Blurring the Lines at Blur with Animated Shorts
Its been a decade since Blur Studio opened its CG facility in the Southern California beach town of Venice. Its founders had left jobs in the high-end Unix business of visual effects to set up a PC-based facility of their own. They set up a 3ds Max pipeline, (a move that was more daring then than it seems now) regularly made contributions to the growing body of Max-compliant software, (like the Brazil renderer) and built a base of loyal clients.
In the last couple of years, success has led to major changes. Blurs still near Venice Beach though in a building four times bigger that houses a staff of 75. And Blurs creative director and co-founder Tim Miller, along with co-founder David Stinnett, are still proponents of Max, running a pipeline thats optimized for doing full 3D character animation with notable speed. But whats especially striking is how Blur has parlayed its success as a work-for-hire shop into a place where the art of animated short films is flourishing. The studios first forays, Aunt Luisa (2002) and Rockfish (2003) were short-listed for Oscar consideration, and Blur again accomplished this in 2004 twice with Gopher Broke and In the Rough.
However, when Gopher Broke landed an Oscar nomination as best animated short film, Miller found himself seated on the aisle of the Kodak Theatre alongside the films writer-director Jeff Fowler. It was the culmination of a long-developing effort to position Blur as a creator of original animated films, and Miller, as executive producer, saw it as a big step toward Blurs ultimate goal of making animated features. Now theres buzz on the street that Vin Diesels company, One Race Films, is partnering with Blur to do a feature version of Millers Rockfish, so VFXWorld asked him to explain how Blur has managed its success so far.
Ellen Wolff: You seem to be following a tradition pioneered by Pixar in the 1980s to build animation talent through original shorts. How did you manage to produce two films this past year?
Tim Miller: Those two shorts represent about $1.6 million dollars worth of time at Blurs rate, so its not insignificant. Both required about 800 man-days. Two guys trying to do it in their spare time couldnt have done it, so we scheduled the stuff. I wondered if Id have the fire in the belly to turn away paying work, but oddly enough it was never an issue. We had the bandwidth to do two this year. Some of the funds felt like Monopoly money because wed come off our Disney project, plus we had some guys with time on their hands. [Blur created nearly 40 minutes of animation for Mickeys Twice Upon a Christmas, bringing famous 2D characters into the 3D realm for the first time.]
We also had more character animators than I could really sell without a big character animation project. Some studios would let those people go, but that hasnt been Blurs model and as long as I can make it not Blurs model I wont let people go.
EW: How many animators do you currently have?
TM: About 60. Ive handpicked everyone here. Maybe I pick people who like the same stuff I do, so after awhile it probably gets a little incestuous! But we have virtually no turnover I think weve lost one guy to Imageworks and a couple to ILM. In L.A. thats saying something.
EW: How do you select the subjects for the short films that you do?
TM: People submit ideas. We get about 33 separate ideas each year several people put in two, so we probably have about 14 people putting in ideas. Wed like to do two shorts one comedy film like Gopher Broke and, one sci-fi/action film like Rockfish. The supervisors vote we have 20 people whove earned that title. The reason for that is that I trust them to know if something is achievable. Its a right that theyve earned.
So its not a democracy its more like a plutocracy. But I dont worry about favoritism. Jeff Fowler (who made his directing debut with Gopher Broke) wasnt a supervisor at the time and he won. Jeff has been here two years we brought him in as a character animator for the Disney project.
If an idea doesnt win one year, it can be submitted again. The way that our shorts program works is that Blur only owns a film if we actually make it.
After doing four shorts, we know the drill. The goal behind all of this is to have people see that we can tell stories by ourselves that we can do the whole gamut; from coming up with the story to the character design to the directing and the look of the final piece. Now we have this dual pipeline where we can do the family stuff as well as spaceships blowing up!

























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