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The Pixar Touch: The Making of a Company Hardcover – Deckle Edge, May 13, 2008
Purchase options and add-ons
- Length
304
Pages
- Language
EN
English
- PublisherKnopf
- Publication date
2008
May 13
- Dimensions
6.5 x 1.3 x 9.8
inches
- ISBN-100307265757
- ISBN-13978-0307265753
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The roller-coaster rags-to-riches story behind the phenomenal success of Pixar Animation Studios: the first in-depth look at the company that forever changed the film industry and the "fraternity of geeks" who shaped it.
The Pixar Touch is a story of technical innovation that revolutionized animation, transforming hand-drawn cel animation to computer-generated 3-D graphics. Its a triumphant business story of a company that began with a dream, remained true to the ideals of its foundersantibureaucratic and artist drivenand ended up a multibillion-dollar success.
We meet Pixars technical genius and founding CEO, Ed Catmull, who dreamed of becoming an animator, inspired by Disneys Peter Pan and Pinocchio, realized he would never be good enough, and instead enrolled in the then new field of computer science at the University of Utah. It was Catmull who founded the computer graphics lab at the New York Institute of Technology and who wound up at Lucasfilm during the first Star Wars trilogy, running the computer graphics department, and found a patron in Steve Jobs, just ousted from Apple Computer, who bought Pixar for five million dollars. Catmull went on to win four Academy Awards for his technical feats and helped to create some of the key computer-generated imagery software that animators rely on today.
Price also writes about John Lasseter, who catapulted himself from unemployed animator to one of the most powerful figures in American filmmaking; animation was the only thing he ever wanted to do (he was inspired by Disneys The Sword in the Stone), and Prices book shows how Lasseter transformed computer animation from a novelty into an art form. The author writes as well about Steve Jobs, as volatile a figure as a Shakespearean monarch . . .
Based on interviews with dozens of insiders, The Pixar Touch examines the early wildcat years when computer animation was thought of as the lunatic fringe of the medium.
We see the studio at work today; how its writers, directors, and animators make their astonishing, and astonishingly popular, films.
The book also delves into Pixars corporate feuds: between Lasseter and his former champion, Jeffrey Katzenberg (A Bugs Life vs. Antz), and between Jobs and Michael Eisner. And finally it explores Pixars complex relationship with the Walt Disney Company as it transformed itself from a Disney satellite into the $7.4 billion jewel in the Disney crown.
Little-Known Facts from The Pixar Touch: The Making of a Company by David Price
Pixar, not Apple, made Steve Jobs a billionaire. Jobs bought Pixar in 1986 from Lucasfilm for $5 million. In 1995, the week after the release of Toy Story, Pixar went public and Jobss stock was worth $1.1 billion.
Ed Catmull, Pixars co-founder, dreamed as a youth of becoming an animator, but decided in high school that he couldnt draw well enough. Instead, he became an early visionary of computer animation as a graduate student in the 1970s. "Computer animation was sort of on the lunatic fringe at that time," remembered Fred Parke, a fellow Ph.D. student in Catmulls class at the University of Utah.
When John Lasseter joined Pixarwhich was then the computer graphics department of George Lucass Lucasfilmhe had just been fired from his dream job as an animator at Disney. He became the first person to apply classic Disney character animation principles to computer animation.
Before it became an animation studio, Pixar went through years of struggle and multi-million-dollar losses. It started as a computer company and John Lasseters short films, such as Luxo Jr. and Tin Toy, were promotional films to help sell the companys computers.
Pixar was almost bought by Microsoft? Yep: Jobs remained worried about the companys finances even after Pixar made a deal with the Walt Disney Co. in 1991 to produce Toy Story, Pixars first feature film. The Pixar Touch details the effort to sell Pixar to Bill Gatess company while Toy Story was in production.
When writing Toy Story, to find inspiration for the relationship between Buzz and Woody, Lasseter and his story department screened classic "buddy" movies, including 48 Hrs., The Defiant Ones, Midnight Run, and Thelma & Louise.
