Skip to main content

Aardman Co-Founder David Sproxton's Tips for Success in the Animation Industry, Part 3 (of 3): 6 Pre-Production, Production, and Post-Production Tips

David Sproxton

In this – the third and last post in our series of articles on career tips and advice accrued from David Sproxton’s in-depth interviews in Aardman's “Aardocs” – we go over six of David Sproxton tips for success in the animation industry that cover everything from the most part of any production to how to keep a sense of scope when working in 3 second increments daily to what he and Aardman as a whole learned from utilizing Kickstarter to revamp their beloved and iconic character, Morph.

You can go read the first article in this series – Sproxton’s advice about pre-production – by going here, and you can read the sophomore article in this series – Sproxton’s advice specifically geared towards production – by going here.

1. Story development is the most important stage of any production.

“On all the animated features – Pixar and DreamWorks and everybody else – they take about five years from start to finish,” Sproxton stresses, “Probably three-and-a-half of those years is in the creative and the writing and the design side…You may be developing visualization as you go along and design work and stuff, but the making of it is probably the last 15-18 months.”

Sproxton reiterates a similar proverb many times over across both of his interviews: story is the most important stage in each of their production – it is the bedrock upon which the film is built.



When discussing the production of Chicken Run – their first feature film – Sproxton extrapolates on the challenges Aardman faced in producing the film from a technical aspect, but in summation and in reference to the writing process he says, “Actually, we learned an awful lot about scale, added complexity of writing, and how you produce a thing in a reasonable timeframe. Features are never an easy thing but the writing bit is still the hardest bit to do. Then the logistical puzzle of, ‘How the hell do you bring this thing in?’”
On all the animated features – Pixar and DreamWorks and everybody else – they take about five years from start to finish. Probably three-and-a-half of those years is in the creative and the writing and the design side.
Sproxton elaborates on this thought in reference to the writing and development process for their second (and Oscar®-winning) feature film, Wallace & Gromit: Curse of the Were-Rabbit, “For Were-Rabbit, Nick and Steve Box and Bob Baker* used our old building which is just a Victorian shed and they just locked themselves in there for the better part of two years. And it is pin-boards and it’s one of those things where you simply have to have a lot of time to concentrate and to think through and to discuss and to work things out. It’s a long – you know, you’re trying to tell this story in 85-90 minutes – and, ‘What are the strands and what’s going to work?’”
Features are never an easy thing but the writing bit is still the hardest bit to do.



*In this statement, Sproxton touches on another tip that we’ve already covered in a previous post – collaboration is key. Never undervalue the help of other trusted individuals when working on a production. If you aren’t a screenwriter or if you don’t have confidence in your ability as a storyteller, that’s perfectly fine. Instead of writing your film yourself, find a diligent writer who you can trust to help you bring to life your vision and then work closely with the writer to bring about your film. However, trust the writer to do their part. On any film that revolves around characters or has any sort of a plot, you should refrain from rushing into production without a well-planned screenplay. If you do, there’s an remarkably good chance that your end product will suffer from it.
For Were-Rabbit, Nick and Steve Box and Bob Baker* used our old building which is just a Victorian shed and they just locked themselves in there for the better part of two years. And it is pin-boards and it’s one of those things where you simply have to have a lot of time to concentrate and to think through and to discuss and to work things out.

2. When you’re the director of an animated piece, keep in mind the scope of a project and the end goal so that you can properly work towards making the film you set out to make.

“How do you keep directorial control of it [a film]?” Mark Cosgrove asks Sproxton, posing the very weighty question to him in a light, quick manner.

(From the left) Peter Lord, Nick Park, David Sproxton. Photo by Julian Hanford.

“Well that, actually, at the nub of it, the directors are like that [presses hands together] – very, very close up to it working with the animators. How do you keep them focused on the story and the character when they’re always dealing in three or four second chunks, and some of that’s out of sequence?” Sproxton asks, clarifying the question before then answering Cosgrove and himself. “We worked on Chicken Run with a lovely writer called Karey Kirkpatrick and his task was to be the guardian of the story. And that was then, in a way, passed onto the editor…That is one of the big issues. How do you actually remember why you’re doing this scene and the intent of this scene?”

