| THE
ART OF MAKING PIXAR'S RATATOUILLE
© 2008 Ron Barbagallo
 |
| Remy
looks at Chef Gusteau's Restaurant as the sun sets over
Paris. |
Brad Bird’s highly anticipated second effort for Pixar,
Ratatouille opened wide on June 29, 2007. The eighth
feature film from Pixar, the industry’s leading computer
animation studio, was immediately embraced by kids, parents
and moviegoers alike as one of the best films of the year.
While the film delivered everything the fans were waiting
for, there was something else they got, something many film
critics picked up on immediately. That Pixar’s Ratatouille,
like the tale of artistry it tells, produces great art in
unexpected places.
With a premise that often defies convention, Ratatouille
tells the tale of a full-grown rat named Remy whose passions
in life take him from his family’s home in the French
countryside to the kitchen of a fine Parisian restaurant where
he becomes, of all things, a Master Chef. As unusual a setup
as having a rat prepare food might seem, under director/writer
Brad Bird’s care, the film moves with real conviction
and contains something rather innovative -- a screenplay that
blends live-action storytelling and animated characters.


Pixar's
Ratatouille features a cooking-obsessed rat named Remy
as its central character
Digital
paint over set render by Dominique Louis/Character layout
by Jason Deamer (top).
Screen shot from the finished film of Remy choosing ingredients
to make soup (bottom).
Although
the effect seems inconspicuous, this type of narrative is
something brand new in animation. It discards worn out plot
lines that talk down to kids and characters created solely
for merchandising appeal to entertain for the sake of telling
a fully realized story. Bird’s hybrid of cinema and
cartoon links the sentient believability of children’s
author E.B.
White's conversations between people and small creatures
to the smart humor found in one of director/writer Billy
Wilder's comedies. It is as much a step forward for animated
features as Snow White and the Seven Dwarfs was some
70 years ago when Walt Disney first combined the illustrated
depth of European children’s books to a feature film
format.
The
credit for the film’s success was a multi-layered undertaking.
Pixar is a studio of many talents artists. One of which, Jan
Pinkava, who wrote and directed Pixar’s Academy Award®
winning short Geri's Game, came up with the original
idea for Ratatouille. It was later altered and refined
when Brad Bird took over the writing and direction of the
picture. Bird, who has earned a valued reputation in Hollywood,
is as much an artist in the kitchen of writing and direction
as his cinematic doppelgänger Remy is a Master Chef in
Gusteau’s restaurant. His intuitive sense of character
and story development can be felt on projects as varied as
television’s longest running show The Simpsons
to fan favorite The Iron Giant and the Academy-Award®
winning film The Incredibles.

Both
apprentices at different stages in life, Remy and his human
counterpart become quick allies.
Ratatouille
also excels in the area of color and design. Like all the
Pixar films before it, it avoids the overtly saturated and
segregated coloring, or unnaturally elastic character movements
sometimes associated with computer-animated films, and instead
boasts a visual look that resembles a well-photographed live
action-film. This approach to make the appearance of the film
look like it was photographed by a cinematographer rather
than colored by someone filling in shapes with a Wacom tablet
and pen is key to final aesthetic in Ratatouille.
It adds a layer of believability,
a greater sense of gravity to the situations scripted in the
film.
Getting
to that point starts at the beginning of the filmmaking process
while the characters and their environments are being conceived.
It is a huge collaborative effort where the film’s production
designer Harley Jessup and many other artists experiment with
designs and color by creating both hand-made and computerized
concept art.
Jessup
and the film’s director of photography/lighting Sharon
Calahan also meet regularly to set goals for the look of the
film. They draw inspiration from a number of sources that
include the art direction and cinematography of other films,
but ultimately consider many variables when creating a visual
style. The final choices they make go on to define the personality
of the characters and where they live, but primarily, create
aesthetics that are both fun to look at and help advance the
story.

As
seen during 3 progressive stages of production, Remy and his
imaginary sidekick Chef Gusteau.
Digital art by Louis Gonzales (top left). Digital lighting
studies by Sharon Calahan (top right).
Screenshot from the final film (bottom).
The end
result blurs the line between live action and cartoon by blending
the caricatured graphics of 101 Dalmatians with the
diffused lighting of Ridley Scott’s Blade Runner.
Its artistry feels natural. It is an embroidery of analogous
color, texture and shapes that never call attention to themselves
or the many artists and new software programs used to achieve
the end affect. It does what all great art does; draw inspiration
from a number of sources to create something new.

Anton
Ego, the food critic, holding a copy of Chef Auguste Gusteau's
Anyone Can Cook cookbook.
Anton
Ego, the umber-soaked food critic, voiced so beautifully by
Peter O’Toole, took a stance near the end of Ratatouille,
by proclaiming that, “There are times when a critic
truly risks something and that is in the discovery and defense
of the new."
Another
writer could add to his review by continuing: Not every movie
features great art, but great art can be found in the largest
and smallest of places. For those looking to have their cinematic
appetite fulfilled and their artistic preconceptions challenged,
Pixar’s Ratatouille serves excellence on every
page of its menu.

