The Tad Stones Interview — Part 1
The movie isnt one story, its several Brer Rabbit stories, but what the writer, John Lloyd did was brilliant. He actually arranged the stories in an order that simulate a character arc of a feature film. In the early stories hes this poor guy that everyones trying to eat him. Then you see how good he is at getting away, and then he gets too full of himself, and then everyone turns their back on him, and he realizes, Ive got no friends, nobody trusts me because Ive pulled tricks on everybody. Then he redeems himself, but right when you think its a happy ending, a couple of bad guys team up and the big finish is the tar baby story. Well use music, direction and whatnot to make the sequence grimmer maybe thats a harsh word, but itll seem a more serious threat, even though by nature of the folk tales, every folk tale is basically someone is smart enough to catch him and dumb enough to be fooled by him.
JS: So itll be a happy ending but no, no spoilers please.
TS: Lets put it this way, we hope that this is the first of another franchise.
JS: A direct-to-video franchise?
TS: This is a big step for Universal because theyve never done a direct-to-video that isnt based on a feature film. Its a challenge because we dont have any bigger budget than any of those other ones do, yet we dont have a feature film to take the model packs, the art direction or the color design from. We basically have to do all that on the fly.
JS: Is it a 2D or a CGI project?
TS: Its in 2D.
JS: I assume youre going to make people forget about Song of the South.
TS: Were more self-conscious about that than anybody else, because when you think about it kids havent had a chance to see it at all its been several generations since theyve released the film. If youre a collector maybe you have the Japanese laserdisc or the British video.
It had some of the nicest, liveliest animation that Disney ever did. Unfortunately, its buried under this practically unwatchable movie.
JS: The live-action story does not hold up very well.
TS: and if it wasnt for Zip-A-Dee-Doo-Dah fewer people would know the film; that song really kept it alive. When you look at how much animation is in the movie, its surprising how little there is; I doubt if theres even 15 minutes. Theres like three sequences and theyre not that long.
JS: It also has some combined live-action/animation scenes that puts a lot of their later work to shame in that area. This is going to be a more edgy version?
TS: I wouldnt say edgy; were just staying to the folk tales. Disney basically did their thing with their characters. I can see why they made choices like combining characters or making Brer Bear very, very stupid because he played off Brer Fox better. Our Brer Bear is back to the folk tales: hes not that dumb; hes kind of a gentle guy. We obviously cant copy the Disney film in any way. We put on our hat, go back to the source material heres the script youre given I didnt develop the script at all. Lets make this the most entertaining little thing we can, and as we work with a certain schedule and a certain budget, we go back and put a little extra effort, a little more personality and stuff. Its something brand new for me.
Personally, the way I like to work, what I really enjoyed back in the prime days of TV animation like the Disney Afternoon, it was great having a staff of talented people you worked with. So I would do a drawing, but then Im going to hand it off to this guy who is better at that particular kind of drawing. I would add a color note, but, okay, this person colors much better than me.
I was like a kind of renaissance man I do everything in a mediocre way. My main talent is recognizing talent and encouraging talent. Thats exciting for me to develop them and push them forward. These days when business is done on a project-by-project basis, I dont get to take the new artists and develop them along. I need somebody whos going to hit the ground running on this, somebody I trust, who can do this in this amount of time, for this amount of money and out the door.
Whats great about the Universal management is theyre very artist-oriented. Theyre very at least so far supportive. You make them understand the direction you want to go, youre clear about it, you discuss it and then its like, great, do your job, thank you. They look at rough animation, rough storyboards and they understand what it is. You dont spend all your time cleaning up, coloring, adding music, doing temporary sound effects, something thats become very common in the industry. Its as if everybodys afraid to make a decision, so they want it as close to the final product as possible so theres less guesswork involved. But, of course, youre spending all sorts of money thats not going to get on the screen, whereas back in the old days you just pointed at pictures on the storyboard, and that was it.
























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