In short, Sproxton presents us an answer to this puzzle that directors, writers, and lead animators can apply to their own projects: dub someone as the guardian of the story and the overall creative vision. Task them (or, if this person is you, yourself) with the job of keeping a sense of the overall scope of the project and, furthermore, with communicating to the other people working on the project what they need to do in order to successfully create the film. A good director works with animators and different heads of production with the goal of making all contributions to the film count. Communication is huge here, so make sure you can properly communicate with those with whom you are working. Both of these things are vital pieces to making every piece of a production and each job count.
We worked on Chicken Run with a lovely writer called Karey Kirkpatrick and his task was to be the guardian of the story. And that was then, in a way, passed onto the editor.

Peter Lord (left) and David Sproxton (right). Photo by Charlie Gray

3. Track the progress of your project by using a story reel.

In proceeding to answer answer Cosgrove’s question about maintaining directorial control, Sproxton continues, “How do you basically make sure that the blueprint that you’ve put down works? As long as you make that – which is the story reel* – the story should be in place. But it is actually quite a big issue to remind people of. Because the production period is about 18 months. It’s a long haul. And it’s broken down into days, which are broken down into two or three second chunks.”

From his answer we learn another excellent way to preserve creative vision on a project and also how to best serve the story in the production phase of a project: Keep a visual reminder – specifically a story reel – so as to keep a sense of perspective of moving towards the end goal – “the final product.” When working with a story reel, replace each of the finished shots with those storyboarded section in the reel, so that you can keep track of how quickly your production is moving towards finishing the project.

*A story reel is another work for an animatic, which is essentially a “blueprint” film made from the storyboard (which is a phase of pre-production you can read more about in the second post of this series) that is then strung together before production and that are properly paced to map out the timing of the particular storyboarded scene. On top of the timed storyboards, another key element to creating a story reel is inserting temporary sound effects and voice overs.


4. When on a production, work on “getting up to speed” – don’t rush a production before a production assembly line has been established and a schedule has been made up.

“There’s a curious rule of thumb that everybody says, whoever you talk to in the feature animation business,” says Sproxton. “You make the first third of the film in the first half of the schedule and the other two-thirds in the final half. So in the first so many months you’re actually getting up to speed, finding out how it works, and getting in a kind of routine. And, of course, you’ve got what looks like an endless task ahead of you and what gradually happens is you start dropping these shots into the story reel. Obviously, in the second half [of production] you just start to fill in the gaps and you know exactly what you want and it does actually accelerate. It’s quite strange. It actually happens. It just gets faster and faster. You know, you’re motivated by seeing this finished work. As you’ve gotten halfway through the movie suddenly, ‘Hey, this movie is really beginning to work!’ The energy level rises again and you start really cranking through it.”


5. Don’t be afraid to reach out to professionals and successful people in the industry for help or advice.

In each of their careers, David Sproxton, Peter Lord, and Nick Park each came to points where they had to make a critical decision – to either reach out to professionals in the industry for help to further peruse their filmmaking careers or to otherwise attempt to peruse making their projects on their own, left to their own devices.
You know, you’re motivated by seeing this finished work. As you’ve gotten halfway through the movie suddenly, ‘Hey, this movie is really beginning to work!’ The energy level rises again and you start really cranking through it.

David Sproxton on the set of Take Hart

The first case study for this principal comes actually in the form of Sproxton’s father (who worked for the BBC at the time) doing the asking on behalf of his son even before Sproxton and Lord had coined the name of their company.

“He went to see Dad and they got chatting and Dad obviously said, ‘Actually, my boy is doing some animation. Could you take a look at it?...’ Patrick Dowling said, ‘Sure, fine. I’ll take a look at it…I think we showed him that and he said, ‘Look, here’s a 100 feet of film. Here are the themes for the next series of Vision On. Just fill it up with what you like.’”

Now, it should be noted that Sproxton’s father worked for the BBC at the time, so Sproxton does, indeed, seem to have had a leg-up in getting his work seen by a producer. However, this principal is still absolutely applicable to someone without connections to BBC producers. If the current producers at the BBC don’t reply to your email or call, find someone else. In fact, with the advent of the internet this principal should be far, far easier for the average person to get their work seen than it was even for David Sproxton.