A
CLOSER LOOK -
Harley Jessup, Sharon Calahan & Brad Bird
on RATATOUILLE
© 2008 Ron Barbagallo

When
John Lasseter helped co-found Pixar, it was with the idea
that animation could be different. Not just computerized animation,
but that the art form of animation was not married to one
particular style or format.
In
1986 when Pixar released Luxo, Jr., the first CG
short to be nominated for an Academy Award®, Lasseter
and his team at Pixar showed the film world that computer
animation, even of cold metal objects like table lamps, could
be warm and emotional.
Many shorts, feature films and awards later, the effort to
evolve the art form of animation continues at Pixar. Three
of the talents behind their latest film Ratatouille,
production designer Harley Jessup, director of photography/lighting
Sharon Calahan and the film's writer/director Brad Bird sat
down shortly after the film was released to discuss the film's
storytelling and direction.

HARLEY
JESSUP on production design
When
deciding where to start on an animated feature like this,
how does one go about creating designs for characters and
environments that consciously blend the look of live action
film with a CG cartoon?
Harley
Jessup:
Films at Pixar are director driven and I begin the production
design process by just talking with the director and trying
to get a clear picture of his vision for the film. It's funny
because it involves discovering both what the director loves
and hates not just in films, but all the arts, including art,
architecture, theater, everything. Just to get my head around
the project, at this point I'll break down the script or story
treatment into simple lists, noting the main characters and
settings.
Those
lists grow to include time of day and key props that also
will have a huge influence on the look of the film. At the
same time, I'll gather photo reference for the sets and costumes,
including images of character types in an attempt to bring
new information and inspiration to the director and story
team. A research gathering trip to the location, happily it
was Paris for Ratatouille, is very important to bring
back images that are impossible to find in books and to experience
just being there. We're always trying to create a believable
world that supports the story in every way.
This is
all happening very quickly because there is usually a big
presentation looming where we'll need to show the visual potential
of the film. In an ideal world, we would have a small set
of color concept paintings of settings and main characters
that give a preview to the look of the film. The color script
will evolve throughout the preproduction process.
Because
the character building process takes so long, the main character
designs are also a top priority at this stage. I like our
team to develop the designs in both drawings and clay. On
Ratatouille, sculptors Jerome Ranft and Greg Dykstra
created sculptures based on the design drawings done by Jason
Deamer, Dan Lee and Carter Goodrich. The sculptors are very
much involved, in the design process and I think it's important
to work in 3D as soon as we've got an approved character design
sketch. Carter Goodrich did a brilliant series of character
drawings that the director loved and this was a wonderful
base.

“In
the early version of the story, Gusteau was alive. Production
designer Harley Jessup explains, “He wasn’t a
little sprite, but a huge 400-pound chef. That’s why
I drew him full-sized standing in front of the doors of the
kitchen by the entrance to the dining room. We thought of
that area as a stage and the dining room as a theater or a
palace dedicated to food. The waiters would come out from
behind the curtain presenting wonderful food to the audience.”
Character
drawing by Carter Goodrich (top left). Scupt by Greg Dykstra
(top right).
Digital color study by Harley Jessup (bottom).
And,
the color?
Harley
Jessup:
As the color script is being developed it goes through
a very basic phase. From the beginning, on Ratatouille,
I had wanted to explore a muted palette that reflected the
subtle colors of Paris itself. Sharon Calahan, director of
photography for lighting, suggested starting out with a simple
concept that the rat world would be cool and the human world
would be warm. This color dynamic supported the idea that
the rats are always on the outside looking in and made Remy's
yearning to be part of the warm human world even more understandable.
I did broad-stroke color treatments of the main sequences
and preproduction art director, Dominique Louis, did wonderful
concept paintings of the sewers and kitchen scenes. Sharon
finally did a beautiful set of master lighting studies that
very specifically showed the lighting for each sequence.
The
color treatments on the characters came from a close collaboration
between the art department and shading department. Art directors,
Belinda Van Valkenberg and Robert Kondo, refined a technique
where, in Photoshop, we would paint over an image of the approved
character sculpt and end up with a perfect preview to how
the 3D computer model would look. Throughout this process
we'd consult with Sharon about how these colors would work
with her lighting plan.
Sharon
and I were both very excited about the idea of doing a feature
using a more limited palette than earlier Pixar films. Paris
is a city of warm grays, so any accented color, like red or
a blue sky, will really sing against that. By having a whole
range of muted colors, you can make a real a color statement
by showing some restraint and pulling back. The saturated
colors that you do use become really potent, like a spice.
That was one of the exciting parts.
How
do you go about conceiving the environments? Do you imagine
them as fully realized, fully colored places or are they first
thought of as line drawings like the characters? Are they
rooted in real places? Where do you draw your inspiration
for them?
Harley Jessup:
We
based the overall geography on real Paris. Linguini's first
apartment is on Montmartre, Gusteau's restaurant is near the
Place Dauphine. The Seine plays an important part in several
sequences and we faithfully reproduced the Pont Double for
the foggy night scene by the bridge when Remy and Linguini
first make their deal. The Eiffel Tower is framed in almost
every window view and we really tried to keep it in the right
spot geographically.
With the
extensive visual research we brought back from the Paris trips,
we were ready to create artwork that would make the world
of Ratatouille believable and hopefully beautiful.
Rather than mirroring the real world, we're always trying
to caricature the settings. Just as Linguini's character design
is a bold caricature of a human, we created a loving caricature
of Paris. I wanted to show an idealized Paris and the directors
liked the idea of showing a mixture of classic post WWII Paris,
like in film The Red Balloon, with contemporary accents
like modern micro cars. We chose to emphasize the cathedral
spires and domes and omit the modern skyscrapers to make a
kind of fairy tale Paris. Computers like straight lines, but
Paris architecture is very sculptural and all the buildings
lean and sag wonderfully along the street. The technical teams
worked very hard to get this organic, "settled"
look to the sets and I would always be happily surprised at
how much appeal this added to the sets.
Early
on Dominique Louis, Robert Kondo and I did artwork on each
of the main settings that we used for many presentations.
The kitchen at Gusteau's was the biggest design project and
I drew plans and an overall schematic that we used to create
the rough computer model. This "previs" model was
used by the story department as staging reference for all
the kitchen sequences. It allowed us to develop the kitchen
from both the human perspective and the rat level.
The design
of the food in Ratatouille was another huge challenge.
Computer graphic food has the high likelihood of looking very
disturbing. We worked very hard to figure out what makes great
food look appealing, and, at the same time, what makes bad
food look unappetizing. We all took cooking lessons, photographing
each stage of the cooking process. Professional chefs made
each dish served in the film for us to study and Thomas Keller
of the French Laundry restaurant made the Ratatouille that
Remy serves critic, Anton Ego at the end of the film. The
result you see on the screen is a collaboration between the
art, shading sets, lighting and visual effects teams.


