Buzz Lightyear, Nemo, Mr
Incredible … we've loved them all. Now WALL-E, a robot
rubbish-collector, is set to win over audiences' hearts. On a
tour of Pixar's California HQ, Sam Leith finds out how they do
it. Plus, the six most useful automatons - and what it's like
to live with a cuddly one
Behind the scenes at Pixar
Watch the trailer for WALL-E
The world's six most useful robots
When you clear security and step onto the Pixar campus,
three-quarters of an hour out of San Francisco, the wattage of the
sunshine seems to go up. There is an overwhelming and delicious
smell of freshly mown grass. Among trim shrubs is a wide black
tarmac path unblemished by chewing gum and, along it, bronzed
paragons of healthy Californian youth, wearing T-shirts and cargo
pants, fly past on little silver scooters. | WALL-E, star of Pixar's latest animation |
Purpose-built at the behest of Pixar's former chairman Steve
Jobs, the main offices of the world's foremost animation
company are housed in a two-storey, red-brick warehouse-style
building, set around an enormous atrium. Light streams in through
glass louvres in the roof and the plate-glass front wall, and spills
across a vast blond-wood floor. On one side is a hip café-style
canteen. On the other is an employee break room and play area.
There's a large room of wooden pigeon-holes where staff collect
their mail. Dangling from its door is a sheaf of morale-boosting
fan-mail forwarded from the 'Pixar Planet' fan forum. On
one wall, a bank of games consoles is running demos of Pixar games
for passers-by to play with. Nearby are a pool table, air-hockey,
table football and, folded against a wall, a ping-pong table. And in the middle, sitting on a wooden bench looking comfortable
in a shaft of sunlight, are the two most important people in the
building: WALL-E and Eve. I say 'people'; they're
robots. And I say 'robots'; they're actually
cardboard simulacra of imaginary cartoon robots. But it is on the
personal charms of these two - the stars of Pixar's ninth
animated feature - that everything depends. Down both sides of the
room run slick, mock-art-deco advertising banners. One of them shows
WALL-E's plaintive binocular eyes gazing out at you.
'WALL-E,' proclaims the legend: 'A Brighter
Future.' When WALL-E opens next month, the smart money says the
future will indeed become even brighter for Pixar. The company is, on the face of it, a quintessential flowering of
that particular West Coast new-media business culture that replaced
sharp suits and imported Scotch with frappuccinos and games of Hacky
Sack. Even the corporation guy, WALL-E's grey-haired,
suit-wearing producer Jim Morris, peppers round-table press
interviews with 'cool', 'sucks',
'neat', 'I will tellya' and 'It's kind
of, like, oh my gosh'. Being given a tour by Randy Nelson - the dean of Pixar university
- feels like being inducted into a cult. He makes theatrical
gestures with his hands and articulates slowly and clearly like an
inexperienced carer attempting to convey solicitousness to those
with learning difficulties. His smile is unwavering, and he utters
gloopy catchphrases in a swooping, sing-song voice: 'Thank you
for helping us to tell our stories'; 'Membership is one of
the first things you have to feel'; 'One of the jobs we
have as managers is to make sure that people go home at the end of
the day.' | Andrew Stanton, front, and Ben Burtt with models of
WALL-E and Eve |
At one end of the building, there is that glass front wall; at the
other, the screening room: 'It's like a funnel, so all the
outside world comes in here and all the good stuff goes through into
the theatre,' says Nelson. He explains that the purpose of the
building's design - which forces employees to visit the
communal area every time they want to get something to eat, take a
break or even go to the loo - is to make sure that everyone bumps
into everyone else as often as possible. The reason?
'We're doing art... as a team sport,' is a
catchphrase that Nelson pronounces more than once, with much
meaningful eye contact. Half-an-hour with him may be enough to make
you think twice about sampling the grape-flavoured Kool-Aid, but he
has a point. 'Art as a team sport' is exactly what Pixar
does. And it works. The roll-call of Pixar's successes in the 13 years that it
has been making animated features has been extraordinary: Toy Story, A Bug's Life, Monsters, Inc, Finding Nemo, The Incredibles, Cars, Ratatouille... And the roll-call of its flops?
None. Not one. Cars -deemed by some as something of a disappointment
- grossed nearly half-a-billion dollars. As a journalist, therefore,
you want to dislike Pixar; or at least find its dark side.
Where's the story in 'happy people make brilliant films,
get well paid for it, love their work'? But all the evidence
points to that being the case. I watched the first half-hour of
WALL-E in Pixar's screening room with film hacks. And I swear
that, when the section we were allowed to see came to an end, there
was a sigh of disappointment. WALL-E tells the story of the last creature left on earth: an
indefatigable solar-powered rubbish-compactor. Humans, having made a
complete mess of Earth, have taken off into space and left this
'Waste Allocation Load Lifter Earth-Class' to clear it up.
The opening shot pans down through WALL-E's world: valleys of
rust and dust, scoured by a gritty wind and surmounted by mile-high
ziggurats made of cubes of rubbish. |