(From the left) Peter Lord, David Sproxton, and Nick Park.

As for Nick Park, he, in fact, had two of these points of decision of reaching out to professionals to help them on their projects, both of which unquestionably helped to further Nick Park’s career as well as his most famous creation – Wallace & Gromit. The first of these individuals Nick Park contacted was the cherished British actor and Last of the Summer Wine veteran Peter Sallis in attempts to see if Sallis would like to help Park complete his film by voicing Wallace & Gromit: A Grand Day Out’s only talking character, Wallace.

Sproxton elaborates, “I think he [Nick Park] had seen him [Peter Sallis] in probably Last of the Summer Wine and wanted that sort of Northern voice. Nick’s got a lovely story about him in that, you know, he phoned up Peter and, of course, actors will, because it’s a National Film School, go out of their way and say, ‘Yes, I’ll help you out. You’re starting your career.’ So they’ll do them [student films] almost for nothing. And he did a session with him to do these lines [for A Grand Day Out] and that was it. For years and years and years. And so Peter Sallis says, ‘I got this phone call seven years later and it was this chap called Park.’ And it was Nick on the other end of the phone saying, ‘I finished.’ ‘Finished what?’ ‘I finished Grand Day Out.’ ‘Oh, my God! That film I recorded seven years ago.’ And, you know, that’s how long it took from when he did recording to getting the film finished.”

Nick Park standing in front of Wallace & Gromit sets. Photo courtesy: Guardian Media Group/Sam Frost.

The other of Nick Park’s decisions to reach out to professionals for help that we can learn of is his contacting no other than Sproxton and Lord themselves.

Sproxton tells the story, “We got a call from our National Film School saying, ‘We got this young student with us who’s seen your work. Can you come up and talk to him about animation?’ And this was Nick Park, who was working on his student film – a small little film called Grand Day Out. And by that time he’d shot not a lot of it. We got to know him and we got to realize that there’s a kind of kindred spirit. You could see from the footage that he’d done that he was a naturally very gifted animator with an understanding of performance and the school was helping a bit but basically he was left to his own devices so it was taking forever. Actually, he came down and we said, ‘Come and help us do some Morph work.’ Which he did in the summer and we paid him for that and helped him through. And we actually then helped him with his storyboard on Grand Day Out and we helped him edit that.”



Don’t afraid to reach out to professionals in the industry for help – they might just respond.
We got a call from our National Film School saying, ‘We got this young student with us who’s seen your work. Can you come up and talk to him about animation?’ And this was Nick Park, who was working on his student film – a small little film called Grand Day Out.

6. Use the tools at hand. Find your audience by connecting with them directly through the web.

Mark asks Sproxton, “I think that some people might have been surprised that here’s Aardman making feature films, financing, and doing Kickstarter. When you see the social media world, did you think, ‘well!’ Of course, you’re talking directly to your audience. So how did that come about? Was it an immediate thing?”

In response to Cosgrove, Sproxton expounds upon Aardman’s venturing to attempt to relaunch Morph through Kickstarter. Throughout it, Sproxton stresses that the internet can be the best tool for finding and sustaining an audience.

Morph and his counterpart Chas. Courtesy of: Aardman Animations.

Concerning the benefits of Kickstarter in relation to funding, Sproxton tells the story of another project they were working on at the time, “There was another idea, actually, about the first World War, which we were pitching to Channel 4 and all in all it took about 18 months for them to say, ‘No.’ We had various discussions and meetings about it but at the end of the day to say, ‘That’s not quite what we’re after.’ So you’d been holding your breath for 18 months to get a ‘no’ whereas with Kickstarter, you kind of know within about a week. The perceived wisdom is if half your money comes in within the first week or so, you’ll get the rest of it by the end of the month. Now, you couldn’t get a ‘yes’ or ‘no’ from a bank in that time. So that’s the big difference is actually, ‘Yeah, yeah, there’s really positive stuff coming out of this. Looks like we’re going to go ahead.’”

Sproxton, over the course of his interview, names the other benefits of utilizing the internet: you can reach an audience directly and release your project to them, you can get funding straight from your audience, you and you alone are in charge of your final product, and you can generate enthusiasm from your audience.