Digital
art by Dominique Louis (top left). Digital paint over set
render by Dominique Louis (top right).
Digital matte painting by Dominique Louis (bottom).
Could
you describe how you went about incorporating the diffused
lighting effect you used into the film’s scenery?
Harley Jessup:
We
tried to incorporate a good range of lighting effects in the
film. We did use the lovely diffused lighting that you see
in so many French impressionist paintings, but Sharon also
created gorgeously sunny late afternoon and dawn scenes as
well as some wonderfully moody night scenes. The rainy night
sequence where Django warns Remy about going into the human
world is one of my favorites and an example of the collaboration
between the art, light and effects department that was really
rewarding on Ratatouille.
Before
the sets were built, Sharon and I went to Paris, watched dozens
of films about Paris and talked about it so much that we were
really on the same wavelength. We looked at a lot of live-action
films where the best cinematographers are holding a lot of
the subtle color within the shadow areas and it's a really
luscious look. We looked at Blade Runner amongst
many other films for that kind of affect, where we were seeing
subtle colors in the shadow areas.
Sharon
really pushed what the computer can do in lighting and it
showed off the beautiful work of the shader group and it just
made everybody look great. Sharon’s part of the process
is toward the end, but we were working really together from
the beginning to make sure that we were giving her sets that
would work for lighting.
When we
got down to the actual master lighting studies, Sharon did
most of them herself. She’s a great painter, a really
wonderful cinematographer. She would usually paint over a
rendering of a finished set. Before it had been lit, she might
do a very simple lighting thing and paint over that. It wound
up being very efficient where her paintings really indicated
what the final film’s lighting looked like. There were
certain times where Sharon would ask for a color to be desaturated,
or exaggerated, or just a control put in so that they could
get the lighting affect that they would need. I really love
how her team lit the sets and characters.
So,
you really work by getting the architecture of the characters
and their world done first, whether it’s the sculptures
of the characters or the actual physical nature of their environment.
When you do start thinking about color, was there any particular
way you went about it?
Harley Jessup:
I was thinking about color from the beginning. Even as we
were gathering photo research on rats, Paris and French cooking,
we began developing color ideas for the film. We tried to
let the combination of elements in the story lead our approach
to the color. Many things changed along the way, of course,
but the early paintings that Sharon, Dominique Louis, Robert
Kondo and I did helped to show the visual potential of the
film and the basic approach to color.
At times,
we approached color in conceptual ways, like when we were
working on the human world and the rat world. We decided that
we wanted to have the rat world seem cool and the human world
seem warm. That really worked with the idea of Remy and the
rats as outsiders, kind of looking in on the human world,
which always looked inviting and cozy. The rats are out in
the elements much more and down in the dank sewers. Their
world would seem harsher and colder.
At the
same time, within the sewers, we planned a whole gypsy theme
with rats where their world is brightened up by little campfires
and little bits of patterned cloth and labels from tin cans
and that kind of stuff, so that their world feels warm and
inviting in its own gypsy-like way. A gypsy encampment.
Whether
it was the warm/cool relationship between the rat and human
world, the muted colors of the city with bright accents, the
white-tiled kitchen with big black stoves, it all grew from
the research we did. The challenge was to put all these influences
together and that's when the concept artwork comes into play.
Through the artwork, we can begin to solve problems like the
fact that rats in the real world disappear in the environment
or that food made in the computer tends to look cold and disturbing.

