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He's an Oscar winning animator whose first feature film,
the irreverent comedy Ice Age, is already getting considerable attention.
Wedge talked to PAUL FISCHER about its genesis and trying to compete
wiuth all those other pesky computer-animated films.
Paul Fischer: This is your first
feature, was it hard to make the transition?
Chris Wedge: No, it was a transition
I've been looking forward to since I was about 12 years old. So,
no, it was fun. We felt completely prepared for it.
P.F: Why this particular period
of history?
C.W: Well, it was a concept
that Fox had been kicking around for a little while and they had
a draft of the story together which ended up being the main bones
of the dramatic story of Ice Age. What appealed to me about it
was just that the setting was just kind of ripe with possibilities
for invention and exploration. The ice age doesn't sound sexy when
you first say it. But when you look at it, it's the world in transition.
All these animals that were hanging around for who knows how long
and suddenly the climate is changing and humans are appearing.
It just seemed like an interesting pressures on these guys and an
interesting world that is both kind of familiar and alien, because
it happened so long ago, in a place that we live on now, that looked
a lot different back then.
P.F: You were told no dinosaurs, but
most people believe that dinosaurs were killed off by the ice age?
C.W: No, I don't think
so. I think it was a giant meteor. Interestingly, enough there
are ice age cycles that happen. We are talking about the most recent
ice age that ended, I think about ten to twenty thousand years ago.
The polar ice caps descended down as far as the middle of America.
New York City was under a mile of ice. Of course, it wasn't a city
then. It wasn't a city until the glaciers receded. But the dinosaurs
were off the stage for about 300 million years from what I understand.
P.F: Did you actually research the ice
age for this project?
C.W: Yes we did. I felt
an obligation. I felt duty bound to research the ice age when we
started and then I felt like throwing it all out the window and
making a comedy about it when we got to start making the movie.
We did do a lot of research.
P.F: Why did you decide to do the voice
of Scrat?
C.W: Well, we do all the
voices before the actors do, because we cut the movie together with
just the storyboards and our voices to start working on the pacing
of it. We kind of make the whole movie backwards, we edit it first
and then we execute all of the animation. So, one afternoon we
needed the sound for that Scrat to be running, screaming, being
manic and so I put it in and that's just what we kept.
P.F: How hard is it to cast these projects?
Where did Ray Romano's name appear?
C.W: Ray wasn't the obvious
choice for us, because what we first thought was that Manny's voice
should be a big deep voice and we went for James Earl Jones types
and played those up against the drawings of our character and they
sounded big, but they sounded kind of obvious. Ray was a suggestion
I think from the casting people at Fox. Some actors when you take
their voices away from their faces they just sound like you or me.
But Ray's when you take his voice away from his face, it sounds
like Ray still. When we put that voice on our character we had
something really unique. I think a lot about Ray's demeanour, he's
a big kind of teddy bear anyway. We just made a bigger version
of that.
P.F: You couldn't see his mouth move,
was that a challenge?
C.W: It was a challenge
for us because it takes away some of the elements that we use to
make faces expressive, but it left us with the most expressive part
of a character's face; the eyes. If you think about the mammoth,
all you have is the eyes and the head. He can't even use his arms.
He doesn't have any. He stands like a table and so his eyes, his
gesturing and Ray's voice do all the acting.
P.F: The trunk was pretty amazing.
Was that new technology?
C.W: There was no new
technology for the trunk other than fur we had developed to apply
to everything. That kind of flexible shape changing animation has
been around for a while. It's all design that makes it look and
move the way it does.
P.F: What about the footprints in the
snow?
C.W: Actually, we did
come up with a very clever technique where that all happened automatically.
The technical directors were able to give us that capability automatically,
so when they stepped a footprint would be there and when they ran
they'd kick it up. We chose a style for the movie that didn't require
us to make everything look perfectly, photographically realistic.
We picked a style that we knew we would be able to apply to everything
evenly, so some of those weather effects, rain and snow, end up
making it look really real.
P.F: Are you aware of what the other
animation studios are working on and their similarities to your
project? Does that concern you while you are making a film?
C.W: You can't think that
way. The films that we were reacting to were films that have been
done when we started the movie, films that were done three years
ago, and two years ago. But by the time some of the films that
people inevitably compare us to were in the theatres we were finished
with animation. Certainly finished with story and it was just rendering
it up and doing the post on it. Whatever similarities there are,
it may be just some group consciousness at work.
P.F: What about the human characters?
C.W: Well we stylized
the humans certainly. We didn't feel any. . . I wasn't interested
in making the humans look realistic at all. There are five billion
humans on the planet right now, if you can't find one of those to
use than you've got trouble, but we styled them along with the style
of the whole movie and I think it makes them more convincing somehow.
The notion that they don't speak is just that they are not central
to the story. They are just kind of the maguffin in our story.
They are the things you have to get to and deal with. What happens
along the way is the real story and it's all told from our character's
perspectives.
P.F: How serious do you think Fox is
about animation?
C.W: Well, Blue Sky has
been it's own company. Blue Sky is in New York. We're 3,000 miles
away from the studio and we have nothing to do with the history
of animation at Fox before us. We just weren't involved with it
at all. I can't speak for Fox. Hopefully they are excited about
the movie. I think they are. And excited about the future potential
of Blue Sky.
P.F: Did Fox come to you?
C.W: Fox came to us with
the concept for Ice Age and they came to us with the first draft
of the script. They also gave us a mandate to make it into a comedy
from what was previously a rather dramatic action concept.
P.F: Do you expect other studios to
buy animation houses?
C.W: It costs a lot of
money to make these because there are so many people involved and
so much technology. There's a lot of overhead involved with it.
