I set a lot of goals for myself at the start of making this film.
At the
top of the heap was my desire to entertain myself and the crew who
slaved over making
The Zit in their spare time. While I
didn't plan
on spending three years making this cartoon (I'm not sure I could have
convinced
myself to undertake the project had I known!), I knew that if I
couldn't get
genuinely excited to pound away at the minutiae each and every night,
there was
no way we would even finish let alone create something that we could
all be
proud of. I knew that passion would not guarantee a good
film, but I
also knew from experience that the lack of passion would most certainly
damn it
to mediocrity at best.
Story |
Art Direction/Production Design |
Animation |
Lighting |
Score |
Sound Design |
Was It A Dream?
Story
While I tried to ensure that The Zit would operate on a
couple of different
levels--at a minimum--I wanted the cartoon to first work as a fun,
gross out,
mystery. I figured if I
couldn't make 10 years olds laugh at a story about a boy with a huge
pimple, I
was probably in trouble. I knew
that some people would be disgusted by the very idea of a pimple flick,
but for those that giggled at the title or premise of The Zit,
I
wanted to give them the best damn pimple movie ever.
Even though The Zit is in many ways a classic gag cartoon, I
wanted
the gag (or gags) to be truly unexpected and dramatically
realized. I wanted to keep the audience a little off-kilter
throughout, but at the end of the movie, I hoped people would look back
and see
how each event logically precedes the next. For instance, even
though most
people will probably know the title of the cartoon before they see it
(and
hence, have an idea of what they are getting into!), I hope that those
who don't
will think they are settling in to see some kind of cute, cuddly,
Norman
Rockewell-esque coming of age film until the title card is squirted on
screen.
Each time the pimple gets bigger, they should think it can't possibly
get any
worse. When Timmy has tried everything imaginable to extricate
himself
from the mess he brought on, the audience should see his clever
solution as both completely
unexpected and at that the same time logical based on Millie's
obsession with birds. And by the end, I
hope people will lament that if he had just let well enough alone, he
could
have avoided his pimple catastrophe.
While there is nothing wrong with making a simple, funny gag
cartoon, if I
was going to pour my heart and soul into a project, I wanted to create
something
truly universal. I wanted to
make a cartoon that adults could relate to. After all, who hasn't
had to
deal with the embarrassment of an inopportune pimple? Or
with body image issues in general? Or
who hasn't had to
figure out what it means to grow up and be yourself?
Hopefully, at least
subconsciously, The Zit will speak to anyone who has had these
concerns. And
by the cartoon's end, I hope
that the audience is keeping their fingers crossed that Timmy has
learned his
lesson. In order to have the film resonate at this more universal
level, I
needed the audience to both fall in love
and empathize with Timmy.
I tried to make every other movie making decision reinforce these
goals.
Art Direction/Production Design
First and foremost, I wanted to make sure our characters, props and
color
choices were all appealing. The term "appeal" is vague, but in
the context of this short four minute film, I needed audiences to start
rooting
for the characters as soon as they see them. And the environment
needed to be warm and inviting to
contrast with the gross, chaotic action. Next, because kids in
every age
struggle with adolescence, I wanted The Zit to feel timeless
and not rooted in any particular
era. The retro 50's feel was our
attempt at meeting these goals.
To keep the audience feeling empathetic towards the characters and
not
repulsed by the action, I was very conscious of
keeping the film "funny gross" as opposed to "nauseatingly
gross." In order to straddle this line, we tried to think of the
room
like a stop motion set where each element was made of some real world
object,
but not necessarily the element's real world corollary. So, we
have a cat
that looks more like a chenille stuffed animal, a pimple that resembles
a
child's balloon (with no whitehead!), and zit
goop that looks more like men's shaving cream.
I established a few basic production design principles to enhance
the story. First,
to make Timmy's
final solution to his pimple problem seem all the more reasonable (if
not
inevitable), the only
sharp object in the room would be cat's claws. We took this
principal so far as to
bevel each corner of the room and to dull the end of the plastic
fork. I
also wanted Timmy's room to mirror the way he was shaped and reflect
his self
image, so every
piece of furniture is round, dumpy and bottom heavy. Finally, to
both
reinforce the 50's-esque feel of the room and allude to the flying
action that
is at the climax of the short, we peppered room with different kinds of
rocket
ships: on the wallpaper, on Timmy's
belt buckle, on his shirt, and in the actual flying saucer shape and
texture of the
ceiling light.