John Lasseter has instilled an intense commitment to research in the studios creative staff. To prepare for the scene in Finding Nemo in which the fish characters Marlin and Dory become trapped in a whale, two members of the art department climbed inside a dead gray whale that had been stranded north of Marin, California.
To learn how to make a realistic French kitchen, the producer and first director of Ratatouille worked as apprentices at an elite French restaurant in the Napa Valley.
Pixar deliberately avoided making the humans in The Incredibles look too realistic. They knew that as animated human characters became too close to lifelike, audiences would actually perceive them as repulsive. The phenomenon, known as the "uncanny valley," had been predicted by a Japanese robotics researcher as early as 1970. Thus, the details of human skin, such as pores and hair follicles, were left out of The Incredibles characters in favor of a more cartoonlike appearance.
The signature of most Pixar feature films is characters who appeal to children (toys, fish, monsters ), but who have adult-like personalities and are dealing with adult-like problems.
Prior to the acquisition of Pixar by Disney in 2006, Lasseter loathed the idea of Disney making sequels to Pixar films without Pixars involvementas Disneys contract with Pixar allowed it to do. "These were the people that put out Cinderella II," Lasseter remarked.
Pixar is more than an animation studio. Pixars innovations in computer graphics technology pervade movies today. Special-effects houses like Industrial Light & Magic (Pirates of the Caribbean: Dead Mans Chest, The Chronicles of Narnia: The Lion, The Witch and The Wardrobe, Harry Potter and the Order of the Phoenix) use Pixars software to create out-of-this-world places and characters.
(Photo © Simon Bruty)
From Booklist
Review
—The Boston Globe
“It’s a rags-to-riches story, a classic example of the cream rising to the top. And it’s as entertaining and heartwarming as, say, a Pixar movie. It’s The Pixar Touch, and its topsy-turvy, roller-coaster plot has all the thrills of a ride at Disneyland. In this unauthorized account of Pixar, journalist David A. Price paints the most complete picture yet of the little studio that could. He talks to scores of insiders, Pixar colleagues and members of the ‘fraternity of geeks,’ true believers in the potential of the pixel to revolutionize animation. With the precision of a technical writer and the sensitivity of an artist, Price spins the story of the Pixar vision, its achievement, and its art.”
—The Christian Science Monitor
“Using vivid character profiles and lucid descriptions of complicated technology, Price gives the reader a behind-the-scenes look more accessible than any television special. His admiration for Pixar is palpable but contagious, and The Pixar Touch is an engaging modern history that tears back the Wizard’s curtain without breaking the spell.”
—The Buffalo News
“Price is a smart reporter and a solid writer. He deftly makes computer arcana palatable, even interesting. And he is excellent when explaining how much work went into creating the complex images we take for granted today.”
—The New York Times Book Review
“[Price] weaves an absorbing chronicle that functions not only as the history of an unconventional business but also serves as witness to the dawn of a digital revolution in mass entertainment.”
—Newsday
“You don’t have to belong to the computer-animation generation to enjoy The Pixar Touch. This history of the company that made the world’s first fully computer-animated feature is an entertaining look at digital derring-do.”
–The Dallas Morning News
“The Pixar Touch is a little like a Pixar movie. It has a compelling mix of interrelated story arcs (technological, financial and artistic) and an impressive cast of intriguing characters.”
—Richmond Times-Dispatch
“A number of interesting things about Disney emerge in this excellent, readable account of Pixar’s early years.”
—The Economist
“The first comprehensive look at the phenomenon of Pixar…[that] successfully brings to life the band of animation enthusiasts behind Toy Story, Finding Nemo, and The Incredibles. The book deserves a thumbs-up for its artful recounting of the studio’s formative years ….full of fascinating characters, all struggling–in classic Pixar film style–to overcome seemingly impossible odds.”
