Showing posts with label Eben Ostby. Show all posts
Showing posts with label Eben Ostby. Show all posts

Monday, April 14, 2014

This Day in Pixar History: Pixar's 1997 Annual Report


© Pixar


I've written a number of articles on Pixar's financial reports when it was a public company. Today, let's turn time back about 26 years to look at their 1997 annual report, which came out in early 1998. As with many of Pixar's early annual reports, it started with an informative and entertaining letter from CEO Steve Jobs. They also often included a nice little gift - the 1997 annual report came with a VHS copy of the Academy Award winning short film Geri's Game. So I will try and minimize the financial information (much of it has already been covered in the individual quarterly posts I've done) and focus on the other content.

In their 1996 annual report, Pixar warned of a significant decrease in revenue for the upcoming year due to a decrease in revenue from Toy Story. This was logical; Toy Story was released more than 2 years earlier in late 1995, and Pixar's revenue in 1996 were over $35 million, primarily from the film. But in usual Pixar fashion, they were conservative in their guidance for 1997 and the company's revenue were almost as much as in 1996, $34.7 million. In fact, film revenue was higher in 1997 than 1996: $26.9 million versus $18.8 million, or an increase of 43%!! Not too bad given the expectations of a significant decline! The increase in film revenue was due to the Feature Film agreement between Pixar and Disney: as Toy Story revenue began to accrue, Disney was allowed to capture the majority of it to offset their marketing and distribution costs. As Disney's outstanding costs declined, Pixar received a larger percentage of the revenue. By the middle of 1997 Disney had recovered all their costs, allowing Pixar to capture a proportionally higher percentage of the Toy Story home video and merchandise sales.

© Pixar

You might then ask why were overall revenues down in 1997? This was due to 2 areas. First was in patent revenues - in 1996 Pixar received patent revenue of over $9 million from Silicon Graphics (SGI), which dropped to only $1.7 million in 1997. The second area of decreased revenue was in animation services, such as television commercials. Pixar decided to get out of doing animation services for external customers in 1996 to focus on its feature films which caused this revenue drop.

Pixar's gross margins continued to increase, which is amazing since they already were quite high. Overall gross margins increased from 86.6% in 1996 to 92.7% in 1997. Much of the increase came from Pixar getting out of animation services, which had the lowest gross margins of all their segments. Patent licensing revenue had no associated costs and the software segment (which derived revenues from sales of their RenderMan application) had very low costs (1.8% in 1997 versus 3.4% in 1996). Cost of film revenue also dropped to 5.5% versus 8.2%, mostly due to Disney recovering all their costs in mid-1997 which allowed Pixar to receive a proportionally higher amount of the revenue.

Overall, 1997 turned out to be a better year financially than 1996, except for the bottom line. Pixar ended up paying quite a higher amount of taxes ($9.9 million) in 1997 than 1996 ($2.0 million), due to the utilization of net operating loss carryforwards during 1996. In the end, Pixar reported net income of $22.2 million ($0.46/share) in 1997 versus $25.3 million ($0.54/share) in 1996. Still, I'd consider those pretty good results given the guidance Pixar gave at the beginning of the year!

Pixar's cash position also improved in 1997, growing from $161 million in 1996 to $176 million, even with the much larger outflow of cash Pixar experienced. Pixar spent $10 million on computers and other property to run the studio and $7.7 million on the new Emeryville studio. In addition, with the new Co-Production agreement Disney and Pixar signed in early 1997, Pixar was responsible for half of all film development costs, which totaled a little over $27 million. These costs were more than offset by the higher revenues and the $15 million Disney invested in Pixar on the signing of the Co-Production agreement.
© Pixar

OK, enough of the financial information. As I mentioned at the beginning of the post, Steve Jobs started the annual report with the shareholder letter, which he wrote after watching the 1997 Academy Awards. Pixar won their third Oscar that year, this time a Best Animated Short Film award for Geri's Game. Jobs congratulated director Jan Pinkava,  producer Karen Dufilho and the entire Geri's Game team. Besides the Oscar, Tom Duff, Eben Ostby and Bill Reeves each won an Academy Scientific and Technical Achievement award for their work on Pixar's Marionette 3-D Animation System. In addition, Tom Porter won a Scientific Academy Award for his work on digital painting. The addition of these awards brought Pixar's total count of Academy Science awards to 18.