Concept
art for the rats by Albert Lozano.
Where
there other aspects of design that affected the rat world?
Harley Jessup:
We had to figure out how elaborate the rat technology would
be. We didn’t want them to be little Flintstones-like
characters with all kinds of unlikely inventions. That’s
been done before in The Rescuers and The Secret
of N.I.M.H. So we set up some basic rules. The rats don't
have little hammers and nails and that kind of thing. Instead
they put together their world with found objects -- damaged
stuff that rats might find in the garbage. The little boats
they use to escape on the creek are made from garbage they've
lashed together with string. They were made of an assemblage
of found objects and garbage-like stuff -- old eggbeaters
and bottles and cans, that kind of thing.
Did
color or design affect your choices when creating the human
world?
Harley Jessup:
Yes, we wanted to create backgrounds where the food looked
good. Gusteau’s kitchen is really designed around the
skin colors of the characters and the food, and to a secondary
degree to the cooper pots hanging there. It’s actually
a very neutral environment, almost black and white. The stoves
are black. The tile floor is black and white. The tile walls
are white and a desaturated tile blue pattern. We were really
setting it up so that those neutral would set off the more
brightly colored food in a really nice way. We wanted your
eyes to go right to the food, right to the character’s
faces.
Given
the naturalistic lighting choices you made throughout the
film, you took some real liberties with the colors of the
rats. How did you go about resolving their coloring?
Harley Jessup:
The rat palette, we knew, was a challenge. The rats were designed
obviously to blend in with the environment and hide. But we
needed them to stand out from the background so that you could
read their forms. As well, I wanted to stylize them so that
their color felt appealing.
Early
on, I made up a little board of about 20 different yarn colors,
really grays and tints of gray and about 20 different directions,
sort of cinnamon, desaturated cinnamon colors, blue grays,
violet grays, even green grays, although that was pushing
it too far, to have a greenish gray rat. We really pushed
it too far and then pulled it back a little bit, trying to
get the rat palette, when they’re all together, to feel
real appealing, even when they’re running out of the
cottage. This way, their colors worked with each other in
a luscious way rather than just a gray or brown isolated way.
Can
you talk a little bit about the 2D, traditionally animated
looking, end title sequence of the film? How did that come
about?
Harley Jessup:
Everyone
was really excited about doing a major 2D title sequence.
The end title sequence was a special collaboration between
the Ratatouille art and animation departments. There are so
many animators at Pixar that are brilliant 2D animators. I
think they were itching to draw again. Brad wanted the titles
to be an interesting extension of the movie and we came up
with the idea of the rats having a field day in the kitchen.
Teddy
Newton storyboarded the whole thing and thought up the wonderful
gags. Nate Wragg, who had started as an intern in the art
department just six months before, did the design. The style
is based on a great collection of very ratty designs Nate
did for the consumer products style guide. Brad liked the
idea of using that style for the end titles and it just came
together in a really cool way.
Andy Jimenez
took the hand-drawn 2D animation and background elements and
projected them on simplified 3D models, creating a really
wonderful multiplane feeling as the camera moves through the
kitchen vignettes.

SHARON
CALAHAN on direction of photography/lighting
How
do you start the process of lighting a film like this? Do
you do most of your work in the computer?
Sharon Calahan:
The process starts with forming rough ideas for the general
look for the film as a whole. We start by simply talking about
looks we like, films we admire, ideas we've had for years,
stuff we've always wanted to do, and what feels right for
the story.
These
ideas become defined as a visual vocabulary for style ideas
and to develop a common vocabulary we can all agree on. For
instance, on Finding Nemo, we had our vocabulary
for the nine essential elements that defined the look of water.
"Murk" was one term we used for water visibility
while "diffusion" was another term for how much
the water softened the image. These terms become the stylist
knobs we turn up and down to tune the look of a particular
sequence.
For Ratatouille,
the defining style goals were driven by the elements we needed
to make food look delicious. I spent a lot of time analyzing
food photography, both good and bad, to figure out what were
the defining style elements of appealing food. They provided
a visual anchor, and a starting point, to help move in the
right direction.
Once we
have a style guide defined, we start thinking about how to
more specifically apply them to sequences in the film. We
create color keys, or what we often call "pastels,"
to experiment with ideas. These are usually done in Photoshop.
I like to start with a layout render and paint over it. Then
I would pitch my ideas to Brad and Harley. Sometimes Brad
might have some notes, usually about how they fit with the
mood he had in mind. Sometimes the time of day or weather
needed to change to better support the story. I’d go
back and make another version or two and we’d finally
settle on something. We do try to work rough and fast like
this in Photoshop before we invest a lot of time in 3D.
Are
there color themes you work with? Themes that help you define
the lighting or the look of entire environments or even parts
of the story?
Sharon Calahan:
The succinct answer is yes. I like to find style
and color elements that act as visual glue across the entire
movie that can help unify or link the various lighting scenarios
together. I really wanted to have warm blacks, a very dark
red rather than absolute black, even in a cool scene, and
especially near camera. This wasn't an absolute rule to be
followed, but we used in it most of the scenes.
There
are only a few scenes, like the rain scene in particular and
maybe the scene inside the sewer pipes toward the beginning
of the film where they go over the rapids where the blacks
are more of a true neutral black. But overall, I like the
idea of always keeping some color and detail in the deepest
darks even if it is very subtle. This is the kind of thing
that makes a difference in film output in particular.
I also
wanted to have a general feeling that the human world was
warm and seductive to Remy, so for the most part, the human
environments are warmer in tone than the rat environments.
Food is something that looks best photographed in slightly
warm illumination.
Overall,
I wanted the movie to feel warm and delicious and for the
audience to be reminded of food even when it wasn't visible
on the screen. The biggest component is that there are no
blacks or grays in food. To get food to look appealing, I
needed to make sure that we could get rid of the computer's
tendency to assume that the absence of light is always black.