—Business Week
“Unprecedented detail about the notoriously press-shy company’s workings, a story that abounds with lessons for business people and creative artists alike.”
—Wall Street Journal
“David A. Price, a tough, unsentimental reporter, ferrets out lots of backstage drama from fresh sources, weaving a commendably unvarnished history.”
—Entertainment Weekly
“It’s quite a story, and David Price has finally got it right, it’s details and the players. This is the definitive history of Pixar.”
—Alvy Ray Smith, co-founder of Pixar
“[A] brisk history of an entertainment juggernaut that is also the history of computer animation…a heck of a yarn, full of vivid characters, reversals of fortune and stubborn determination: Pixar should make a movie out of it.”
—Kirkus Reviews (starred)
“A tale of our times, and David Price tells it with page-turning drama, total veracity, and wonderful wit.”
—Mark Cotta Vaz, author, of The Art of Finding Nemo, The Art of The Incredibles and Living Dangerously: The Adventures of Merian C. Cooper, Creator of King Kong
About the Author
From The Washington Post
Reviewed by Rob Pegoraro
A generation of American kids has grown up watching Pixar's movies in theaters, on TVs and now on portable gadgets like DVD players and iPods. But in The Pixar Touch, David A. Price starts this pop-culture giant's story in neither Hollywood nor Silicon Valley, but the University of Utah's computer-science department.
There in the early 1970s a programmer named Ed Catmull decided to branch out into computerized animation, despite the almost total uselessness of the day's slow, expensive computers for that task and the almost total lack of job options for somebody with that skill. Price, a former reporter for Investor's Business Daily, describes how Catmull and a crew of other would-be electronic movie-makers wound up migrating to the New York Institute of Technology's Computer Graphics Lab, a locale that offered the advantages of generous funding for new computers and lax oversight. And then they waited for somebody in the movie business to underwrite their vision of using computers, not pens and ink, to draw each frame of a motion picture. Eventually, "Star Wars" director George Lucas offered Catmull a job, after which he gradually hired away his NYIT colleagues.
At this point, this band of frustrated innovators comes off a bit like a Pixar hero: tugged along by big dreams but held back by an endearing level of cluelessness. Price notes that "the Lucasfilm Computer Division did not yet have a computer, or even a word processing machine. The only typewriter was on the desk of Catmull's secretary," which its staffers used to hammer out "white papers and design documents."
Paper turned into pixels in 1981, when Paramount hired Lucasfilm to whip up a brief animation of a dead planet being brought to life for "Star Trek II: The Wrath of Khan." (On a micro level, computers just make animation more efficient; on a macro level, they have made animation much more of a 3-D medium, in much the same way that ever-more processing power has turned the video game into an increasingly movie-like experience.) Price captures the extraordinary attention the programmers paid to detail in hopes that this clip would serve as a "sixty-second commercial" for their talents: One programmer ensured that the stars visible in the background matched those visible from a real star 11.3 light-years away from Earth.
Additional gigs in movies and commercials, along with animated shorts made to impress others in the business, led to Pixar's birth as an independent company in 1986 -- purchased and bankrolled by Steve Jobs, who had just been forced out of Apple. From this point on, The Pixar Touch can be read in two ways. For fans of Pixar's work, it can resemble the "making of" and director's-commentary bonus features on most DVDs. You could throw a copy of each Pixar release into your DVD player as you read the chapter about its production, and you could recite enough trivia to wow any Pixar completist. (Did you know that Sulley, the blue behemoth in "Monsters, Inc." had 2,320,413 hairs? Me neither.) But the book also must serve as a history of Pixar the company, and there it loses its focus on some critical developments.
Jobs, who apparently did not cooperate with the book, first appears as a sort of distant, cranky godfather to the company and then largely vanishes offstage. This treatment leaves some plot lines hanging: Did his well-documented perfectionism lead to better movies, or did he just annoy the artists?