It should, of course, be noted that without the internet this blog could have never been a reality.

David Sproxton (left) and Peter Lord (right). Photo taken by Charlie Gray.

You can go watch Sproxton’s original interview by going here.

You can stay tuned for the upcoming interviews and articles by subscribing to Stop Motion Geek via the “subscribe” button at the top right corner of our homepage, or by following us on Facebook @StopMotionGeek, or by visiting https://www.facebook.com/StopMotionGeek/. You can also stay up-to-date with the blog by following us on Instagram or @stop.motion.geek.blog.

Comments

Popular posts from this blog

Interview with Bram Meindersma, Composer and Sound Designer of Oscar® Nominated Stop Motion Short Film, "Negative Space"

Sam and his father, from Negative Space . Source: Vimeo. Unlike practically every other medium, film has the unique aesthetic of being composed of the elements of sound and image, and, curiously, whenever watching a film, the two blend together into something of an impeccably hybridized concoction. With as much influence as sound has over the audience’s final experience of any given film, composer and sound designer Bram Meindersma’s work on the Oscar-nominated stop motion short film Negative Space – directed by Ru Kuwahata and Max Porter – proves an endlessly fascinating and extraordinary case study, as it uses sound – both its soundtrack as well as every other element of sound design – only sparingly and in subtle ways, one that could almost be called conservative. Yet it is perhaps just that component of its sound design that, at least in part, makes the film such a powerful one. Perhaps the reason why Meindersma’s delicate work on Negative Space is so powerful is i

Interview with Gerald Thompson, Director of Photography and Motion Control Artist on Australian Stop Motion Short Film "Lost & Found"

Knitsune in Lost & Found . Photo courtesy of Andrew Goldsmith. Early on, while growing up in Adelaide, South Australia, Gerald Thompson – motion control artist and director of photography on the beautiful and heartfelt Australian short film Lost & Found – developed an interest in photography, and it didn’t take very long for him to became enamored with making “epic” Super 8 films with his friends. Knotjira (left) and Knitsune (right) in Lost & Found . Photo courtesy of Andrew Goldsmith. An engineer at heart – having gone on to design numerous motion control rigs as well as an incredible robot that interacts in real time with a dancer and musician – the element of filmmaking that Thompson found the most ardor remains the technical side of film’s craft, especially in the realm of special effects, specifically practical effects (for when Thompson – now a veteran in the special effects industry – began, CGI was still only in early stages of development, an

Vincent & Puppet Scales

Tim Burton's Vincent  is a masterpiece; the short was animated by the brilliant Stephen Chiodo .  I do love that the short was shot in black and white film, ask any true film-lover and

"Cloudy With a Chance of Meatballs 2" End Credits

A few nights ago I sat down and watched the sequel to Cloudy With a Chance of Meatballs ; correctly titled Cloudy With a Chance of Meatballs 2 .  And, I must say... it was enjoyable and entertaining.  Though the first film was comedic brilliance animated, dubbed, and packed in a box we like to call a movie.   Cloudy 2 wasn't any where near as good as the first one but on the other hand the original directors/writers of the first film, Phil Lord and Chris Miller didn't direct the sequel.  But they are the creative team behind the recently released The Lego Movie .  Which looks great and is getting incredibly positive reviews from the critics.  So, i am excited to partake in that movie experience.  All the 'end credits' work was done by the amazing people over a Screen Novelties. Lots of cool stuff here in the end credits including grown men in strawberry suits, puppets, and of course, Stop Motion.  So grab a snack and enjoy! Link:  http://vimeo.com/85201368 End C

Interview with Samuel Lewis - Animator, Character Designer, and Sculptor on Stop Motion Short Film, "Lost & Found"