Warm
tones envelop the blacks in this night scene of Remy and Linguini
at the Pont Double by the Seine.
Storyboard by Josh Cooley (top).
Lighting study by Sharon Calahan, layout by Josh Cooley (middle).
Screen shot from the finished film (bottom).
Was
this something you applied to the characters as well? And,
which comes first, do you fit the character into your scene
coloring or lighting, or do you color the scene and fit the
character into the background?
Sharon Calahan:
Yes, we do want the characters to feel integrated
into their environment. We tend to light the sets first and
then add the characters, augmenting the character lighting
to the camera. When we first drop characters into the set
lights, they usually look terrible because at that point they
are a little too integrated or the set lights do not provide
enough modeling or interest. The goal at this point is to
make the characters appealing, to make them read well, and
for them to stylistically blend and cut with the surrounding
shots.
Given
that you are coloring graphic shapes, for the most part, how
do you start adding color to them and the sets? Do you and
Harley create color palettes to evoke a certain sensibility?
Sharon Calahan:
Harley and I spent a lot of time talking about overall
color styles for the film. One of the things we quickly agreed
upon was to use more subdued colors on the sets and most props
so that the characters, especially skin tones, and the food
would be highlighted in the images. Harley and I didn't always
agree on everything, which was a good thing. It forced us
to dig a little deeper and to figure out what we really wanted
and why.
Of course
by the time we went through this exercise we had the same
vision, and it was a very satisfying process. Harley would
specify local colors for virtually every item in the film.
I focused mostly on making each color work in the scenes,
so I would usually only comment if there was something that
I thought might attract too much attention when lit, or sometimes
we may tweak a set or prop color to go better with the lighting
scenario.
Since
we had a restrained palette, it was really important to us
that the colors feel rich even if they were not particularly
saturated. We wanted the neutral tones to not feel muddy.
The trick was for us to make sure that the colors were getting
more saturated as they were getting darker.
In the
computer the absence of light is black, which was essentially
mixing grey into our colors, so we needed to trick it into
doing what we wanted. Our approach was more the way you would
mix color to paint it. When painting you rarely use black
to darken a color, it just gets too muddy. This approach helped
to make everything look fresher and more appealing. It was
essential for the food, but it also helped flesh tones, the
chefs’ whites, and even the sets to look more lush.
Was
it simple to get rid of the grays?
Sharon Calahan:
No, we needed to write some tools and to develop
some new processes to achieve this new look. And it is something
that will continue to change and evolve as we start each new
film. We are already doing something different on Wall-E.
It’s
really taking complete control of the imagery? Being very
specific about where you place neutral color and more saturated
colors for affect?
Sharon Calahan:
Some of it is placement, yes. Some of it was making
sure that there was enough of a colored undertone to the sequences
so that neutrals like the surfaces in the sets and the chefs’
whites were not too neutral to start with. The highlights
could go white, but we didn't want the mid-tones and shadows
to read grey, so we added small amounts of low intensity saturated
illumination to shift the hue.
In the
kitchen, since it is a warm human world environment, we added
a low intensity orange light to shift the hue warmer, we tinted
the darks more than the lights since we wanted to keep the
whites closer to white and get rich colors in the darks.