Some anecdotes fade in and out randomly. A chapter about the making of "Monsters, Inc." opens with seven pages of reporting about an unsuccessful lawsuit alleging that Pixar stole the basic story from an outside author, then switches gears for the next seven pages to chronicle the making of the movie, then launches into a recounting of a different intellectual-property lawsuit. Insights into how much creators can, do or should learn, borrow or steal from the work of others get lost amid the courtroom stenography.
Price also occasionally shows questionable judgment in his sourcing, for example wrapping up a discussion of the success of "The Incredibles" with a page of quotes from the breathlessly enthusiastic reviews at AintItCool.com. And too many of the book's illustrations consist of verbatim reproductions of press releases, hardly the most riveting historical documents.
The book concludes with a chastened Disney -- which had long ago fired future Pixar director John Lasseter from an animator's job -- buying Pixar for $6.3 billion. In one way, it ends too soon, barely addressing Pixar's relatively aggressive moves to distribute its releases online as digital downloads. Will those efforts pan out, or will Pixar's management blow this chance after getting so many earlier technological advances right? We may have to wait for a sequel to find out.
Copyright 2008, The Washington Post. All Rights Reserved.
Excerpt. © Reprinted by permission. All rights reserved.
Disney had recently begun making direct-to-video sequels to its successful feature films, and Roth wanted to handle the Toy Story sequel this way, as well. A direct-to-video sequel could be made for less money, with lesser talent. It could be priced cheaply enough to be an impulse purchase. Disney’s first such production, an Aladdin spin-off in 1994 called The Return of Jafar, had been a bonanza, returning an estimated hundred million dollars in profits. With those results, all self-restraint was off; Disney would soon grace drugstore shelves with Beauty and the Beast: The Enchanted Christmas; Pocahontas II: Journey to a New World; The Lion King II: Simba’s Pride; and still another Aladdin film.
Everything else about the Toy Story sequel was uncertain at first: whether Tom Hanks and Tim Allen would be available and affordable, what the story’s premise would be, even whether the film would be computer-animated at Pixar or cel-animated at Disney.
As with A Bug’s Life, Lasseter regarded the project as a chance to groom new directing talent. In early 1996, once Roth decided that Pixar would handle production of the sequel, Lasseter assigned directing duties. Stanton was immersed in A Bug’s Life; Pete Docter, whom Lasseter regarded as the next in line, was already beginning development work on his own feature about monsters. For Toy Story 2, Lasseter turned to Ash Brannon, a young directing animator on Toy Story whose work he admired. Brannon, a CalArts graduate, had joined Pixar to work on Toy Story in 1993.
The story originated with Lasseter pondering what a toy would find upsetting. In the world of Toy Story, a toy’s greatest desire is to be played with by a child. What, Lasseter wondered, would be the opposite of that–worse, even, than being displaced by another toy?
An obsessive toy-collector character had appeared in a draft of Toy Story and was later expunged. Lasseter felt that it was now an idea whose time had come. Thinking of his own tendency to shoo his sons away from the toys on his office shelves, especially a Woody doll that he prized for its Tom Hanks signature, Lasseter began talking about the notion of a toy collector who hermetically seals toys in a case where they will never be played with again. For a toy, it would be a miserable fate. Brannon then suggested the idea of a yard sale where the collector recognizes Woody as a rare artifact and distracts Andy’s mom to grab him. Out of those ideas, Toy Story 2 was born.
The concept of Woody as part of a collectible set came from the draft story of A Tin Toy Christmas, in which Tinny was part of a set in a toy store and became separated. The other characters in Woody’s set emerged from viewings of 1950s cowboy shows for children, such as Howdy Doody and Hopalong Cassidy. “We started looking at these canonical characters that you find in westerns,” said Guggenheim, who was producer of Toy Story 2 during the first year of development work. “You would find a gruff old prospector. You would find other characters, like an Annie Oakley—Calamity Jane sort of character, a tough frontier girl.”