Knotjira, a clumsy dinosaur made of wool, as seen in Lost & Found . Photo courtesy of Andrew Goldsmith. “If I had to pick a starting point for my career as a stop motion animator I would have to say it was my obsession as a six year old with a book called ‘Playing with Plasticine’ by Barbara Reid,” Samuel Lewis – a London-based stop motion and 2D animator and director, whose most recent labor of love can be seen in his contribution to the Australian stop motion short film, Lost & Found – tells Stop Motion Geek. Upon reflection, Lewis explains that his love for the medium of stop motion began very early in life, and has merely managed to burn ever brighter in his fervor to master the craft. “I would spend countless hours fixated on sculpting tiny snails, fruit bowls and dinosaurs to the point where I would stay inside on family holidays sculpting a surfer in a beach scene rather than going to the actual beach that was only a short walk away,” Lewis recalls wistfully. “

Interview with Florian Guillaume, Co-Director of "Magic Shoe: Episode 3"

The London-based rock band El Deyma has begun to release via their YouTube channel a series of serialized multi-media music videos entitled “The Magic Shoe,” in which each instalment features one of their songs. Each episode features a different cinematographic technique, so far having explored both live action and two styles of stop motion. Each video features the next chapter in an on-going narrative about a red shoe’s search for his twin, beginning – in episode one – in the bedroom of it’s owner, before the shoe eventually hits the streets of London in its quest, which is where the second episode – a live action piece – begins. The third episode , which is this week’s Stop Motion Geek “pick of the week,” follows the shoe’s exploits through a surreal, collage-style, stop-motion version of Venice, the soundtrack to which is the band’s song “Dino Monkey.” The original idea for the Magic Shoe series (originally conceived for what became episode one, featuring El Deyma’s song,

Short Flicks: Bent Image Lab's "Fruity Pebbles"

What could be better than starting your day off with part of a whole breakfast, Fred Flintstone, and Stop Motion?  We couldn't think of anything either.  Nevertheless, these awesome commercials/BTS will bring out the kid, and nerd, in all of us.  Directed by Rob Shaw for the incredible Bent Image Lab (a studio that just moved to Manhattan , by the way), these TV spots encapsulates everything we know and love about the modern stone-age Flintstone family who establish how we now think of Prehistoric times. Fire House :  http://vimeo.com/45991027 Cocoa Pebbles "Fire Hose" from Bent Image Lab on Vimeo . Cop Rock :  http://vimeo.com/42010097 Cocoa Pebbles "Cop Rock" from Bent Image Lab on Vimeo .

Behind the Scenes of "Robocop 2" at Tippett Studios and how "Jurassic Park" Changed Special Effects Forever

A depressingly large percentage of Hollywood movies boast a gratuitous amount of potential and possibility and yet, for one reason or another, often fall far, far too short to live up to the films they seem to have the potential of being. Although it’s a shame that many of these films have a stupendous level of production value and talent but are often often overlooked, as production value and talent are seen as secondary and supplementary to a quality story – the special effects work done on such second-rate films sadly go unrecognized the most often. An immutable fact stands strong – mediocre films, no matter the level of talent and amount of time poured into producing their special effects, are seen and remembered as nothing but wasted potential…or worse. Yet few box office bombs have had special practical effects work as groundbreaking, especially in the stop motion realm, and yet unfortunately remains unrecognized in every respect than the 1990 film Robocop 2 , both an irrefutabl

MAD - Spy vs. Spy

We all love the brilliant original comic strip Spy vs. Spy, that's has been around, who knows how long, is in stopmo!

Interview with Matt Bollinger, Painter and Animator Behind Stop Motion/Painting Hybrid Short Film "Between the Days," a Beautiful Portrait of Routine, Unfulfillment, and Despair in Middle America

"Before Work" finished painting featured in  Between the Days . Photo courtesy of Matt Bollinger.  Often – far too often – we forget the true weight of our actions, our everyday decisions, ranging from those big to small. And, in forgetting, we forget ourselves – who we truly are, where we have been, what we have done, how we have gotten here, to this very place in this very moment. For we are nothing if not the sum total of all our decisions, our actions…even the most minute, even those – perhaps especially those – made in the thrumming humdrum of the everyday: the act of rising from our bed and reaching over to flick off the alarm resting on our bedside table, lighting a cigarette, collecting yesterday’s trash before moving on to more, equally menial tasks. Moments spent alone, in ostensible comfort – the comfort provided us by 21st century accoutrements so many of us have grown to take for granted. Whether we are aware of it or not, each of our actions leave a ma