Nobody really wants to be saddled with it. We carried it on our
own for a long time and Fox came along as a partner that would help
us grow the company to the point that we could make a feature film.
We added a hundred people to our staff in a year. So you need the
kind of investment, marketing and distribution muscle that a company
like Fox has.
P.F: How many other projects do you
have in development?
C.W: Well, we have one
that's quite far along in development right now and there are ideas
in behind it. We are still a relatively small company in comparison
to some of the other studios that are out there. We are hoping
that there will be some success associated with Ice Age that will
allow us to build up more of our own internal development.
P.F: What were some of the major decisions
you had to make to get this movie to the screen?
C.W: We had a lot more
material than what ended up in the film. In spite of it all, I
wish we had more time to add more to the movie. There were more
characters. We actually had to cut some characters out. We spent
more time with the tigers. We spent more time with some of the
extras. There was a romantic interest for Sid that is really brilliant,
funny stuff that will appear on the DVD. There were things we cut
for pacing issues. Sid's girlfriend we cut completely for pacing
issues. We just wanted to get the story started faster. We made
some changes to the story late on for the end of the story, that
knocked out our ability to do a tag sequence that was going to tie
up a couple of the other characters so there was no point in having
them. There was some tone stuff that ended up cutting, especially
we took the hot tub scene a little further than it appears in the
movie. Some of the funniest stuff to us we had to cut because you
could tell it just wasn't playing.
P.F: If you started as a drama when
did you realize you wanted to make a comedy?
C.W: Fox said, 'Let's
make this movie and we'll make this movie with Blue Sky as long
as they can make it into a comedy'.
P.F: Was that tough?
C.W: Yes, it was very
hard. Comedy is hard. For idiots like me, it's really hard.
P.F: Were you surprised at the success
of the teaser trailer?
C.W: You know I resisted
that idea at the beginning because I always want to save everything
for the audience. So every time I see a new gag in a commercial,
I ask them 'Please do you have to show that gag.' They say, 'Don't
worry, there are so many gags in the movie, nobody is going to feel
like they've seen them all in the marketing.' That was a sequence
where I was really looking forward to seeing how it played and ironically,
as many times as people have seen it in the theatres or on the Internet,
they laugh their heads off.
P.F: How surprised are you by this movie?
C.W: I'm really happy
with it. I knew going into it we would solve it. I knew going
into it that we would solve it. We weren't sure what we were going
to have when we started, but inevitably you pull things from that
creative ether that you don't expect to find. You put all the ideas
you can into the movie at the beginning and then after a while you've
created a Frankenstein that starts to live on its own. It has its
own personality and it kind of tells you where to go. It's really
like raising children. You have no idea what you're going to start
out with and then you have something that looks like you when you're
done.
P.F: Does the animation community talk
to each other?
C.W: I'll tell you it
was back when we were younger and more innocent, we used to talk
about what we were working on all the time. There's a fair amount
of openness. I think everybody knows, most of the people that could
take advantage of it and know what we're working on next and we
know what people are working on.
P.F: What about the Academy Award nominations
for animated features?
C.W: I hope it does get
one every year. You need to have enough movies so that three nominees
are warranted. Actually I'd like animation to be accepted so it
doesn't feel like a niche category. There's a perception that has
been attached to animation and I can't think, some film historians
are going to have to help me figure out where it started, that animation
is for kids and I think that's kind of restricted the amount of
serious attention the Academy pays to it anyway. They're pandering,
it's for kids anyway. It's not serious. I think there's some of
that going on.
P.F: Adult animated movies don't seem
to do well. They do in Japan.
C.W: Maybe it's a cultural
thing. I don't know. I'm not saying that I'd change anything about
our movie because I think it's something. . . you don't have to
be a kid to enjoy our movie for sure. We didn't dumb it down for
kids. I'm excited that animated films will get their recognition
now, because they take so long and they take so much work by so
many talented people.
P.F: Do you envy other studio's technology?
C.W: I like the way our
fur looks. The technology kind of evolves at a pace. It's kind
of fuelled by the amount of people that are into it, but you can
kind of tell how fast it's going to go. It's happening a lot slower
than I thought it was going to go and I've been doing this for twenty
years. But the one thing that all these. . . the successful films
that people point to have a decent story and that has nothing to
do with the technology at all and that's why I think there may be
some point in the future when someone wants to take a risk and spend
this much money on a film that's just for adults. You may end up
with a Matrix movie that's all CG, that actually hits because there's
a story there.
P.F: Did you ever realize that this
story is Three Men and a Baby?
C.W: Yeah, I mean I was
really trying to play any kind of label down on the movie. There
are definitely moments where you have that three men and a baby
thing going on, but I wanted it to be less about the baby and more
about the relationship of these three guys. Last night at the very
end when they were waiving bye I was sitting at the back of the
theatre, Sid goes, 'Goodbye' and I heard this little voice behind
me, 'Goodbye'.
P.F: Was there ever a temptation to
throw in a couple of songs?
C.W: Never for the characters
to sing. There wasn't really any pressure to do that. Ray probably
has a pretty good singing voice.
P.F: Couldn't Scrat be part of a short?
C.W: Well, yeah. I think
it's the economics of making the shorts that have doomed them long
ago. I've made a lot of short films and I can tell you there is
absolutely no way to make a living doing it. You can work on something
for three years and then make about $3,000 in prize money after
a full year of having it tour around the world. Bunny made as much
prize money as you could possibly ask for and I couldn't run the
household on it, plus I had to distribute it to all the people that
worked on it. We made a fund at Blue Sky. . . basically we threw
a lot of parties with the prize money.
P.F: And where do you keep the Oscar?
C.W: Oscar is home sitting
on the shelf.
Bunny (1998)
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