The
kitchen in Ratatouille was meant to be like stage,
with color and tone used to direct the eye.
Digital paint over set render by Dominique Louis (top).
Screen shot from the finished film (bottom).
Where
there specific challenges in creating the kitchen?
Sharon Calahan:
Our biggest challenge with the kitchen was figuring
out how to create soft accurate reflections that were also
economical to render. Ray tracing is great for accuracy, but
gets expensive when it gets very blurry. Environment maps
are cheap, but not so great at accuracy. We decided to use
brick map technology to get the best of both worlds. This
took a few months for us to set up and test, but I was very
happy with the results.
The kitchen
wasn't our most difficult challenge, however. I think that
award goes to the sewer rapids sequence near the beginning
of the movie. Even though we have created many water effects
in our films, they always seem to be the most difficult, especially
in this type of action sequence where the water essentially
is the set and needs to work well with the camera motion,
animation, and lighting.
The lighting
in this sequence was fun because we were trying to see how
little we could get away with. We mostly relied on the caustic
reflections from the water to read the action. If you look
closely, you will see some nice color complexity in these
light patterns. We used the same techniques we used in Finding
Nemo to
create the appearance of chromatic aberrations. It helps it
to feel less CG, even if it isn't necessarily more real, it
is more like you would want to paint it.
And,
the whites of the chefs’ clothes?
Sharon Calahan:
The challenge with the chefs’ whites was to
get them to look like luminescent soft white cloth and not
like hard plaster. It isn't enough to get the drape and motion
just right; it also has to have the right quality of translucency
and delicate neutral tones. It was too easy for the whites
to get icky-grey in the shadows, especially on the wet cloth.
In addition
to the low-level colored ambient lights, we also used special
lights to add extra translucency into the shadow folds to
make the cloth glow a little bit and to add some color into
the grey areas. We often needed to light the clothes differently
than the skin tones to get each of them to feel right.
For instance,
white cloth reflects blue light strongly while skin absorbs
the light and reflects mostly red, so the same blue light
on skin might overwhelm the warmth needed to feel like real
skin instead of plastic skin.
Where
does the surface texture of everything come into play?
Sharon Calahan:
The textures were wonderful. Belinda Van Valkenberg,
our shading art director, and her team did a phenomenal job
with all the surfaces. We wanted to have a nice variety of
patina on everything as if it was all very old, but very well
cared for, and to have that luster on the metal surfaces.
We kept reflections very soft which helps bring out the scratches
and stuff to help keep the surfaces from feeling too shiny
and new.
One of
our challenges was to create a stylized world while maintaining
believability. Many of the textures were over-scaled to create
this stylization; our job in lighting was to make sure that
these larger textures didn't start to make it feel like a
miniaturized set. As long as we were able to make sure that
our lighting responded in a physical way to a human-scaled
world, we could maintain the illusion. When we were looking
at the world from the rat point of view, we needed to exaggerate
scale even more to help make the world seem huge to them.

A
screenshot from the finished film shows the care taken in
creating the look of the film's food.
This
brings me to one of the most important elements of the film
-- the food. It’s really treated with the same care
as Remy, Linguini or any other main character in Ratatouille.
How did you go about creating the cheeses and the food?
Sharon Calahan:
It’s nice to know that food comes off as a
character, because we really did try to think of it that way.
To be honest, the food is featured less in the final movie
than we originally thought it was going to be. In the beginning,
everybody was a little panicked about how we were going to
do food. We started by simply studying all kinds of photos
of just about anything online, seeing how various food was
photographed. We also bought samples of all of the food we
were going to feature in the film, really studying it up close
and taking our own photos. We also spent a lot of time preparing
the dishes and studying each stage of the process: chopping,
stirring, steam, flame, browning, etc. It was quite fascinating.
Our goal
with the food, and with everything actually, is not to try
to recreate reality. We are trying to create a world that
not only feels believable, but in the case of Paris and the
food, to create something that feels like your best memory.
The way your memory eliminates extraneous details and reduces
to the important elements. This is where the emotion comes
into it.
For instance,
your memory of what bread looks like is different than actually
looking at a photo of bread. Your mental image is simplified
and reduced to its essential elements and stylized a little
bit. You want to remember it as being a little more golden
than maybe what it actually is. You want the texture to not
be too disturbing and accurate. You want it to be kind of
softened and romanced a little bit. You remember the qualities
that make your mouth water. We want to stop short of reality
and give the viewer something that’s a little more visceral
and more memorable in some way than something that’s
too photoreal.

BRAD
BIRD on story and direction
When
you came on board of Ratatouille, how much of the
film was done and what did you keep?
Brad
Bird:
Jan [Pinkava] had a great idea and there were many things
that were wonderful about the film. It was great looking,
had an unusual premise. But when I stepped in, I didn’t
know anything about cooking. I don’t know very much
about France, or rats. So I had to learn really fast and did
a ton of research and just went with it.
I described
it to people at Pixar as like, Wallace and Gromit in [Wallace
& Gromit in] The Wrong Trousers where they’re
laying track in front of a moving train. You know, you move
as fast as you can. That’s what it was like. I would
write something and we would just record it. We didn’t
even have time for temp tracks on a lot of it. We had to just
go to the actors and record it and then start animating. In
many ways, had I not had my experience in television, there’s
no way I would have been able to do it.
Did
you start out by changing the look of the film or changing
the writing?
Brad
Bird:
A
lot of the design work had been done, the basic premise was
there, but I wrote a brand new script. I only kept two lines
of dialog and two shots from all the previous versions so
we did a whole new set of story reels, really fast.
And, I
begged Mark Andrews to come on to the project. He was starting
to get involved with another thing. Thankfully he said “yes”
because I needed somebody who I had a shorthand with and our
story reels weren’t nearly as polished as our Incredibles
reels were, because we just didn’t have the time. We
had to bang stuff out, but I don’t think that shows
in the final film.
What
sort of story and character changes did you make? Did you
work within Pinkava’s story frame work, or completely
revise what he did?
Brad
Bird:
The idea [for Ratatouille] is Jan’s idea. In
terms of the dialog and the story structure, I kept the premise
of the film and a lot of the basic things about it, but I
could change anything that I wanted. The characters, most
of them, with the exception of the lawyer and the health inspector,
they were all developed under Jan. The look of the film, the
look of the characters was all defined under Jan. I supervised
the final lighting. I supervised the building of a lot of
the sets.
I changed
a lot about the way the story was structured. I kept a lot
of stuff, but changed a lot of things in order to get them
to work. It had to do with emphasis. I took some characters
and I removed them. I took other characters and made their
roles smaller. With other characters I made their roles larger.
Part of the problem was many of the characters didn’t
have a defined personality. They had a look and they were
character types, but they were not fleshed out at all.
What
type of changes did you make with the characters?
Brad
Bird:
The Emile character was always [voiced by] Pete Sohn who ended
up doing the both the film and temp track. Everyone loved
Pete’s voice [because it] was excitable and kind of
in the upper register. When I was analyzing, it I felt like
this was wrong. Emile is status quo. He’s kind of heavy.
He likes things the way they are. He’s kind of plotting
and he should not be fast paced and excitable. He should be
lower key. Remy should be the one who goes from 0-60 in two
seconds. You know what I mean? So, I cast Patton Oswalt.
When I
worked with Pete Sohn, he would always start in this excitable
place and I would say, “OK. Now, slow down, slow down.
Keep your voice a little lower and we’ve got plenty
of tape, take time to say it.” It took him several takes
to get into that state because Pete Sohn is more of an excitable,
passionate guy. But his voice when he slows down and becomes
more methodical about it, it suddenly made Emile work great.
Patton
has a very volatile personality. Anyone who listens to his
comedy knows he can completely take off on anything. When
I put Patton together with Pete, man it was like peanut butter
and jelly. It fit together perfectly. That gave the animators
a really solid footing to work on, because Remy wears his
emotions on his sleeve. He’s volatile and passionate.
Throws himself completely into whatever he’s feeling.
Whereas, Pete is a little bit slower and a little bit more
status quo and likes things the way they are. That is all
suggested by the way they move, too.
STORY
SKETCHES