Animation
Animation is acting. And if I was going to have audiences
connect at an
emotional level with the characters and root for Timmy to figure out a
solution to
his ever escalating predicament, I needed to get great acting
performances from
both Timmy and Millie. To achieve this, I needed the characters
to be
rigged with enough controls to allow for the range of emotions that
they progressed through
to be realized.
For Timmy, these controls needed to allow animators to move his flesh
around
enough to enforce the idea that he was a real, albeit stylized, boy
with
something organic growing on his face. And since Millie acts
partially as
a surrogate audience member, observing the action without being
omniscient, it
was equally important to be able to clearly read her indifference,
surprise and
fear.
The best, most sophisticated controls in the world mean nothing if
you don't
have animators capable of making use of them . And while I had a
group of
extraordinarily talented animators working on the cartoon, because
their time
was so limited, I needed to be very precise in my instructions on what
needed to
be achieved emotionally and physically for every shot. We had no
time to
re-conceive actions, so each shot needed to be nailed down on the first
pass. Iterations had to be limited to merely enhancing the
original
blocking.
Lighting
From the earliest conception of the cartoon, I knew that the
lighting of the
film would be a critical story telling tool that we would use to set
the mood of each section of the
film. And while I wasn't radically concerned about maintaining
strict
continuity between each distinct lighting phase, I did attempt to
motivate each
lighting change. Since the initial dance hall sequence was all in
Timmy's
head, my only goal here was to misdirect the audience and sell the idea
that
Timmy was actually at the dance, nervously plucking up his
courage. The next section of the film is the
golden hour period. The sun is starting to set, but we have warm
rich
sunlight pouring into the room to highlight Timmy's initial courage and
optimism. As Timmy's predicament is revealed and his situation
becomes
more desperate, we gradually gradate down to a more somber late golden
hour
period.
If we succeeded, the audience shouldn't notice the change as it's
happening. Once Timmy starts flying around the room and hits the
ceiling
light, we quickly accelerate "sunset" and switch to our film noir
period. Here, everything is lit coolly in shadow or light to
enhance Timmy's fear of looking in the mirror. Once Timmy
realizes his pimple is gone and he's skinny, we switch to our last
lighting
scheme which is somewhere between late golden hour and film noir to
highlight both his brightened mood and his fear of a repeat incident.
Score
We found inspiration for the score of The Zit in the
classic Warner
Brothers cartoons of the 40's and 50's, and it was designed to both
propel the
story forward and to convey the cartoony realism of
the piece. Brian DeBoer (our composer) and I
had talks as far back as the storyboarding phase about devising music
that underscored
without telegraphing the
action while never overwhelming the animation. A particular
challenge was scoring the central portion of the
cartoon to highlight Timmy's ever increasing desperation as the
pimple
grew. As his actions became more frenzied, the music
needed to keep pace in order to make the audience as anxious as
Timmy. The opening "dance hall" section was another difficult
section to score. I wanted to keep the film as timeless as
possible, but
at the same time I needed music that would clearly convey "dance"
music. Our solution was to score a 50's-esque swing/love song to
reinforce
the nostalgic retro-50's look of the room itself but instrument it in a
way to
make it feel more modern.
Sound Design
We used sound design in a few concrete ways to help enhance the
story. As with
every other aspect of the film, I wanted to imbue the material with a
heightened, cartoony reality in order to cue the audience that it was
OK to
laugh but at the same time remind them that from Timmy's perspective,
some
pretty scary stuff was happening. In other words, the audience
needed to
connect with the characters emotionally, but be able to laugh at the
ever
increasing gross out action. Next, I wanted to subtly cue the
audience
that Timmy was not a "real" boy, but that he was, in fact, filled head
to toe with puss. While the gag works without any explanation, I
wanted to
set up a universe where a deflating little boy was actually
reasonable. By making Timmy slosh and gurgle every time he
moved his
body, we hoped to make the final reveal more satisfying. Finally,
I wanted to leave most of
the actual pussy grossness to the audience's imagination, so when
Millie finally
pops the zit, I kept the camera locked and had most of the deflation
take place
off screen. To cue the audience as to what was happening, we
used many layered sound effects to play up the action (jet engines,
explosions,
compressed air sounds and more) and then used all five speakers in the
mix to place
the audience in the center of Timmy's fly around.
Was it a Dream?
Many people have asked me if the first three-quarters of the cartoon
was just a
Timmy daydream. Did he fear he was fat because he was nervous
about asking
out Suzie? I think it's great if people want to read the
film in
this way. While the dream idea wasn't the primary reading I was
shooting
for, I did consciously think through this
interpretation from the beginning and allowed for some ambiguity during
the
story development and boarding process.