The development of the cowgirl character, Jessie, was also kindled by Lasseter’s life; Nancy had pressed him to include a character in Toy Story 2 for girls, one with more substance than Bo Peep. Jessie had started in a different form, as Señorita Cactus, a Mexican side- kick to the Prospector; she was to sway Woody with her feminine wiles. When the character of Jessie replaced her, the personality of the female lead became tougher and more direct.
As the story approached the production stage in early 1997, there remained the question of where Pixar would find the people to make it, given the demands of A Bug’s Life on the company’s employees. Part of the answer would come from a production organization within Pixar devoted to computer games. The Interactive Products Group, with a staff of around ninety-five (out of Pixar’s total staff of three hundred), had its own animators, its own art department, and its own engineers. Under intense time pressure, they had put out two successful CD-ROM titles: The Toy Story Animated StoryBook, released in April 1996, and The Toy Story Activity Center, released in October of the same year to coincide with the videotape release of Toy Story. The games featured much of the voice cast of the film, except that the voice actor Pat Fraley took Tim Allen’s place as Buzz, while Woody was played by Tom Hanks’s younger brother, Jim. The company touted StoryBook as the first CD-ROM to deliver full screen, motion-picture-quality animation on home computers. Between the two products, the interactive group had created as much original animation as there was in Toy Story itself.
Jobs had convinced himself that the games would sell ten million copies, like best-selling direct-to-video films. Kerwin, as head of the group, insisted that the market wasn’t there on such a scale. We can make a good, profitable business out of them, she said. (The products had sold almost a million copies combined.) But they won’t be a home run like Toy Story.
If that’s the case, Jobs said finally, then why don’t we just turn all these people over to making another movie? Thus, in March1997, while Kerwin took the assignment of building a short-films group, Jobs shut down the computer games operation and the games staff became the initial Core of the Toy Story 2 production team.
Press Release
TIM ALLEN AND TOM HANKS RETURN
AS “BUZZ LIGHTYEAR” AND “WOODY”
March 12, 1997
The Walt Disney Studios and Pixar Animation Studios announce today that a sequel to the groundbreaking Academy Award—nominated feature film TOY STORY is underway and being created exclusively for home video. The all-new, fully computer-animated sequel will feature the voices of Tim Allen and Tom Hanks, who reprise their enormously popular roles as “Buzz Lightyear,” the space ranger, and “Woody,” the pull-string Cowboy, respectively. Production on TOY STORY II reteams Disney’s Feature Animation team and Pixar’s Northern California studios. . . .
“‘Toy Story II’ is the latest production to be announced in our growing made-for-video film category,” Ann Daly, President, Buena Vista Home Video, said. “With ‘Aladdin and the King of Thieves’ and the debut of ‘Honey We Shrunk Ourselves’ next week, we are now bringing both animated and live-action films into this pipeline with great success. . . .”
Disney soon became unhappy with the pace of the work on the film and demanded in June that Guggenheim be replaced as producer. Pixar complied.
He looked back on his seventeen years with Pixar and Lucasfilm and concluded that he had most enjoyed working with groups that were venturing into new directions, like the EditDroid digital editing project and the original Toy Story effort; with Pixar’s shedding of everything but feature films, he believed the company’s strategy left few entrepreneurial opportunities. Guggenheim, now financially secure thanks to the stock offering, left the company.*
Karen Jackson and Helene Plotkin, who had been associate producers on the sequel, moved up to the role of co-producers. Jackson recalled using the enticement of greater responsibility–the chance to be a big fish in a smaller pond–to compete with A Bug’s Life for the production people they wanted.
“You could go to A Bug’s Life and be one of two hundred, or you could come to Toy Story 2 and be one of fifty or sixty,” she said. “To fill the spots on Toy Story 2, we did a lot of recruitment outside. But there were certain key positions on Toy Story 2 where we wanted to get experienced staff on board, and the way to get them on board was to say, ‘We’ll let you run this department,’ or, ‘We’ll let you be the directing animator.’ ”
In November, Disney executives Roth and Peter Schneider viewed story reels for the film, with some finished animation, in a screening room at Pixar. They were impressed with the quality of the work and became interested in releasing Toy Story 2 in theaters.
