everyone
else tries to follow the Disney model, not only in terms of the story,
but also the method by which it was produced. The Disney model is
sort of a micro-managed thing, where every single decision is combed
over by a huge number of people. It works very well for Disney, but
I don't think it worked very well for Warner Bros. They had more management
than they had artists, almost, during Quest for Camelot. It
was a troubled production. I don't think Warner Bros. was ultimately
very satisfied with the result.
It's a revolutionary approach in today's animation industry, one that
Brad Bird had to sell to skeptical executives at Warner Bros., who
had been burned by the dismal failure of Quest for Camelot.
Bird also had to overcome the stigma of the previous animated film,
Quest for Camelot, whose cost overruns and production nightmares
made Warners reconsider their commitment to feature animation.

























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