A few other pieces of information Jobs shared:
  • Hiring 97 employees during 1997 for a total of 391.
  • Expecting to break ground on the new Emeryville studio that summer with a move-in date of early 2000.
  • Investing over $8 million annually on research.
  • Growing the size of their RenderFarm to 1000 Sun processors and having storage capacity of over 5 terabytes.
  • Highlighting that Toy Story 2 had been upgraded to a full theatrical release, and that their still secret 4th film (Monsters, Inc.) was in development and was hoped to go into production by the end of the year.
Jobs was very clear on his goal for Pixar - to make it the second greatest feature animation studio in the world, only behind Disney Animation. As part of reaching this goal, Jobs stated they were trying to release one animated film per year for the next 3 years (A Bug's Life in 1998, Toy Story 2 in 1999 and Monsters, Inc. in 2000). But Monsters, Inc. would end up not being released until 2001 and Pixar did not accomplish the goal of 3 films in 3 years until 10 years later.

© Pixar
Jobs went into great detail on the making of A Bug's Life.  He highlighted how there were over a dozen major characters, and that each one was more complex than any characters in Toy Story. He talked about how a new subdivision surface technology developed for Geri's Game was used to bring more subtlety and lifelike expressions to the characters. He also explained how they were using simulation software for moving crowds of hundreds of ants or creating lifelike movement in blades of grass (Simulation would reach a new level of complexity and use in Monsters, Inc.). Finally, he discussed how the lighting team was challenged to create more sophisticated lighting to support the outdoors environment the film takes place in. He said the results were "breathtaking". Jobs was also excited about the wide-screen nature of the film, stating that it would look "epic".  A Bug's Life was the first film entirely transferred to film via lasers, and Pixar had to develop their own laser film recorder to perform the transfer. And with all the complexity and larger cast of characters, Jobs stated they were using 10 times more processing power to create the film as they did on Toy Story just three years earlier.

© Pixar
Jobs also explained how it was decided to upgrade Toy Story 2 to a full theatrical release. They originally felt that, with most of their key people from the original Toy Story working on A Bug's Life, they would not be able to find and recruit enough talent to meet the higher standard demanded of a theatrical release. But since the success of Toy Story, Jobs stated Pixar had "become one of the hottest places to work in our industry," and had pulled together a team capable of delivering the necessary quality, at that time being led by Ash Brannon and Colin Brady. The decision to expand Toy Story 2 to a full theatrical release occurred after a November, 1997 meeting in which teams from Disney and Pixar watched the completed story reels and felt the story was strong enough to receive a full theatrical treatment.

Readers of this blog are probably familiar with the story that, less than a year after Jobs wrote this letter, Pixar would realize the story wasn't as strong as originally thought, and in late 1998 production was stopped and the story underwent a major overhaul, with John Lasseter, Lee Unkrich and others coming on board to make sure the film was delivered on time.

© Pixar

To finish this post, many of you have probably seen the image above of Ed Catmull, Steve Jobs and John Lasseter. Interestingly, the image's origination was in this annual report but in a slightly different fashion. You can see the original image below, which is of Pixar's executive team at the end of 1997, including CFO Lawrence Levy and Vice President of Production Sarah McArthur.

© Pixar



© Pixar


Thursday, August 23, 2012

This Day in Pixar History: First Annual Cartoon Art Museum Benefit (UPDATE 2)

UPDATE 2 (October 10, 2012): CAM just announced the date for the benefit has been changed from November 3 to November 10! Updated information can be found here.

UPDATE (September 27, 2012):  CAM announced the details for this year's event and tickets are now on sale! It looks like this year's event will focus on Finding Nemo 3D and Partysaurus Rex, including a Q&A session with Dr. Steve May (Finding Nemo production lead and Pixar CTO), Ronnie del Carmen (Finding Nemo story supervisor), Jim Capobianco (Finding Nemo story artist), Mark Walsh (Director of Partysaurus Rex and Finding Nemo directing animator) and Bob Whitehill (the 3D stereo supervisor on Finding Nemo 3D, as well as all of their 3D films). The Q&A session will again be hosted by Dr. Michael B. Johnson. In addition, you'll be able to view pre-production artwork from Brave in the 2nd floor gallery that surrounds the atrium.

Ticket prices are the same as last year ($450 for CAM members, $500 for non-members). Since an individual membership costs $45, you're better off becoming a member and getting a year's worth of benefits! It doesn't look like they are offering a VIP tier this year. In any case, this is a great opportunity to go inside the studios, see some awesome artwork, meet some of the filmmakers and support a great cause.