Black
and white digital story sketches (middle 23 images).
Screen shot (top and bottom).
What
about the other voice castings?
Brad
Bird:
Jan cast Ian Holm as Skinner who was perfect and cast Brad
Garrett as Gusteau who, again -- perfect. I can’t take
credit for Pete Sohn or Lou Romano. They were in the temp
track and everybody liked them. What I can take credit for
is maybe giving them some new opportunities to explore character
by writing something that maybe demanded a little more from
them.
Did
you cast Peter O’Toole?
Brad
Bird:
Yes, I cast Peter O’Toole. They had a different guy
who was a very good actor who I like for Anton Ego, but once
I got involved, once I started writing the character, the
only voice I heard was Peter O’Toole. I was praying
to the movie gods that he would say yes. We had to prompt
him a little. Kind of beg him but he finally relented and
had a blast doing it. I was in complete movie-heaven getting
to work with him because he’s one of my favorite actors.
Then the animators were climbing over each other to try to
animate shots of the character.
Did
you change any of the settings in the film, the environments
where things take place?
Brad
Bird:
There were probably 24, 25 sets in the movie and three of
them were designed under Jan and those were the most important
ones: the kitchen, the dining room and a little part of the
sewer area where the rats meet. All of the other sets I supervised
the building of and they were done while I was changing all
the other stuff.
In
watching the film, I couldn’t help but notice the use
of more tangible, more emotionally modern dialog and character
relationship that seem to be juxtaposed against more traditionally
slapstick cartoon antics, like all that running around in
the kitchen. Did you want to consciously use comedy or slapstick
to balance out the more modern elements of the storytelling
or did that switch in tone happen naturally?
Brad
Bird:
When the heads of Pixar asked me to come in and to work on
the project I jumped. I didn’t stop and think about
juxtaposing one sensibility against the other. I just went
after anything I felt solid about. I didn’t spend any
time pondering it too much because I had to move. If you’re
trying to keep the audience involved so that they care minute
to minute -- that is a really hard task to begin with.
For me,
a feature animated film has to have something besides comedy
in order for the audience to stay with it and get everything
else it has to offer. It has to work emotionally, too. I tried
really hard to balance the comedy with some sort of feeling.
And, it’s an absurd idea. It’s not remotely realistic
-- the notion of the film. It’s a completely cartoony
premise. But there are moments in there that are meant to
evoke some real emotion, some connection between the audience
and the characters so that the audience feels something and
hopefully we succeeded.

With
a nod to the physical comedy of silent era films, Remy learns
to control Linguini's arms.
Were
the scenes where Remy is learning to control Linguini’s
arms and hands intentionally directed to be Buster Keaton-like?
Or was the use of physical comedy something the animators
invented as they were going along?
Brad
Bird:
One of the things that was wonderful about that concept, and
it was always in there, was the whole sort of Cyrano de Bergerac
idea of Remy being the gifted one and this kind of clueless
boy [Linguini] being the vessel through which he has to do
it. So the idea of him [Remy] piloting this guy around was
in some of the original story reels. I thought it was a fantastic
opportunity for character animation. The kind of thing that
animators dream of because, really, it’s an animation
idea. It could have been done mechanically, but there is a
great deal of empathy and relationship building that comes
across that only someone with a good attention to detail and
emotion could have put in there. Otherwise, it would have
been just a montage.
Fortunately,
that was true of a lot of these scenes. A lot of these scenes
were animation-orientated scenes that demanded a lot from
the animators whether they were that pure physical comedy
stuff like Linguini getting jerked all over the kitchen by
Remy to emotional scenes like when Colette almost breaks down
and slaps Linguini at the end, which is a very challenging
acting scene.