In addition to the unexpected artistic caliber, there were other reasons that made the case for a theatrical release more compelling. As it turned out, the economics of direct-to-video for a Pixar film weren’t working as well as hoped. The logic of direct-to-video hinged on low production costs, but low-budget and high-budget projects could not readily coexist under Pixar’s umbrella. The creative appetites of Pixar’s leadership made it anathema to produce a film at less than the highest level visually–one in which corner-cutting could be seen on screen. In computer animation no less than in live action, production values cost money.
More prosaically, Pixar wanted the efficiency of moving crew members from one production to the next, whatever the next one might be, so Catmull and Lasseter deemed it unacceptable to create a second, lower-wage staff for low-budget projects. Since labor costs added up to 75percent or more of the production costs, it was unrealistic to try to make a significantly lower-cost production as long as all the films ...
Product details
- Publisher : Knopf; 1st edition (May 13, 2008)
- Language : English
- Hardcover : 304 pages
- ISBN-10 : 0307265757
- ISBN-13 : 978-0307265753
- Item Weight : 1.45 pounds
- Dimensions : 6.5 x 1.25 x 9.75 inches
- Best Sellers Rank: #1,149,353 in Books (See Top 100 in Books)
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- #1,405 in Art of Film & Video
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About the author

David A. Price was educated at the College of William and Mary, where he received his degree in computer science, and at Harvard University and the University of Cambridge. He is a Fellow of the Royal Historical Society.
His book The Pixar Touch: The Making of a Company was named a Wall Street Journal "Best Book of the Year," a Fast Company "Best Business Book of the Year," and a Library Journal "Best Business Book of the Year." His book Love and Hate in Jamestown was a New York Times "Notable Book of the Year." His latest book is Geniuses at War: Bletchley Park, Colossus, and the Dawn of the Digital Age.
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Others have their reasons for thinking so highly of The Pixar Touch. First, David A. Price's does a brilliant job of delineating the complicated chronological sequence that began with the hiring of Edwin Catmull (then at the New York Institute of Technology) to head the graphics group within the computer division at Lucasfilm (1979). Subsequently, Pixar Animation Studios (later shortened to Pixar) was purchased by Steve Jobs in 1986. After a highly successful IPO (11/29/1995), Years later, Jobs sold it to the Walt Disney Company for $7.4 billion (in an all-stock deal) in 2006. Price covers each of the company's transitions thoroughly without bogging down in details. With the predictable exception of Jobs, those who provided leadership at Pixar demonstrate remarkable composure, indeed style and grace, during difficult times and sincere appreciation when lavished with praise, awards, and wealth. (Jobs's primary - if not only - motive was and remains, the creation of "insanely great work.") Price's mini-biographies of the major figures probably provide the information that most people require.
Second, I was especially intrigued by the fact that the key people provide what Price characterizes as "unlikely ingredients" for success when they joined Pixar. John Lasseter was hired by Disney immediately after college and had just been fired. Catmull had been turned down for a teaching position and "ended up in what he felt was a dead-end software development job" at Computer Graphics Lab. Alvy Ray Smith was employed by Xerox's Palo Alto Research Center (PARC) "and then abruptly found himself out on the street." As for Jobs, he had been forced from the company he co-founded, was widely ridiculed, and considered a has-been. Price suggests that, despite and perhaps because of these and other serious setbacks, those who established and developed Pixar illustrate Joseph Schumpeter's observation that successful innovation "is a feat not of intellect, but of will."