Below is my original post:

9 years ago today, the Cartoon Art Museum held their first benefit at Pixar, with event attendees enjoying hor's d'oeuvres, viewing artwork from the just released Finding Nemo, and hearing from Pixarians such as Dr. Edwin Catmull and Pete Docter. According to their website, the Cartoon Art Museum, also known as CAM, is the only museum in the western United States dedicated to the preservation and exhibition of cartoon art in all its forms. Located in downtown San Francisco, the museum has over 6,000 pieces of cartoon and animation art plus a number of galleries for exhibition purposes. Some of the current and past exhibits include one on the Avengers comic books, a celebration of Latino American comic arts, a humorous comic twist on Darth Vader and his son, and the art of DreamWorks' Puss in Boots. If you're ever in the San Francisco area, I would strongly suggest making a stop by the museum and checking out their exhibits and bookstore.

A couple of weeks ago CAM announced the date for their 9th annual benefit. There are very few ways one can visit the studios (unless you know someone who works there), and the CAM benefit is one of the best. I attended the benefit last December with my son Sam and our friend Santi from Spain, and had an awesome time! I've included a few pictures from last year's event; if you'd like to see more, please visit my flickr site.

Line waiting to enter the studio

Last year's event began at 11am. In addition to dining in the Luxo Cafe, we could explore the studio grounds (did you know they have a swimming pool?!) and interior areas that contained some of the great pre-production artwork from Cars 2, such as sculpts, drawings and storyboards. There was also artwork and storyboards from other Pixar films. I can say 2 hours was not enough time to take it all in - I could have spent a whole day going through it all!

In addition to touring the studio, they had drawing demonstrations led by Pixar artists who would teach you to draw your favorite Pixar characters. Unfortunately I spent the majority of the time looking at the artwork and missed out on these demonstrations.

One of the biggest draws was the Pixar Studio Store, which is usually only open to employees. It was extremely hard to not go crazy and buy everything in sight; I thought I did well coming out of there only a couple hundred dollars lighter, having bought a few t-shirts, a Cars 2 jacket and a couple other little souvenirs.

At 1pm we all filed into Pixar's amazing theater. This part of the event was led by Dr. Michael B. Johnson, head of Pixar's pre-production engineering group. We were treated to 6 Pixar short films. Prior to each, Dr. Johnson led a Q&A session with a different Pixarian associated with the film:
  • Day & Night - Director Teddy Newton
  • Dug's Special Mission - Director Ronnie del Carmen
  • One Man Band - Co-director Andrew Jimenez
  • Red's Dream - Technical director Eben Ostby
  • Small Fry - Director Angus MacLane
  • Tin Toy - Technical director William Reeves
Santi with Ronnie del Carmen
After the short films, the Pixar artists hung out in the atrium where we could talk to them and have them sign, and sometimes draw characters, for us. This was definitely one of the highlights of the day for me. I have signed drawings of Buzz Lightyear by Angus MacLane and the characters Day and Night by Teddy Newton. I was also able to get both Ronnie del Carmen and Enrico Casarosa (director of La Luna, more on that later) to sign my copy of Three Trees Make a Forest (a wonderful book that I strongly suggest you pick up - I purchased my copy from the Cartoon Art Museum). Ronnie made a drawing of Nina while Enrico drew Bambino. I also spent some time talking to William Reeves about the early days of Pixar - I found out they animated one of their short films on a Cray Research computer at the Minnesota Supercomputer Center where I use to work.

William Reeves
There was also a live auction, but I didn't win any of the great artwork or other items that were available. This was OK as I had decided early not to spend much money on the auction - I knew I'd be spending money at the store. Plus, I had decided to go all out and purchase VIP tickets for the event.
You can see some of the auction artwork on right-hand side

My son Sam & myself with La Luna director Enrico Casarosa
After the auction, when most folks were leaving the studio, a small number of VIP guests headed over to Pixar's new building ("Brooklyn"), where we were treated to a special screening of La Luna plus an in-depth discussion with the film's director Enrico Casarosa, who described his inspirations for  and the process of making the film. After a second showing of the film, we went to the rooftop patio for a cheese and wine reception with Enrico and Dr. Johnson.

Hopefully this has given you a good overview of last year's event. Of course, each year is different, but I would guess they all follow a similar pattern. I've been fortunate enough to visit Pixar 3 times, and while all of them have been great, I'd say the CAM benefit was the best. Being able to chat with some of the key figures at the studio, and then seeing a pre-screening of La Luna and the discussion with Enrico was a once-in-a-lifetime event.

This year's benefit will take place on Saturday, November 3. Keep your eye on the museum's Facebook page or their official website for information on tickets and event schedule!

Inside "Brooklyn"
Inside "Brooklyn"


View of "Brooklyn"
Brave pre-production artwork inside Brooklyn

Brave pre-production artwork inside Brooklyn




Drawing of Bambino by Enrico Casarosa

Drawing of Nina by Ronnie del Carmen