Linguini
gets a lesson in cooking from Colette.
Can
you tell me a little bit about Colette? You consistently have
represented female characters in your films in very realistic
ways. Was Colette always in the film or did you put her there?
Brad
Bird:
That was one of the changes I made. Colette only had a few
lines of dialog and a fairly small part in the film’s
previous incarnations. Linguini was always attracted to her
in earlier versions, but there wasn’t a lot for her
to do. I looked at that as a missed opportunity, because the
important part of her character for me was that somebody had
to pull, -- if Remy was pulling Linguini one way, there had
to be somebody pulling on the other side of Linguini. She
seemed to be the natural one. So how do you give her some
emotional life?
Then it
became a thing of what’s her role in the kitchen and
would she be kind of baffled by this guy who seems to be so
naturally gifted where she has had to work really hard. She’d
be sort of attracted to that and yet puzzled by it and slightly
angry about it. I really wanted to make her a more complex
character. And, you have “x” amount of screen
time to do this sort of stuff so you have to keep it simple.
There has to be a followable emotional through-line so that
you understand moment to moment what she’s thinking.
Even if she’s confused and doesn’t know her own
mind, the audience still needs to know why she’s confused.
Know what I mean?
All I
can say is it’s really hard to be simple. That was a
real challenge to me. Thankfully, we have a lot of really
talented animators here [at Pixar]. If you’re clear
about what emotion the character is feeling they can get there
in their animation.



Michel
Gagné created the animated graphics seen in this screenshot
of Remy tasting different foods.
Concept
art of graphics by Michel Gagné over storyboard drawings
of Remy (top three images).
Screen shot from the finished film (bottom).
There’s
another visual element I wanted to ask you about. It pays
a nod to Oskar Fischinger and his work in the Bach, Toccata
and Fugue in D Minor sequence in Fantasia (1940).
It's the scene where Remy teaches Emile to taste food. How
did the idea to use animated graphics to illustrate food come
about?
Brad
Bird:
One of the things I kept saying when I was originally
looked at this film was that it’s a tricky film. Because
it’s a film about taste and smell, and yet your audience
can’t smell or taste anything. What we have is color
and movement and somehow you have to use that. We needed to
find ways to represent what is this experience of taste so
that the audience can understand it. I made that suggestion
many, many years ago and no one ever picked up on it. One
of the things I did when I got involved was I took my own
suggestion.
The idea
was that Emile has senses but that they’re pretty dulled
and just start to awaken. It was meant to be a funny idea,
too, but in many ways, it is also related to the way cooks
operate. They see texture or experience texture and smell
and taste the way painters experience color and light. I just
thought we could use sound.
So I worked
with Michael Giacchino [who wrote the original score for Ratatouille]
and said to him, “What would cheese sound like versus
fruit? You know? Cheese is a rounder warmer sound, probably
lower on the scale. Whereas fruit is probably a lighter brighter
clearer sound, you know?”
He kind
of came up with these sounds that sort of suggested that.
Then [artist] Michel Gagné and I did the same thing
for the visuals. We talked about what kind of shapes would
be suggested. What kind of color. We talked about it on an
emotional level. Then Michael went off and came back with
music and Michel came back with this wonderful animation.
It was a really fun little way to open up the movie and suggest
that this is what taste would look and sound like. An abstract
representation of wakening senses.
All images
are © Walt Disney Company/Disney Enterprises, Inc./Pixar
Talking Pictures ALL RIGHTS RESERVED.
The author
would like to thank Brad Bird, Harley Jessup, Sharon Calahan,
Howard Green, Arlene Ludwig, Holly Clark, Samantha Garry,
Amanda Sorena, Beth Elyer and Sarah Baisley for their help.
Particular thanks goes again to Sarah Baisley for guest-copyediting
this article and to Howard Green, Harley Jessep and Sharon
Calahan for the extra steps they took to make this article
happen.
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ARTICLES
ON AESTHETICS IN ANIMATION
BY RON BARBAGALLO:
Shedding
Light on the Little Matchgirl traces the path
director Roger Allers and the Disney Studio took in adapting
the Hans Christian Andersen story to animation.
The
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invited Salvador Dali to create an animated short based upon
his surrealist art. This writing illustrates how this short
got started and tells the story of the film's aesthetic.
A
Blade Of Grass is a tour through the aesthetics
of 2D background painting at the Disney Studio from 1928 through
1942.
Lorenzo,
director / production designer Mike Gabriel created a visual
tour de force in this Academy Award® nominated Disney
short. This article chronicles how the short was made and
includes an interview with Mike Gabriel.
Tim
Burton's Corpse Bride, an interview with Graham
G. Maiden's narrates the process involved with taking Tim
Burton's concept art and translating Tim's sketches and paintings
into fully articulated stop motion puppets.
Wallace
& Gromit: The Curse Of The Were-Rabbit, in an
interview exclusive to this web site, Nick Park speaks about
his influences, on how he uses drawing to tell a story and
tells us what it was like to bring Wallace and Gromit to the
big screen.
For a complete list of PUBLISHED
WORK AND WRITINGS by Ron Barbagallo,
click on the link above and scroll down.
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