Finally, I admire Price's skills when explaining the artistic significance of each of the feature films that Pixar has produced from Toy Story (1996) until WALL-E (2009). He establishes a multi-dimensional context for each, identifying the challenges the production process faced and eventually overcame. With regard to the creative process, for example, the original attributes of the two central characters in Toy Story (Woody and Buzz Lightyear) underwent significant changes as did the initial thoughts about the relationship between them. Those involved in collaboration at Pixar have always followed John Lasseter's admonition that "quality is the best business plan" and embraced Ed Catmull's assertion that perfection is a minimum standard. Production of each of the other feature films also demonstrates the same commitment to artistic standards that few other films achieve.
Leaders in any organization can read and re-read this book, then attempt to apply the business principles and core values that define what Pixar does and how it does it. Although the principles and values are sound, however, they are insufficient. What is also needed is the Pixar "touch" and there is no way that David Price or anyone else can explain how to develop it but you'll know it when you see it...in any of the Pixar films.
Pixar's story interweaves with that of the Walt Disney Company throughout its history. Founding CEO Ed Catmull's college dissertation involved creating a texture map projecting Mickey Mouse and Winnie the Pooh onto undulating surfaces. When Disney decided to replace its ink-and-paint process with computers, it had Pixar test the system with a scene from The Little Mermaid. In 1991, Disney agreed to finance Pixar's first full-length feature film, Toy Story , but production was shut down in late 1993 because the plot dictated that Woody be mean and petty. Disney rewrote the script to make the toy cowboy more sympathetic. And in January 2006, Disney agreed to acquire Pixar for 287.5 million shares of Disney stock.
The story works in the biographies of some fascinating men. Catmull turned down Disney when it approached him to help design the Walt Disney World attraction Space Mountain. Steve Jobs, newly thrown out of Apple Computer, bought Pixar for just $5 million, only to discover he had to spend twice that to keep it afloat. You read how John Lasseter advances from a skipper on Disneyland's Jungle Cruise to the principal creative advisor of Disney and Pixar animation.
The book includes a handful of black and white photos, and eight glossy, full-color pages with images from Pixar movies Toy Story , A Bug's Life , Toy Story 2 , Monsters, Inc. , Finding Nemo , The Incredibles , Cars and Ratatouille .
Here's the chapter list:
1. Anaheim
2. In the Garage
3. Lucasfilm
4. Steve Jobs
5. Pixar, Inc.
6. Making it Fly 1
7. Making it Fly 2
8. "It Seemed Like an All-Out War"
9. Crisis in Monstropolis
10. Emeryville
11. Homecoming
Appendix 1: Pixar Academy Awards and nominations
Appendix 2: Pixar Filmography
Top reviews from other countries
'The Pixar Touch' gives a film buff plenty of detail on the development and making of most of the highly successful Pixar Feature Films such as 'Toy Story', 'A Bug's Life', 'Toy Story 2', 'Monsters Inc', 'Finding Nemo', 'The Incredibles', 'Cars', 'Ratatouille', and 'WALL-E'.
Not being a film adherent, more of a follower of recent North American economic history, I was looking for more of an insight into Steve Jobs mercurial management style particularly his battle for supremacy with one-time 'partner' Disney and it's equally bombastic, and egotistical leader Michael Eisner, but this was slightly side-lined by the authors most comprehensive and interesting revelations on the creative front.
No panegyric by any means, you learn of the bust-ups and controversy behind the scenes and between studios - as well as the mistakes, the anxieties and the lucky breaks. And then there's the sheer darn hard graft; the incredible commitment to narrative integrity and beauty; the spirit of filming excellence which is confined, almost exclusively, nowadays, to their offices in Emeryville.
When nine out of ten films being released are filled with crude perversions, sloppy characterisation, the filthy and tedious daydreams of lazy human beings; mistaking quirkiness for humour, and titillation for engagement - Pixar stand alone. Think back to 2009. Can anyone name any film but UP, that was worth seeing? (And seeing again, and again, and again.)
These folks have got *heart*. 'The Pixar Touch' is a great insight into just how, and why, they do.







